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Wasp
2018-12-08, 01:37 PM
Hi everyone!

This is the new version of a play-by-post game that uses Magic The Gathering cards to collaboratively develop a new roleplaying world.

Players at the moment are:

JbeJ275 (http://www.giantitp.com/forums/member.php?152851-JbeJ275)
ahyangyi (http://www.giantitp.com/forums/member.php?156154-ahyangyi)
LordArgon (http://www.giantitp.com/forums/member.php?168117-LordArgon)
Wasp (http://www.giantitp.com/forums/member.php?164838-Wasp)
the_brazenburn (http://www.giantitp.com/forums/member.php?155267-the_brazenburn)
Tentreto (http://www.giantitp.com/forums/member.php?108389-Tentreto)

If you are interested in joining, please post here (http://www.giantitp.com/forums/showthread.php?575729-MAGAII-Player-Search-for-Worlbuilding-with-Magic-Cards)!

A Meta-Thread for discussions is here (http://www.giantitp.com/forums/showthread.php?576265-MAGAII-META-OOC-THREAD-for-Worldbuilding-with-Magic-Cards)

And here are the rules!

0. This is supposed to be just a fun way to create a world together that could be the setting for a roleplaying game.

1. Players are gods or divine powers who place elements in the world that are represented by Magic Cards. This means we don't have to go through an evolution to get to intelligent life. Things can be spontaneously created by the gods.

2. The world map has 10 regions. During play we fill the 10 regions with land cards.

https://i.postimg.cc/fbL5ZHjb/MagaII-3.png
https://postimg.cc/TKznJJs8

3. We fix the play order after the first round. In the first round it's first come first serve, afterwards we keep the play order. But if a player doesn't react within 24 hours, the next player can jump in. So hopefully each round has turns equal to the number of players.

4. With every turn time moves forward. When you play a card, the associated event happens after everything that happened before. However, if it makes more sense that a new element may be just newly "discovered" that possible too. Just use common sense.

5 Turns:
a) Every player can place one Magic The Gathering Card per turn in one one of the regions to introduce something new to the world or change it in some way.
b) The first person placing a card in a region can name the region. Any card added to a region changes it in some way - it creates grassland, changes grassland to desert, adds a second related terrain, populates it with elves, builds a fortress, introduces a legendary creature etc.
d) Each player can interpret the card they play as they want, they may take inspiration from the art, the flavor text, the mechanics or the name to set something up in the world.

6. Game Stages: There are three game stages.
a) The Mystic Past. This stage lasts until all 10 regions are filled with a land card. As long as a region has no cards, a player can ONLY play a land card there. However players CAN decide to play other cards in regions that have already a land card (for example to populate a region even if there are still regions that a void and empty). This shapes the geography and the mysteries during creation.
a) The Ancient Past. This stage lasts until a majority of players votes to move on.
Players can play cards that shape the geography, races, societies, cultures, some individuals, etc. from the creation through ancient history(everything is fair game, just keep an inner logic)
b) The Recent Past. This stage lasts until we stop playing.
Cards that shape the recent interactions, events, etc. (anything in the last generation or two, there usually aren't any geography changes anymore, probably no new races appear, but maybe are there more individuals shaping the recent events)

7. Posting format:
a) Post the number of the region where you want to place a new card.
b) Name the card you drew or selected and post a link on the Gatherer (http://gatherer.wizards.com/Pages/Default.aspx).
c) Name the region if you are the first placing a card there
d) Write down a short text how the card moves the world forward and a one sentence summary to make it easier keep track of events. You can also add some comments what your intentions with this card are (but that is totally up to you and more importantly the other players don't have to follow your vision)
e) Finally post the updated History of the World by adding your one sentence summary to the the previous History
f)

Play: 01Llanowar Reborn (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405285): The First Forest

"But when the old world died not everything was destroyed - a single seedling imbued with the hopes and dreams of what came before was rescued and it grew and transformed and brought life to the Reborn World. And soon there was the First Forest."

