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Saturday, July 25, 2020

THE WORLD OF ROMUS - PART 1 - A concept world set in the Magic: the Gathering CCG

Back in 2006, I was already out of the Magic the Gathering hobby.
I still follow the developments on the game thru the internet and forum discussions.

It was also that time that i manage to get into gear the SET concept i've been thinking for a very long time for this card game. Sure enough, when i started to transfer my old creations into the new 8th edition (or Modern) card templates, the story and full concept began to take shape.

In this seies of entries, I'll be including the three (3) "expansions" of the series based on the story I've created and to follow the "Block" type format of the game.

This will be the first of the Block which i just named ROMUS - the name of the world the event happened:

[A QUICK DISCLAIMER - all art that was used on these customized cards are taken of available images sourced in the internet across a number of periods I've browsed from different pages during that time. I have lost any or all of the background info on their original sources thus as an affirmation -  
"All art used and presented herein, altered or used as whole and/or trimmed are not my property. Full credit goes to the original artist or owner of the said art and in no way i intend to make claim. These cards are done as a personal use and consumption, in no way is intended for mass print or production."]

Thanks
------created (c.a. 2006)


“The World of Romus… Locked within the bounds of time and unreality… separated from the planar Aether that is Dominia. Here in this world, enlightened races tend the fluxes of time. For them, it is ordinary life. It is where dreams are real and exists with the visions we call reality. Welcome to the world of the Dreaming, in a name they call it RhÖ`mus.”

In this world thrived the five major races.
  1. The Shier – once a race of warring humans – knights, warriors, soldiers, assassins, mercenaries et al – they are now a venerable mirror of themselves. Residing as monks, clerics and ambassadors to the races, they live in un-walled cities they created in the planes of Shiera. As they went down from the walled bastions in their mountain strongholds, they lived in solemnity within the peaceful halls of their monastery, contemplating on their existence. They became the bastion of peace throughout the world of Romus, seekers of ataraxis.
  2. The Sephat – High above the clouds of Eastern Romus lies on an ethereal state, the land of Sephatys. It is here where the Dream Wizards take residence. The Sephats are great practitioners of magic who tends the Dreaming and the Dream. Not all that become Dream Wizards are Sephat, it is only because of the natural affinity of the people and their land with the dream that It became the center for learning the “Ways of Dreaming” and the eventual creation of the “Castle of Clouds” – the name initially given to the great castle built high and above the mountains, to house the powerful wizards of ancient Romus. In time, it became anything else but the abode of all the wizards of Romus. One but to look up into the clouds and close his eyes to see the spires of Sephatys glistening against the blue sky.
  3. Tethia – An enigmatic race of sorcerers that deals with things other than the Dream. Though they still comprise a good number in the Hall of Dream Wizards in the land of Sephatys, they tend to be aloof and reserved on their dealings with their peers. It is because of their arcane studies with life, and death itself, that they are despised, more than understood. But to someone who had a dealing with one, they quickly understood that within the enigma of their magic, is a noble soul who understood that in comprehending life, one must seek the other end of the pole, and that is death.
  4. The Ventur – Venturians are the touch of chaos in an otherwise complacent world. They are the artificers of Romus, and their dealings with fire and earth have come to collision with the Shiers and the wizards of Sephat. It is only through the inclusion of their wizards in the Hall of the Dream Wizards that their sodality with Artifact creations became accepted. Once a part of the Shier in their warring ways, they are now vastly separated in philosophy and ideology. Only the strands of humanity keep them at peace with the pacifist Shier and the Dreamers.
  5. Essuros – The ancient race of Romus, probably older than the human residents of this world. A race of enlightened Elven creatures that funnels magic from the earth and from the living world around. They are rarely seen outside of their mystic forests, but not entirely absent in the dealings of the world. Their control of the physical world gave the Dream wizards the knowledge and the means to advance their mystical abilities. Within the dreaming, the Dream wizard is at his elements, but they must remain anchored to reality, or else they will be lost in the Waylines. With Essuros sorcery, they finally found the balance they have been looking for. The Wizards of Sephatys believes that the Essuros knows more than what they intend to show.


