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    • numb_zero

      Lorwyn/Shadowmoor

      in Forums > Lorwyn/Shadowmoor | Follow this topic

      Lorwyn is an idyllic, storybook world where races of fable thrive in perpetual midsummer. The plane is covered with dense forests, meandering rivers, and gently rolling meadows. The sun never quite dips below the horizon, and winter is entirely unknown.

      That's not to say Lorwyn is without conflict. Its races have their struggles and skirmishes, some isolated, some long-standing. Lorwyn is one of the few planes without humans, but many other races fill in the gap. In the outlying town of Burrenton, for example, the short-statured kithkin face the encroachment of a nearby flamekin settlement. The flamekin are the race perhaps least at home in sunny Lorwyn. Their natural fires are a threat to others who are suspicious of their impulsive natures and hot tempers.

      Far away in the Porringer Valley, gangs of boggarts sneak in amid groves of treefolk to make trouble and steal "souvenirs" of their trespasses. The boggarts are greedy for sensation, always seeking out new tastes, smells, and experiences. Each boggart warren visits others for their "footbottom feasts," a chance to share the experiences accumulated by other warrens.

      As these squabbles continue, the merrows, the merfolk of Lorwyn's rivers, act as diplomats, couriers, and merchants for the other races. They use underground channels and wells as conduits for communication, and because the merrows are intelligent and kind, they usually end up getting the better end of the deal.

      If the merrows are Lorwyn's merchants, the giants are its arbiters and advisors. The iconoclastic, territorial giants wander Lorwyn according to their own whims, only occasionally stopping to address the concerns or complaints of the little folk. The rest of the time they sleep or bicker among themselves.

      Of all Lorwyn's denizens, though, the elves are both most favored and most feared. In a world of unspoiled nature and lush forest, the elves believe themselves to be the paragons of natural beauty. Signs of elvish supremacy are widespread in this world, from their gilded forest palaces to their mercilessness toward the other, "lesser" races. Despite the elves' domination, Lorwyn's people thrive through community and tradition, and perhaps with some help from an unseen power.

      Faeries are ubiquitous in Lorwyn, like bees gathering pollen. Although the capricious and mischievous creatures seem to behave unpredictably, all are guided by the will of Oona, the queen of the fae. Oona's magic is said to keep Lorwyn in its midsummer state, but few have ever seen her. Her throne, Glen Elendra, is a half-mythical place that few but the fae have ever seen.

      Lorwyn is ancient and verdant, and its natural processes are locked in familiar cycles. For instance, every year for countless decades, the kithkin town of Kinsbaile has hosted the Festival of Tales, a gathering to tell stories and make merry before the Aurora, an annually occurring display of lights in the sunset sky. But some auroras are greater than others. On a long cycle that only the faerie queen Oona comprehends, an aurora can bring about a total transformation of the plane of Lorwyn. Afterward, what remains is the plane of Shadowmoor, a realm of eternal dusk.


      Shadowmoor is a plane of perpetual dusk where the sun never rises, and where strange light seems to come from unseen sources. This plane is Lorwyn's opposite. Lorwyn is an idyllic midsummer, but Shadowmoor is trapped in a state of crepuscular gloom. Lorwyn's races skirmish over territory and property, but Shadowmoor's races are locked in a perpetual, life-and-death struggle for survival.

      Like Lorwyn, Shadowmoor is devoid of humans. Lorwyn's many other races, however, persist in Shadowmoor...but like the plane itself, they too are transformed into darker versions of themselves.

      The kithkin, once communal and cooperative, are isolated and xenophobic in Shadowmoor. They live within walled towns, shunning outsiders and attacking those who get too close. The once silver-tongued merrows are assassins and saboteurs in Shadowmoor. They use the waterways to move quickly from victim to victim, always ready to drown and loot land-dwellers. Likewise the boggarts, once mischievous and hedonistic, are in Shadowmoor vicious and warlike. Their interests have turned from curiosity to pillage, and from stealing pies to stealing babies.

      The larger denizens of the world, the giants and treefolk, find themselves changed as well. The treefolk of Shadowmoor are blackened, blighted, murderous creatures. And when awakened from the long hibernations, the giants are terrible, wrathful beings that carry huge pieces of the land itself on their bodies.

      The transformation of the flamekin is perhaps the most dramatic—and tragic. Once their fires burned bright, but now they are extinguished, reduced to skeletal, smoking husks called the cinders. In Lorwyn they sought emotional transcendence, but in Shadowmoor they seek only to satisfy their malevolence and need for revenge.

      The imperious and vain elves of Lorwyn find themselves humbled but heroic in Shadowmoor. Whereas Lorwyn's elves sought to judge and subjugate others, Shadowmoor's elves are the world's last hope—seekers and protectors of beauty and light in a dark, ugly place.

