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.
- 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.
- 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.
- 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.
- 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.
- 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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