“The Orbs, the Arcane Scriptures and the Mantra Scrolls”

A Brief Description of the “World of Dreams”

It is said that only a few managed to find this realm. A very few, which had gained the wisdom of unimaginable proportions. Knowledge they took to their own time and dimension. A few are known throughout the planes. One such is the Dreamer Teferi, a prodigy of the Tolarian Academy. He came to Romus in a serendipitous conjuring of Time magic. It was said that Teferi was a spontaneous and very curious wizard, and it’s this trait that found him in Romus. The Great Wizard of that time, Alpeian A`Rahl took him under his tutelage and administered his entry to the Lyceum of Thought in the city of Sephatys, high above the clouds. Though he stepped into the rank of a Dreamer, he never got to become a Weaver, nor a Slider or even a Walker, but in all his accumulated knowledge, he came to be known as the Time Drifter, passing from the fluxes of planar events through the Waylines of the Dreaming. He was known by another title in his world, but in Romus he was only known as “Teferi, the Day Dreamer”.  It was a name given to him by his peers, being just a straggler from a different world; it was both a name of endearment and a mockery. Nevertheless, he persevered till the time he was called back to his world on reasons only the Dream Wizards know.
Then there were two great Wizards, brothers, often in conflict with each other. Their names were stricken from the records, and up until today their names are only known to but a few. In the Pools of Mirrors, an artifact that the Scribes of Dreams uses to record the histories of Dominia, it was here that the Delphic visions came, telling of their arrival from across the planes, and the chaos that will ensue from their conflict, threatening the whole existence of the universe and the collapse of time and the Dreaming. However, known, the great wizards did not leave anything to chance, they still believe in the integrity of the Pattern, and the role each must partake as the Scrolls of Time unravels itself. They took on the part that will become a prelude to that event, training the two in the counterbalance of strained magic, and the enigmatic art of the Artificer science hoping to learn how and when they can possibly alleviate the chaos of the conflict to come. These steps will recrudesce into the Great Brothers War and with it, the tremors that will reverberate throughout the planes and the cosmos till the next Pattern begins anew.

The two brothers became adept with the artificer’s knowledge, under the tutelage of Padam Sel`vam – Seignior of the Artificer school in Georadicas. It was clearly here that the two shown how the next events will be fought. The one thing that the Dreamers never anticipated was how it will all start. Not until one of the brothers vanished suddenly, and the other abruptly ceased his training to cross the Dreaming to pursue him. For a long time, the Order of Dreamers waited, and then one of the Pools of Mirrors broke, the one that keeps an eye on the chaotic plain of Phyrexia. There and then the Dream Wizards finally knew the truth. They set into action the tide of magic that lashed across the planar realm through the Waylines. With the Orbs of Power, they sundered through the planes, some becoming entirely lost, while others moved on to find cruxes of balance in the worlds. They were the unknown reasons why on the conflicts that came about across the different world and time, miracles thought to have happened did happen.
For some, they found pieces of the Lost Orbs, adding up to those Orbs already in the possessions of the Dream Wizards and their Keepers. The Orbs are artifacts that are said to embody the essence of Time and the Chaos before the universe even began. The Order of Dreamers is the Keepers of the Orbs. These powerful artifacts were said to be one and whole once. Then for some reason which the dreamers believe is the way of the Pattern to balance the universe – the One True Orb exploded into pieces, scattering throughout the different Epochs and dimensions. As the pieces of Orbs surfaced in every plane throughout different periods of time, they exerted powerful force and magic that defied the laws of Order and existence, subtle reverberations of the effect of what the One True Orb really is. For Centuries, they delved into the learning of how to unite the Orbs and halt the destruction and anomalies they cause. A secular branch was made to uncover the hidden forces beneath each orb in hope to counter the effects they can create. Some did succeed while most did not. Another guild was set to find the other lost orbs across time. They are to become the progenitors of the Dream Slider Wizards, with the ability to shift from unreality to the material world in a blink.

And so, it came to pass, the initial stage of the Brothers War did occur, but there are more to come. The planar lock of Phyrexia has been thrown asunder, either by intention or an effect of uncontrolled magic, the Dreamers has yet to ponder. Their aim now is to prepare the world on the Tides of Unbalance that will come.



The esteemed palace of Sephatys became more obscured, settling more within the simulacrum of the Dream. The school of Georadicas became a fortress; it was raised higher into the clouds to keep its artifacts from the unruly hands. The noble race of Essuros elves was called to partake in the colloquium, and they gladly obliged, sharing their ancient knowledge of magic dating back from the beginning of creation. The forgeries and mills of the Venturians, the makers of artifacts, were housed in a colossal keep, now known as Ravhinol Keep. And then the monks and clerics of the Shier came to the call. Beefing up their arms and regressing back to a race they once were before they became the bastion of peace throughout the land. Only the Tethian race did not pushed representation, but they gave the accordance that they will help with the knowledge needed, when the time speaks right. The Dream Wizards knew of the importance that the settlers of Nemurin (the Tethian race) will impart in the future struggles, particularly in the conflict that will come, the one that they as a whole world will face.