      Only one race and one place remain unchanged when the Great Aurora turns Lorwyn into Shadowmoor: the faeries and their home of Glen Elendra. The fae are the fulcrum of this transforming plane, for it was their queen, Oona, who created the Aurora.

      There was a time when Lorwyn had annual seasons and was "in balance." It was Oona who sought more influence and control over the world. From her secret glen, she wove countless powerful spells into a web of magic that would grant her more power over Lorwyn. But as Oona's enchantments on the plane grew more complex, the world was thrown out of balance. The very nature of the plane's denizens, objects, and places began to split; they developed "Jekyll and Hyde" existences.

      Rather than risk losing her control of Lorwyn, Oona created ever more powerful glamers to stabilize the plane. Eventually she accomplished her goal. Lorwyn's fluctuating s

      1 reply

    • numb_zero

      Dominia

      in Forums > Dominia | Follow this topic

      Planeswalkers of old had a name for the Multiverse itself: Dominia. The plane at the center of the Multiverse, the so-called "Song of Dominia," is the sprawling plane of Dominaria. Dominaria is so vast and its history so rich that even its own veteran storytellers hardly know where to begin.

      Dominaria houses scores of famous locations, from the volcanic continent of Shiv, to the time-shattered isle of Tolaria, to the dark, wretched island of Urborg. The continent of Aerona contains a rich variety of terrains, from the cold mountains of Keld to the wide plains of the enduring kingdom of Benalia. To the south, the huge continent of Jamuraa features jungles, deserts, and everything in between. Dominaria is also dotted with many hundreds of smaller islands, including the Spice Isles, the Burning Isles, and countless others.

      This plane is the birthplace of the brothers Urza and Mishra, master artificers who discovered ancient stones of power in the Caves of Koilos. Each desired the other's stone, and in their lust for power the brothers waged a savage war against each other that devastated Dominaria and plunged the plane into an ice age.

      The end of the Brothers' War led to Urza's discovery of the dark plane of Phyrexia, a hell of flesh, metal, and grease where the lines between the living and the artificial were blurred to nothingness. Phyrexia had corrupted Urza's brother Mishra as part of its plan to conquer Dominaria, and Urza began a millennia-long plan to thwart Phyrexia and its lord and master, Yawgmoth.

      Dominaria is also the origin of the skyship Weatherlight and its crew. The famous flying vessel contained ancient magical technology from the long-dead Thran Empire—technology that enabled the ship and its crew to planeswalk. The Weatherlight, its crew of heroes, and a collection of artifacts called the Legacy were all instrumental in thwarting the invasion of Dominaria by the hellish plane of Phyrexia.

      One continent of Dominaria, Otaria, was relatively intact after the ravages of the Phyrexian Invasion. It was here that the barbarian-mage Kamahl sought glory in the pit fights of the notorious Cabal. Instead he found a much greater conflict—one fueled by an orb that could amplify magic and the desires of its wielder: the Mirari.

      Because of its place at the core of the Multiverse, Dominaria was also the epicenter of the temporal-planar fractures that threatened the Multiverse itself. A host of cataclysms, many caused by planeswalkers themselves, had left Dominaria desolated and had destabilized the fabric of the Multiverse itself. The damage to time and space spread outward from Dominaria to affect other planes, and only the intervention of a handful of powerful planeswalkers mended the rifts in Dominaria and restabilized the Multiverse itself.

      1 reply

    • numb_zero

      halo 4

      4 years ago

      did anyone else expect this?

    • numb_zero

      Zendikar

      in Forums > Zendikar | Follow this topic

      If planeswalkers were moths, Zendikar would be a dazzling, fiery light.

      All of Zendikar is dangerous. The world seems almost as though it's trying to kill its own denizens, whether with monsters, natural hazards, or traps laid for the unsuspecting. Everything on the plane is precarious, unpredictable, or just plain lethal. The world seems dead-set on protecting its unique treasures—both the literal ones and the most prized, most ephemeral one: its mana.

      Like other planes, Zendikar's lands flow with mana that mages can use to power their spells. However, Zendikar houses a "primal" mana. This spell-like mana seems almost alive to those who wield it. It has caused Zendikar to be a dynamic world crackling with intense magical effects. Sometimes the sea blasts forth geysers of elemental water that form floating islands; the peaks of mountains lurch up and down to crush those who would scale their heights; forests alter their own flow of gravity or patterns of growth.

      To planeswalkers, this unique mana is an irresistible prize. To most of Zendikar's people, planeswalkers are foolhardy, power-hungry creatures who will risk life and limb for an elusive, unreliable prize.

