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Saturday, July 25, 2020

THE WORLD OF ROMUS - PART 2, The Dreaming and the Story thus far

The next Expansion in my World building theme for ROMUS i named "The Orbs of Power"

This is where most of the powerful Known Orbs or what passes as Orbs in the actual MtG continuity will make a (reprint) appearance.
Orbs such as the Mirarri, Icy Manipulator (Alpha), Winter Orb and even the "baubles" which i also included into the lore as "broken shards" of broken powerful orbs


And so....


….the story continues….

1)      Conflict has been the common central theme in all of the MTG expansions, other than maybe, the Legends set, the Base sets (Alpha ~ Revised to me is themed with the original Brothers War Storyline) and the Chronicles. Why not have a peaceful land populated with enlightened races living harmoniously with each other to start with. Although at peace, they still venture on dangerous magic and artifact creation like the rest of the worlds of Dominia. Some minor conflicts still occur but in all, it’s a pacific place. Being a world of dreams, and as they took it upon themselves to be the recorders of the Histories of Dominia, they become entrenched in the conflicts of the worlds leaving their own conflicts to be just mere distractions. Even the practitioners of the Black sorcery (the Tethian) find enlightenment and nobility in dealing with death and corruption. (“…there needs to be a balance in all things for the integrity of the Pattern – the actuality of Time, Life and Change – to remain distinct in the Chaos that is the universe. A Line ends and starts somewhere, while most will deal with Life, we study the other end, hoping the wisdom gained, will help us in better understanding of how life came to be. – Hammadah – Tethian Senior Prelate”). Although the rest of the populace might disagree, the Dream Wizards knows the deeper understanding needed to accept those ways, and they are content to let the Tethians have their way.
2)      Like the other MTG Expansions, I made the story of Romus into 3 chapters. The Story starts in the period of peace, instead of the usual ready conflict, and as the events go, the imminent struggles begin to surface, starting with the unusual manifestation of the Orbs magic, then eventually climaxing to the coming of the colossal struggle that will either change or doom the world or change it unrecognizably as the New Pattern unfolds.
3)      The First Chapter is the introduction to the Dream, the land the people and their magic. The next is the introduction of the Orbs of Power as they resonate with the coming Change, signaling the unraveling of the Next Pattern and with it and a struggle for existence. The culminating chapter will deal with the manifestation of the event and the things that will occur as the timeline of Dominia, shifts in a new direction.
In sync with the Dream, and the planar aether, the world of Romus is the first and the last to be affected by the coming Change. The Dream Wizards will be aware of it but they know not in what form the change will appear. They have records of events like this happening Millennia or Eons ago, but the garbled chapters of historical records are of no help in understanding the true nature of the coming struggle.

Chapter 2
The Orbs of Power

A prelude…..
After the Brothers War, or the Great Planar Conflict as it is known in Romus
Georadicas, under the rule of the High Chancellor of Ravhinol, answered to the call of the Dream Wizards in providing the means to study the different Orbs of Power that the Dreamers have accumulated across the planes. Most of the wizards, who managed to find the artifacts did not return, trapped across the dimensional worlds they sauntered into to find them. The nature of the orbs magic however gave it the means to be sent across the Waylines to be received in Romus with the help of magical machines built by the forefathers of the now Venturian race, but the backlash of energy from sending such powerful artifacts across the dimensions proved to be  disastrous and are catastrophic in scale. Only the timely intervention and sacrifices of the Dream Wizards of that time helped contain what could have been a prodigious disaster, one after the other.
The effects of the backlash left the world of Romus more into the insoluble and unsteady state that sent it farther from the planar reality, a state so very close to the dreaming.