The First Fores grows from a seedling that survived the destruction of the World Before.

[I would like this to become the home of the elves]


01 The First Forest: The First Forest grows from a seedling that survived the destruction of the World Before.

8. If you want, you can use the following link to get to a random Magic card and shuffle through some cards until you have found one you like OR you can just chose your cards any other way you like: Random Card (http://gatherer.wizards.com/Pages/Card/Details.aspx?action=random)

9. We will decide when something comes up we didn't think about. As stated in Rule 0: The goal is just to create a fun world together!


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it

JbeJ275
2018-12-08, 03:10 PM
Play: 01: Academy Ruins: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370424

From a world beyond this one an ancient and powerful scholar seeks knowledge, knowledge of godhood of other worlds and how to achieve it, as many scholars will do in this world of magic he succeeds at terrible cost. Alatar ascends to the heavens but leaves memory and sanity behind becoming a god of magic, madness, creativity and science. Meanwhile the land below is left a rocky plain, filled with catacombs or hidden sites containing magical items or long forgotten lore. It is not yet obvious if any of the students, or indeed test subjects, survived the transition though.


01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.

ahyangyi
2018-12-08, 08:49 PM
Play: 03 Fetid Heath (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153446): Twilight Land

Perpetual mist and clouds covers this land. This land has neither real noon nor midnight. Instead, it is always in twilight. Gwyllions dance and dwell in this land, cursing and fascinating anyone else who dare to trespass.

Gwyllions prosper in the Twilight Land.

(Yeah, let's add some of the less mentioned races to the game. Gwyllions!)


01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
02: Gwyllions prosper in the Twilight Land.

LordArgon
2018-12-08, 10:59 PM
Play: 09 Urborg, Tomb of Yawgmoth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383425): Dreadlands

The corpse of a dead god falls through the boundary between worlds. His metal bones and foul blood pollute the surroundings, leaving it a foul swamp. From the evil remnants of the god's corpse, a host of demons and horrors emerge.

The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.

01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
02: Gwyllions prosper in the Twilight Land.
03: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.

Wasp
2018-12-09, 12:09 AM
Play: 7 Boseiju, Who Shelters All (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=75305) - The Worldtree and the Heartwood

"Ilana dreamt forever and then suddenly awoke. Something was wrong. Something was intruding. Something dangerous. She could feel it. In the earth. The water. The air. The leylines were shifting. Then a second tremor. A second incursion. The creation needed protection. Ilana spoke just one word: "Grow!" and the Worldtree began to sprout and take root. And while it grew high into the sky it blossomed, came to fruition and spread its seeds around it, in an everlasting cycle. Its seeds took root as well and developed into plants and trees of all kind, forming the Heartwood."
- from the Revelations of Shaya

07 As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.

JbeJ275
2018-12-09, 08:11 AM
Play 01
Hand of Emrakul (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193616)
- Servants of a Mad God.

"Only a few great thaumaturgical scholars have any theories of the Eldrazi’s origin, but given their extras-planar nature and long term historical records of their existence it’s thought they broke through in the early days after the planes creation. Most swarmed across the world and caused great devastation (see the statistics on fosicilised aberrations for range), but these died given a lack of digestible mana sources. He survivors settled around the ruined academy. There Alastor forged several into a phsycic swarm called Emrakul who carved out a lair amongst the mana infused landscape and sent hands out to bring back mana and destroy others.
- from the academic journal of Gorthlax the eternal

01 The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.

ahyangyi
2018-12-09, 02:00 PM
Play: 02
Needle Spires (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407685) Needle Spires

After the devastation of Eldrazi, the residue energy caused a nearby land to change.
02 The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
In fact, the land itself is sentient, and often rearranges itself after its own whims. Druids are attracted by this fascinating property of the land, wizards are attracted by the abundant elemental mana, adventurers are attracted by the treasures, and settlers are attracted by the prospect of an ever-changing life.