End Entries………………….
Authors notes:

1)      Though the world of Romus as i`ve said is locked from the rest of Dominia, there are still parcel or pockets of “bubble” within the chronological stream that a wizard of a very powerful stature, or maybe through pure serendipity - can use to find themselves in this place. However, some non wizards still do manage to get themselves albeit temporarily present in the plane of Romus, that is… of course through the Dream. While some creature - like the wolves, - exists in the Dreamworld (the place that resonates simultaneously in their sleep with the waking world of Romus, if there ever is a waking world there) - the reason why some manage to slip past innocently in between the worlds.
2)      The Wizards of Romus have learned not to meddle with time, for in itself is a very foolhardy way to end the universe. Though some can traverse through it, and some for a time can recall a moment, they know their limitations. Even the Scribes say that the current existence they are now in, is a product of a convoluted experimentation of Time and imagination, the reason why unnerving creatures, powerful magic and artifacts of unworldly nature exists in this universe, like a product of one rich and vivid imagination came to life, then augmented by many more demented minds. (hehehehe… kudos to R.G. and the rest of the Magic creator team)
3)      Those who did manage to “walk” into this place, finds themselves at peace with the world, for Romus is a land populated by enlightened races, and more importantly, the Keeper of All Histories. Though it is very, very hard (near impossible) to find your way to Romus, going back is easy, because Romus is where Dreams do come true…really!
By passing through the Waylines, the tendrils of unreality connecting Romus to the universe of Dominia (though not to the worlds), the Dream Sliders will guide you initially as you traverse the planes and time towards the wizards homeworld and dimension. The only effect is, like in a dream, the wizard may end up just seconds away from their world and to some, a century has gone by, and worse, millennia or so. But in all, the cadence of time is the same as the rest of the Dominia, It is in passing across the WayLines that alters the time. A year gone by in Romus is the same as that of Rath or Jamuraa or Mercadia (of course not taking to account the difference in the revolution of their world in regards to their Sun and their Planetary system to the rest of their galaxy and so on – just a clarification to those Sci-Fi buffs who managed to read this.).

Midnote: I am still confused with Dominia and Dominaria, and I do not intend to know. (well… enlighten me if you must so I can revise this). I for one am content to address Dominia as the universe (in homage to the Original Set that started it all) and Dominaria as the central plane/world in the Magic universe.
Quite dandy I might say.