      Large, mysterious, stone hedrons litter the plane. They are remnants of a strange and ancient civilization that wielded unimaginable arcane power—enough to suspend gravity, to upheave the land itself, and to change the plane's life to suit its purposes. But long ago that civilization collapsed for reasons few know. Now these crumbling remains are scattered across Zendikar—some buried in the land, some slowly wearing away on the surface, and some still hanging in the sky. These ruins and artifacts still emanate power, although most denizens of the plane know better than to disturb them.

      Zendikar's unique mana, the hedrons, and its own fierce ecology all combine to form erratic terrain subject to sudden, violent changes. The land itself seems alive, and its surface and botanical life sometimes writhe as though in pain, causing tectonic chaos, extreme weather, and abrupt destruction. All this volatility is collectively referred to as "The Roil."

      For the sentient creatures of Zendikar, The Roil is simply a natural phenomenon—the way things are. To planeswalkers, it's obvious that this volatility is what keeps the plane dangerous and wild, free of large cities, sophisticated commerce, and other trappings of well-developed civilization. Zendikar is untamed ... and perhaps untamable.

      1 reply

    • numb_zero

      Alara

      in Forums > Alara | Follow this topic

      Alara was whole once. But that was millennia ago. Where once there was a plane, now there are five: the Shards.

      The plane of Alara was a world rich with mana, a world in balance...until the Sundering. In a cataclysm of unimaginable proportions, Alara was rent asunder into five separate worlds, each a refraction of the others.

      The cause of this cataclysm has been lost to time. Some ancient lore of the Shards suggest a being of godlike power forcibly split Alara to seize its mana for himself. Some believe it was caused by the titanic battle for the fate of Alara, waged by the archangel Asha and the demon Malfegor. But for most, only the dimmest cultural memories remain of a richer world that existed before their own.

      Whatever the cause of the splitting, one thing is clear: The Shards have become very different places in the time since the Sundering. Each plane was all but severed from two of the five colors of mana. The Shard of Bant, for example, lost almost all its black and red mana, maintaining only white, blue, and green.

      This mana imbalance caused the Shards to evolve in wildly distinct directions over the course of thousands of years. Now only hints of a common ancestor plane remain on the five worlds, and their environments and denizens could hardly differ more.

      Naya . Life, passion, community, and the wild—these are what flourish without the influence of black or blue mana. In this lush land, life is celebrated. Instinct triumphs over machination. Here titanic predators are shown respect, while humans, elves, and catfolk called leonin seek to revere and respect nature.

      Bant . Without the destructive or selfish impulses of red and black mana, Bant has become a golden utopia. Angels rule the realm with benevolence and grace. Humans and the birdfolk called aven resolve their conflicts with ritualized combat. Duty and honor are the bedrock of this kingdom of light.

      Esper . In this world of wind and wave, control is the guiding force. Cut off from the chaos of red and green mana, Esper has become a magocracy. Enigmatic sphinxes counsel powerful wizards and seers. Everything here is observed and controlled. The forces of high magic rule supreme.

      Grixis . What becomes of a world without new life? The dark wasteland of Grixis answers the question. Its denizens desperately cling to its remaining lifeforce. Without the communal forces of white and green to bring life and compassion, it's every ghoul, demon, and necromancer for themselves.

      Jund . In the absence of white or blue mana, Jund has devolved into a roiling, primordial cesspit. Dragons top the food chain, at home in Jund's countless volcanoes. While dragons stalk the skies, humans, goblins, and the lizardfolk called viashino lie low in Jund's tar-spotted, vine-choked canyons.

      1 reply

    • numb_zero

      planes walkers

      in Forums > planes walkers | Follow this topic

      this is where you post your character

      1 reply

  • About Me

    i dm,play magic:the gathering and play jade dynasty
    dont care about a lot of things

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  • Comments (10)

    • Zexion2552

      Zexion2552

      6 years ago

      Well if you want, I really don't care about the levels required to cast spells

    • Crusadious

      Crusadious

      7 years ago

      Noob.

    • halo_jake

      halo_jake

      7 years ago

      hey whats up dude

    • nerfherder23

      nerfherder23

      7 years ago

      No need to say sorry, it was a simple misunderstanding. I was merely saying what I said, I did not intend for there to be a rude or angry tone to it. :)

    • Lord_Ian

      Lord_Ian

      7 years ago

      dont know

    • nerfherder23

      nerfherder23

      7 years ago

      Actually I "stole" it from Wickens. I know this because Wickens is in the file name.

    • Skweril

      Skweril

      7 years ago

      ya that sucks when that happens

    • SasukeOmally

      SasukeOmally

      7 years ago

      i was pissed

    • SasukeOmally

      SasukeOmally

      8 years ago

      hi *caughs* dushbag... wats up

    • SasukeOmally

      SasukeOmally

      8 years ago

      yeah i already got caught once i wont let it happen again