[We really need some red mana and some rugged land to balance things out!]

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.

LordArgon
2018-12-09, 07:06 PM
Play: 08 Gilt-Leaf Palace (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153455): Salenhall

In the meeting place between the Heartwood and the Dreadlands, a new race emerged. Born from the cross between the foul ichor of a dead deity and the protective magic of the Worldtree, Elves a powerful, yet flawed race. They had a love of nature and beauty, but were xenophobic and prideful. The elves were unified under one royal family, seen as the most powerful and beautiful of all creatures. The royal family built a massive palace called Salenhall and began to expand their empire from there.

Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.

Wasp
2018-12-09, 09:53 PM
Play: 05 Prairie Stream (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=405105&type=card): Floating Lands

"... and from the Heartwood dozens and dozens of small rivers started to meander into the plains to the north and carry the seed of life with them. And where the magical waters flowed, islands rose from the earth to float above the land, creating new springs that cascaded down into the prairie..."

North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands

stanleyindraven
2018-12-10, 08:39 AM
Play: 04 Urborg Volcano (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433220) Mountain of Fire

"The fire rose from deep within. It pushed stone and bit at the sky. It darkened the sun and spit ash upon the land. The land of Urborg is born, a fiery land of destruction."

A split between the land of twilight and floating islands is formed through lava floes.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.

JbeJ275
2018-12-11, 06:14 AM
Play: Exotic Orchard: 06 The Forest Labyrinth

To the east of the heartwood the forests continue, but changed by exotic magics, natural and unnatural alike, the trees bear rich fruits and hold a great number of beasts but deeper inside there is more than meets the eye. Many of the fruits cause strange hallucinations or other mystic effects if consumed, and paths through the forest worn down by years of steady travel are still subjust to disappearing when no-one looks.

To the west of the world tree a forest emerges with trees that act in unusual ways.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.


EDIT: My apologies fo misformatting, should be fixed now.

ahyangyi
2018-12-11, 12:09 PM
Play: Winged Temple of Orazca (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439816) Temple of Sky

The last land reached by any mortal is the Temple of Sky. Created by the god Mixcoatl, three huge spires tower beyond the clouds. Even flying creatures find the temple too high to reach without effort. In the end, ironically, it was a merfolk who reached the temple, and unleashed both divinely power and many previously unheard of and dormant creatures.

The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

[Yay! the first era is now finished!]


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

stanleyindraven
2018-12-11, 01:13 PM
Play: Region 4: Dragon Broodmother (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189648) The First

From the molten core of the burning mountain, a scaled creature burst into the sky. Her wings spread wide, and strong. She was the first dragon, magnificent and terrible. Breath of fire and eyes of coal, she flew across the land and into the world, giving a foothold to those she would bore.

A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.

LordArgon
2018-12-11, 08:27 PM
Play: 10 Razaketh, the Foulblooded (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430762) Razat the Seeker

Unlike his fellow pitlords who sought power to expand their domains, Razat sought knowledge to expand his mind. Leaving the Dreadlands behind, he ventured into the Temple of Sky to unlock its mysteries and take control of it.

Razat journeys to the Temple of Sky to unlock its secrets and command its power.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
10. Razat journeys to the Temple of Sky to unlock its secrets and command its power.

Wasp
2018-12-11, 11:23 PM
Play: 05 Dwarven Priest (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447147) Dwarven Ascension

In the Western Floating Lands - where the creation of the Mountain of Fire had created a more rugged hilly terrain when most of the floating mountains crashed back into the ground - the first dwarves appeared at the beginning of the second age. The Dwarves were a sturdy and inventive race and they became soon fascinated by the floating mountains and the sky above. A priesthood arose that worshiped the machinations of the sky - the moon, the stars and the sun.