4)      I have been intrigued by the real origins of the orbs and orb-like artifacts, which is why I decided to create a background story on this one. We have some background ideas of some popular artifacts, e.g. Tawnos wand was of course made or used by Tawnos, as well as Tormods Crypt (I wonder how it is really used) just to name a few. Now Icy Manipulator is one of my favorite artifacts of all time (p.s.- I don’t like the “bonecrank” of the Ice Age Block…period), and Winter orb + Zuran orb, and later – Mirari. (Now you know my affinity, I’m a Blue mage by birth and blood). They are all Orb artifacts that in some way, with that many orbs in existence, I finally settled on making a story of their REAL origins.
5)      I have created phony cards way back with my friends, touching up the feeling of being one of the Magic creators. Though we never took the cards we make seriously, some still managed to stick to our minds making us wish we have those kinds of cards. Like the Therapeutic Claim (silly name-J) a 3W instant that makes you name a card from all the sets, and play an exact copy of that as if it was in your hand – Moxes anyone? J(I believed something like that has been made – Unglued?... I dunno, I never played it). Now that line of thinking led me to make this Singular and Dual Cards, I am tired of having to look at errata’s and finding out that “limited one per deck”  goes to the card you love using…why not make those stupidly great cards and make a by rule that they only go one per deck…right? So there I go.
6)      I love weenies, and I hate weenies. I love using it, but I hate going against it more…. So why not halt them, and bring to standstill with them the set-up decks (such as Stasis). Now comes my Flux pole + Atonic Helix + Resonance Tower. All one-drops, now we can play the Big & Nasty & oh so …..so…..so Big critters game. No more weenies and Stasis….I guess.
7)      Now back to the story, I already have made a pseudo card much the same as “Evermind” from the Kamigawa card set. It’s good to see this kind of imbalance in the card lay-out (like the splitcards of yore), with the mana cost missing. I stepped it up a notch, with the Scripture cards, and with a very unique effect. They are learning tools, by which once learned, will provide excellent results for you – though it must remain hidden like it is in the story, and where better to hide it but in an opponents library.
8)      The Mantra cards are the epitome of what powerful cards can really be. Like in my story, they are very powerful spells – known as the Five Mantra of Power. They were put into spell scrolls to be used only on the direst of circumstances and are known only to the Highest Dream Wizards. Just like a ritual, it needs time before eventually setting it for total effect. With the “Fading” ability of the Nemesis block, I found the perfect outlet for this cards that have been bugging my mind for a very long time.
9)      Almost all CCG I’ve encountered has an Event type of cards. Magic has enchantment cards, which can be a good outlet for this kind of cards, but they work the same way as the other cards - meaning, you cast them. Events just happen, they are not instigated, and even if they are, the end-result is always not what was intended. So with a little twist, much the same as what I did with the Sciptures, they work unlike the way other magic cards are normally played, and will provide games with more depth since the events effect is continuous unless stated in the card.
10)  Back in the days of Ice Age, I’ve already thought of artifacts that sticks to a creature in order to be played… fortunately, during the Mirrodin block they decided to have those kinds of cards – the “Equipment Cards”. However I got a bit turned down because it does not seem to work the way I have initially expected them to – meaning, although a novelty that time, I feel that it was no more than another one of those card type/traits that will fall among the obscured “has been” card types that are populating the rulebooks. Back then I and my friends created proxy cards with the word “Retrofit” and “Exo- Artifacts” which basically acts the way equipment cards do. I revived them again and with a little tweaking, they turned out just fine and a lot better than the originals. I also stuck its similar abilities to some creatures and called it “Parasite”. (Looking closely, their abilities might remind you somehow of the good ol’ days of Magic)
11)  Another lease in life for old abilities.
I’m already overwhelmed by the amount of card abilities in the whole of MagicTCG, and I don’t know if it’s just the way of the game designers to make Magic more appealing to the younger or older players or for other different reasons, but for me, the current abilities I think is already too much. Instead of making me come back to the game of magic outright, I have to contend first with familiarizing myself again with the new cards and abilities and the usual pain in the neck stuff that comes with the new card types(errata et al). Sure after the learning curve, you’ll get to play a little better, but the fact is, for an old timer like me (I can’t speak for the other old-school gamers thou.)It lessens the fun after the “wow” in discovering the new cards.
Let me take the L5R CCG for instance, they may not be back-breaking like the MTCG scene is, but I felt more exited in finding out the new cards entering the scene even if they have the same abilities as other cards had when the Alpha set (Imperial Ed.) was released. But it did not lessen the fun, it only added to the “want” of playing more of the game.
Now I don’t intend to pull you guys down (the designers), I only want them to know that you can circle around the abilities and rehash some old cards to give a new lease in life for the different card types. Instead of pushing for more abilities(3 per block!) why not use them again, but giving them a rather alternative and/or additional effect. Like Fading for example, it’s a very good ability, and you can do a lot to it, like creatures to fade then back again from the graveyard, or just look at what I did with the Mantra spells, or you can use it in reverse… run it through your mind, you’ll see what I mean.

For the younger players or new players to be exact, its good to us old-school guys to hear the oh’s and the ah’s from them when we tell them of the different power cards and abilities that have been bygones, but, how can they experience it in the Type 2(Standard) period of play when they have to shell out moolah just to get the cards(of course the older sets becoming either harder to find or expensive to moot) and even then they have to settle with playing with the Classic which is all but powerful and needs more than youthful exuberance to play through (p.s. metagame). Sure we see the staple Flying, First Strike, & Regenerate, now include the Haste and the Trample. But where are the flankers, the phasers, the banding, morphers, echos, rampagers (they’ve managed to clean the rules, why not with the others, hmm?)- now these are just samples, and I believe that there are many more. I fear the time when the ‘ability-mine’ will be exhausted that magic will then cease to exist (pun intended). I do see some cards with the past abilities that pops up from time to time in a set but they just seem like what they are the last time, and they play the same like the last time also, meaning, they’re crap.  If you want to use phasing on the creature, let it be wisely compensated. Give it 6/6 flying, now that’s fear enough that your opponent will be scared for every other turn, or a flanking 3/3 that also flanks itself if faced by the same creature type, or an Echo creature with Haste that reverberates, how?... when it attacks, it gains Echo again right after. See? Ok lets see more;  A Morph creature that re-morphs back when targeted by an effect. A Rampaging creature that doubles its rampage when blocked by walls and exhausts itself, and quite rightfully so.  A creature that flanks when blocking, or a reverse flanking effect when blocked by a creature type, say…Walls. Now there are still more, but i`m exhausted already…and bring back Banding!... (n.b. my opinions are welcomed  to be ridiculed.. J)

  



The Greater Orbs










The "PSEUDO" Orbs







The Known Ancient Orbs











....end of PART 1




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