…The Orbs…

Learning from the disasters that ensued, the Artificers of Georadicas upgraded the contraptions and machines that receives the Orbs. Built from a rudimentary collection of tuning artifacts, these machines were initially created to be used as a sort of homing beacon for Dream Sliders venturing across the Dream and the planar aether - where, in a chaos of vision and reality, even Dreamers who are so attuned to it can still find themselves lost in the confusing maelstrom. They were then used to transfer artifacts and other objects of power from across the dimension to Romus before they were used for the transfer of the Orbs. As the Artificers went with the modifications on the machines, the Dream Wizards supplied the magic that will contain the influx of uncontrolled magic from lashing out unchecked in the physical world. It was during this period that the Dream Magic was eventually honed and perfected.
The rest of the lands of Romus however did not escape the effects of the backlash entirely. Here and there, upheavals and mutations occurred from the unlikeliest places. Towering & un-scaleable peaks grew from the center of the oceans, tides that withdraw inland, dead people appearing in their homes, and others things that defy explanation. As the power of the Dreaming grew so did the wizards. They managed to correct the imbalances and eventually restoring most of the wrong that the backlash created.
As peace settled across the land again for another Millennia, the arcane studies on the Orbs of Power took off by leaps and bounds. Though never near in unifying the power of the Orbs, the artificers and wizards learned much to understand some of the intricacies of their magic to contain them somehow and use them for the good of the land. Some abilities were copied and replicated into artifacts by the artificers much to the chagrin and disapprovals of the Dream Wizards.
When a piece of orb was found resonating with unknown magic for some reason, the orb was sent to the Hall of the Dream Wizards in Sephatys to be investigated. As studies on the orb ensued, more of the minor orbs came with the same predicament, manifesting uncontrolled magic from time to time and creating imbalances in the mana flow of the land.  The Dream wizards and artificers called on the other races to help better understand the effect that is starting to permeate from the minor orbs of Power. The symposium of thinkers concluded with a startling revelation of sorts. It was only with the coming of a Tethian Prelate that a foreboding conclusion finally came to light. Too dark for the wizards and artificers to accept but too real to take for granted. Then the Essuros came with news…the land shifts uncontrollably and the Land speaks to them with fear.
As the Dream Wizards began to fathom all the events that are taking place, it all became clear that a reality that they thought will not come has already set a foothold in the things to come. Finally the major Orbs of Power began to glow and resonate the same way as the minor ones. The more powerful the orb, the more slowly they manifest the signs. Across the land of Romus, Visions other than the creations of the Dream Weavers are coming to life. It is then that the Dreamers confirmed the event destined to happen. As the High Wizard and Zar of the Dream Wizards, Oberon fral a`Suris of the Northern Peaks finally received the confirmation of the Assemblage of the Races, he called upon the power of the winds to impart his message throughout the land.

“People of Romus…I am your Sovereign, Oberon of the Winter Falls in the Northern Peaks of Kronos.
It has been centuries since the last time that a voice has been heard across the land, and that last time was a call to arms. Now is another time, and I believe unlike the things you’ll expect me to say, I fear it’s more than just affirmation or supplication on my part. I believe you are well aware of the things that have happened in the past years and the recent days. There will be no end for that soon unfortunately. The reality is… I am urging you to be steadfast in the journey that will come, a journey that all of Romus is to partake. I need you all to be prepared for all the things that are bound to happen as you begin to feel the shifting of the land.

We are at odd times, times that I wish I could change with the Dreaming, but the event to come is more than just a Dream, its more than just a Wish. Our ancestors have told of this Millenia and Eons Ago. Now it will come. We know this by another name, one that that has been and always is the other side of the Dream.

It is coming.

 The tides of change have already begun, it was our vanity…, our secured and sheltered life that prevented us from realizing early enough the signs that will herald the coming struggle. Be brave my people, be strong, be one with our Dream. My only regret is for our children to be born on this time, when they should have lived the life of peace, we have of old has enjoyed and not with this life, certainly not with this coming life. I and the wizards of Sephatys, with the aid of the Artificers of Georadicas, the Mountain Keep, the Elfhame of Essuros, the Hands of Shier, and the Ministers of Tethia, will be there to shelter you from the deluge of unreality that will come. I can only pray that we will be able to shield you all from the harm.

Let all the people know of this, let the others with you be aware of it, for in a few more times, an hour, a year or in a heartbeat, it will come.

 The ‘Nightmare’ is coming.

 Be strong.”

****end of chapter ****

1)      One of the things I love in MTCG is the variety of creatures representing almost all the facets of ancient and modern mythologies. From the Djins of the Mid-East Asia, to the faeries, witches, sorcerers and wizards of the Middle Ages folklore and more recently, the ‘Kami’ gods of Japanese mythologies, the Noble Dragons of the East, the powerful Onis and shifting Ninjas have graced the card arts. These amalgams of cultures have unified the world of fantasy somehow, reflecting the globalization of everything else in this small blue globe of ours. There are other fantastic creatures out there just waiting to be discovered, and I believe that it will be only a matter of time before they make it to the MTCG card face. (“…paging Thor and the rest of the Norse Gods…”)
2)      One other thing I always wanted to see in the tournament is the proliferation of the “Themed” Decks. The Goblins, Knights, Rebels, Merfolk, Minotaurs, Elves, Wizards, Clerics, Chimera, Slivers (love them), Spikes etc. I wanted to add my own. This time the background centers on the use of the gunpowder in the game. I was thinking of bringing a new creature type, but then I finally settled on using the existing ones. It’s like a facelift of sorts. So the Soldiers, the Dwarves and the Orcs gets a new lease in life. This came up when I was in a quandary thinking of what can be the other alternative source of defense against the onslaught of magic in the story. I remembered the Steel against Magic kind of thing (the like of what I used in my World Building effort for our RPG that a friend commissioned me to make for their Friday Campaigns) - so I used the ‘gun and explosives’ ability to pump up the critters. It will be nice to see a line of snipers and rifleman in the play area harassing your opponents’ creatures.


THE MANTRA SPELLS







THE SCRIPTURES







 ...other inclusions and CARD CREATIONS that synergize with the theme and flow of the story










































































































 .....here ends PART 2


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