Dwarves emerge in the Western Floating Lands and become fascinated with the sky above

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above

JbeJ275
2018-12-12, 05:42 AM
Play: 06 Albino Troll: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201781) The Midnight
Lurkers

“From the east they come, great beasts with white leathery hide, claws longer and sharper than axes and maws fit to swallow you and a kinsman in one gulp. They say a great cheiftess rules over all the beasts in this valley and hungers for our flesh, our food and our metals.” -A record from an ancient dwarvern journal, translated from ancient Zukramind.

The trolls come into being from beasts merged with a lost group of dwarves who ventured into the forest labyrinth. They live in large matriarchal tribes and raid elven or dwarvern settlements or caravans for food and supplies.

Trolls spill out of the forest labyrinth and raid across the world.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.

ahyangyi
2018-12-12, 11:47 AM
Play: 03 Divinity of Pride (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=150995)

The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride. The Divinity of Pride is a powerful and arrogant spirit-like figure, as powerful as the gwyllion magic, and as arrogant as the gwyllions themselves. It patrols over the Twilight Land, slowly drains the life essence of weak intruders.

However, it is much less aggressive to stronger figures, since it is too prideful to suffer from any kind of defeat.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.

LordArgon
2018-12-12, 07:48 PM
Play: 07 Wilt-Leaf Cavaliers (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153962) Knights of the Worldtree

In response to the troll incursions, the elves form an elite cavalry unit to protect the Worldtree and purge the trolls from the Heartwood. Their mounts are a large deer infused with demon blood to increase strength and ferocity. They strike with vicious efficiency, killing not only the women trolls, but the men and children.

Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.

Wasp
2018-12-12, 09:00 PM
Play: 05 to 08 Brass Herald (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27761) Golem Messenger

While the Elves in the South had first successes against the trolls, the Dwarves in the floating lands suffered loss after loss, especially when the trolls increased their raids in the Northern lands to avoid Elven retaliation in the Heartwood. Dwarven Smiths started to create not only weapons but also living constructs to fight on their side, but it was a slow process and it seemed the dwarves wouldn't be able to keep up with the trolls. Finally, in this dire situation the Dwarves decided to plea for an alliance with the mysterious Elves to the Southwest and send a golem messenger made of brass and iron to Salenhall to ask for support...

The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...

PS: I would suggest this is where stanleyindraven's turn should happen from now on.

stanleyindraven
2018-12-13, 08:26 AM
Play: 01 Shoreline Ranger (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442061) People of the Sky

A race of birdmen grew from the chaos of the planet settling in its magic power. They took to the skies and lived among the cliffs created by the spires. They have set themselves to protecting the great seas from those who would befoul it.

Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.

JbeJ275
2018-12-13, 08:50 AM
Play: 01 Bubbling Cauldron (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370661) Insaitiable Hunger

Continueing through the dwarvern lands trolls eventually carve out lairs and tribes in caves or forests all over the continent. However when they reach the academy ruins a number are captured by the Eldrazi. These creatures break down the magic of the trolls and reform it, devising a ritual that can give them great magical strength, potentially breaking down the walls between worlds, in return for the sacrifice of a huge number of intelligent mortals.

To this end they once more focus on expanding the reach, their swarms of warrior drones reaching further than ever before.



Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.

Wasp
2018-12-14, 09:07 AM
I think the 24 hours reserved for ahyangyi are over - and LordArgon can post now.

ahyangyi
2018-12-14, 11:05 AM
Play: 05 Bear Umbra (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=451086) The Elvish Solution

Begrudgingly agreeing to help the dwarves, the elves did not send their troops. Instead, they blessed golem messenger with a vast bear umbra, granting it with tremendous power and resilience. When the messenger returned to the Floating Lands, the lands themselves are invigorated by the bear umbra's presence. The rivers now flows from the ground up to the floating islands, and the islands themselves are constantly moving, and occasionally form larger continents and disassemble later.

Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.


Yeah, I apologize. And it's nice to see you actively trying to enforce the 24 hour rule, which is absolutely useful to keep the game running. I guess I could sneak back in since LordArgon isn't online though.

LordArgon
2018-12-14, 04:10 PM
Play: 10 Mindstab Thrull (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1857) Razat's creations

Razat, annoyed by the constant eldrazi incursions into his temple, uses their dead flesh to create a new form of life. These barely sentient amalgamations of flesh and bone serve as Razats temple guards. The thrulls grow their ranks by killing more creatures and using their bodies to make more thrulls. They soon begin to gain a semblance of free will, and begin expanding beyond the temple.

Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky

Wasp
2018-12-14, 04:46 PM
Play: 05 Heaven // Earth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426926&part=Heaven) The Dwarven Schism

When the messenger returned from Salenhall the Bear Umbra did not only cause chaos and destruction, it had completely taken over the mind of the messenger - which appeared as a feral beast filled with unlimited rage. The Dwarves didn't even recognize their own creation and only saw a powerful totem spirit devastating the lands, tearing trolls and dwarves apart without distinction.

The Dwarves cursed the Elves for their assumed disinterest. And many cursed the priests of the skies as well. More than half of the surviving Dwarves turned from the Sun and the Moon and the Stars and flew underground into the natural cave systems on the border to the Mountains of Fire. They built mighty Gates no troll could break and created a new home cut from stone.

But the Dwarves who stayed above ground needed to find a new home as well. And they used their ingenuity to develop flying ships that took them to the floating islands above the hill-lands where they created a new home among the skies - out of reach from the trolls and the bear spirit's frenzy...

The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.


Oh, and thanks for the understanding, ahyangyi. As you said - I just wanted to keep the flow going. I really like the current developments...

stanleyindraven
2018-12-14, 04:57 PM
Play: 07 Forgotten Ancient (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446873)

A seed from the great World Tree found nourishment and sprouted. Giving life to a plant of sentience. It rose from the ground, growing in the light, soaking in the magic and finding its mind clear. It pulled free from the ground, stepping over all of the abundance of the land and marched deep into the forests. It makes its home among the trees and hides in the lush environment.

The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.

JbeJ275
2018-12-14, 05:11 PM
Play: 10 Nemisis of reason (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=188962)

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As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 01: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.

ahyangyi
2018-12-15, 01:45 PM
Play: 02 Belligerent Hatchling (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153478)

Eldrazi's first attempt at conquering Needle Spires was foiled by nobody but the very land it's trying to invade. What is supposed to be its loyal spawns quickly grow wild and out of its control, answering to no one but the sun and the land. That said, the hatchlings are not friendly to the inhabitants and adventurers either... except dwarves and earth elementals, which they share some sort of compathy. To anyone else, they are completely wild.

Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.


JbeJ275: I think you meant region 10 so I fixed it in world history

Wasp
2018-12-16, 02:28 PM
Okay, I'll take over (sorry, LordArgon)

Play: 10 Oblivion Ring (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139414): Kjira's Ring of Banishment

When the Eldrazi summoned the First Eldritch Horror the Legendary Dwarven Runesmith Kjira had just finished an artifact that could banish the Bear Totem Spirit that was tearing her homeland apart - The Ring of Banishment. Kjira knew that the Magic inside the ring was unique and nobody would be able to replicate it - not even Kjira herself.

She was torn. Her clan had flown the homelands, the bear totem still ravaged the lands, if she could banish the beast, maybe her people could return. But in her nightmares she saw that the Eldritch Horror summoned into existence was not only a threat to the Dwarves but to the world itself.

And so - guilt-ridden - she left her home and traveled to the west, where she together with some mighty heroes managed to use the ring and exile the First Abomination into the void. Afterwards she vanished together with the Ring, never to be seen again. Her last known words were "Tell my people I am sorry"

It is said Kjira is still watching over the ring in self-chosen exile hidden from the Eldrazi as the ring's destruction would allow the First Eldritch Horror to return into the world.

The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void

LordArgon
2018-12-16, 10:35 PM
Play: 01 Deadly Tempest (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405194) Demonic vengence

After the horror had been sealed, Razat was finally able to think clearly again. Enraged by the constant delays to his research, Razat vowed to make the eldrazi pay. Combining his demonic magic with the air magic contained in the Temple of Sky, Razat unleashed a hellish storm on the site of the eldrazi ritual.

Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.

stanleyindraven
2018-12-17, 01:44 PM
Play: Region 10: Phoebe, Head of S.N.E.A.K. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439524)

The rogue of rogues crept into the sacred temple and stole knowledge that was forbidden. Though no one knows where she is now, or specifically what she stole, the scholars know that something terrible and great has been loosed, with no reigns. She left only a calling card before disappearing into oblivion.

A knowledge stolen, a knowledge lost, pray not it be found.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.

JbeJ275
2018-12-17, 03:17 PM
Play: Region 10: Yukora, the Prisoner (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74510): The Feud of fell powers.

While the Eldrazi minds mourned the loss of the eldritch horror, those who had followed it’s progress learned a little from watching the magic of it’s sealing. Thus when Razat sent a subordinate to strike at their homelands they had a response. With a cunning trap and cruder but more rawly powerful magics they captured Yukara, a subordinate sent to manage Razat’s storm. With her in their power the storm began to evaporate and eventually the great collective mind turned her, using her as a great commander in their battle in the east and birthing demonic Eldrazi drones under her control.

A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.

ahyangyi
2018-12-18, 11:53 AM
Play: Region 10: Teferi, Mage of Zhalfir (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=121271)

Apparently out of nowhere, a powerful mage appears at the gate of the Temple of Sky. This man seems to has the power to affect time to some extent, so that might explain why he seems to suddenly appear.

Some rumors say that he is the thief who had stolen the forbidden knowledge. Teferi rebutes this by asking if he acquired the power from the temple, what power did he use to sneak into it in the first place. Questioners are unconvinced with his counterargument either: they question the meaning of "in the first place" when it's spoken by a mage who can manipulate time and change the ordering anyway... Teferi seems to like this kind of metaphysical argument though, even if he is the one being questioned.

Anyway, despite his apparent power and Teferi's opposition to both the Eldrazi and Razat, he explains that there are limits to his power and he can't simply "undo" either of them.

[Since Teferi manipulates time anyway, you can feel free to mess with his story and do not need to have any resemblance with the MtG story line :D ]

A mysterious mage appears, with previously unheard of ability of manipulating time.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.

LordArgon
2018-12-18, 06:39 PM
Play: 03 Beckon Apparition (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157415) Spirit Calling

The gwyllions, under the guidance of their Divinity, summon guardian spirits into the world. They bind the spirits to stone totems and place them around their villages. This leads to reduced attacks from trolls, eldrazi, and demons.

The gwyllions summon spirits to defend their homes from multiple outside threats.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.

Wasp
2018-12-19, 04:49 AM
Play: 06 Unyielding Krumar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386710) The First Orcs

Some say the Orcs were descendants of Trolls or their former slaves, others say they just suddenly appeared at the North-Eastern Coast, but fact is they soon started to expand west at the outskirts of the forest. The collisions of the orcs and the trolls were severe, but the wars against the Elves and Dwarves had weakened the Trolls and many had left their homelands permanently - so the (slightly) more disciplined Orcs and their more sophisticated weapons managed to keep the trolls at bay for the time.

Orcs appear at the edge of the forest Labyrinth.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.

stanleyindraven
2018-12-19, 09:31 AM
Play: Region 04: The Ur-Dragon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433289) Leader of a Dragon Army

As the world watched the elves, dwarves, eldrazi and orcs, they missed something. A powerful army rose from the ashes of the mountain. They banded together under one so bold and charismatic, forming an army of their own. The Ur-Dragon commanded all his kind and called them to his side, to keep their kind safe from the other races. The sight of their scouts were enough to strike fear, but to see them working in large groups was enough to quell any thoughts of aggression.

The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.

Wasp
2018-12-21, 04:59 AM
ahyangyi, do you want to take a turn now?

ahyangyi
2018-12-21, 10:33 AM
Play: Region 09: Dune-Brood Nephilim (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107091)

As if Dreadland is not a poor place already, a new monster appears. It seems to be composed of all elements but water, and is therefore in perpetual thirst. This monster wander the swamps, dehydrates its surrounding as it moves, bring death to even death itself. It also spawns numerous sand creatures, that doesn't even follow its command and just randomly wander and raid.

Since the Nephilim was previously never heard of, and it seems to have emerged from under the land, people fear that it is related to the dead god itself.

A Dune-Brood Nephilim appears in the Dreadlands

[This is randomly drawn, and how can I forfeit a chance to play a nephilim? Not much to say, time for your (anti-)heroes to kill this beast.]


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.

LordArgon
2018-12-22, 10:11 AM
Play: 09 Rakdos the Defiler (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107438) Titanic Clash

The nephelim strays into the territory of the pitlord Rakun. Enraged by the trespass Rakun and his army of devils attack the beast and it's brood. After an hour long struggle, the nephelim's brood is halved and the nephelim itself has half of it's body flayed off. The nephelim retreats to the Needle Spires in extreme agony. Exhausted from the battle, Rakun enters a deep sleep.

The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.

JbeJ275
2018-12-22, 10:59 AM
Play: 09 Whispering Madness (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366263) Quiet for a time

Shortly after the capture of the demon, the Eldrazi advance seemed to stop as quickly as it had started. Some claimed that the Eldrazi had always been expanding faster than their means, others that dimensional shifts left them starved of energy. Whatever the case they swiftly disappeared back into burrows or dug new lairs far from prying mortal eyes. Many where relieved as this scourge finally abated, and so few noted how no and again those in positions of power would go through a slow process of detrition until suddenly returning. Full of new conviction and power of mysterious origin.

The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.

Wasp
2018-12-22, 01:42 PM
Play: 04 Primordial Wurm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=443065) Wurm Exile

Not all dragons bowed to the reign of the Ur-Dragon, especially the enormous flightless worms opposed the new rule of the land. Most rebelling Lindwurms died in battles with their flying brothers and sisters but a few survived and were scattered all over the world.

The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world

ahyangyi
2018-12-24, 10:43 AM
Play: 02 Savage Twister (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376482) Fight savage with savage

The nephilim and its sand creature legion, after ravaging the land and defeats waves after waves of attacks from both adventurers and the elemental land itself, met their demise.

A circle of elf druids traveled to Needle Spires. They talked to the land itself, and established a coalition against the nephilim. In the ensuing battle, a huge hurricane summoned by the druids resonated with the fury of the very land itself, creating a devastating twister, killing the nephilim, its sand creature legion, as well as the druids. The land itself, being also elemental creatures, seems to have been hurt badly from the spell as well.

A band of elf druids sacrificed themselves in defeating the nephilim

[Again, a random card]

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim

LordArgon
2018-12-24, 10:15 PM
Play: 05 Dwarven Soldier (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1945) Dwarven Defenders

The orcs began expanding their territory into the floating lands, causing conflicts with the dwarves. Faced with a more organized and advanced foe, the dwarves had to change their tactics. They organized a professional army and fortified their borders with the orcs. They rigorously trained to defeat the orcs.

Dwarves form a special unit to defend against orcish incursions.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.

A completely random card that just fit

Wasp
2018-12-28, 03:12 AM
I am back from the holidays and I hope we can start to go back to a normal game soon!

Play: 05 Bear's Companion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386486") The Human Tribe of the Bear emerges

While conflict waged over the world the Bear Totem grew stronger in its lands. It learned more about its powers and found fragments of memories within its mind that helped the bear spirit to control its rage. There were elemental spirits and other - whispers - that guided the bear totem and either trough them or the will of the primordial power of the beast, the Bear Tribe emerged. They were taller than the Dwarves and stronger than the Elves but not as wild and brutal as the Orcs or Trolls. Nobody knows why but even though they followed the Bear Totem there was from the beginning a desire in them to move west. Even the earliest legends of humankind spoke from the draw of the unknown and the wish to find the lands of the setting sun...

The Human Bear Tribe emerges and is drawn to the West

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West


I didn't want to introduce humans but drawing a human with a bear connection was too good of a connection to pass on it

JbeJ275
2018-12-28, 06:09 AM
[QUOTE=Wasp;23598345]I am back from the holidays and I hope we can start to go back to a normal game soon!

Play: 05 Rampaging Monument (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=452989") When One Becomes Many

The bear totem now in control of it's rage settles down and allows the Bear tribe to perform a great divine ritual separating the warring forces within. Many parts go there own way after splitting off, the core primordial bear spirit shifts to become a divine protector of the bear tribe. The uncontrollable rage however was cast into a humanoid form, and restrained by the human clerics, only to be released on enemies when such was necessary for the humans to survive.

The bear totem is broken into elements including a benevolent guardian and a rampaging monument.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument

Wasp
2018-12-29, 10:37 AM
ahyangyi, LordArgon, anyone back yet as well?

ahyangyi
2018-12-29, 03:26 PM
Sorry. I don't even have a Christmas holiday... I was just confused by the posting order for some reason. Anyway, mea culpa.

Play: 08 Yeva, Nature's Herald (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249680")

The broken down of the bear totem seems to have profound impact on the elves as well, even if this was not intended by either the elves or the dwarves. Elf sentinels found their new power in summoning bear spirits when needed, and they are not entirely sure how it works. The leader of the sentinels attributes this as the nature's gift, and urges all the sentinels to only use this power in urgencies.

After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.

Wasp
2018-12-29, 08:37 PM
Sorry. I don't even have a Christmas holiday... I was just confused by the posting order for some reason. Anyway, mea culpa.
No, no, I was just trying to establish the structure again after the little chaos we had. Sorry!

Anyway, I really like how the bear theme has been been picked up :smalltongue:

LordArgon? You there as well?

LordArgon
2018-12-30, 09:33 PM
Play: 05 Hypersonic Dragon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456229) Dragon Invasion

The Ur-Dragon sends his fastest dragons to scout the floating lands and to begin subjugating the dwarves there. The dragons absorb the lingering magic of the lands and it increases their speed beyond the speed of sound. The dragons begin high speed assaults on the inhabitants of the floating lands.

Dragon scouts attack the denizens of the Floating Lands.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.

Wasp
2018-12-31, 05:07 AM
Play: 05 Thopter Assembly (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=451181) Sky Defense

In reaction to the attacks of the dragon scouts the Artificers of the Sky Clan increase their efforts to build flying vehicles and constructs to defend the flying fortresses. They manage to bind air elementals in so called "Thopters" - flying constructs that vaguely resemble dragons - that function as a relatively cheap first line of defense. While the thopters seldom actually take out a dragon they are able to distract them and stop many attacks on the floating islands, all the while the artificers and storm sorcerers are looking for better ways to deal with the invasion.

As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands

JbeJ275
2018-12-31, 06:51 AM
Play: Sheltering Light (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435187) Safety from above

As wars rage from all directions, some tribal community leaders have prophetic dreams guiding them to areas protected by otherworldly lights. Most settle down here and find peace and prosperity, but sometimes those who make homes there disappear without a trace in the middle of the night.


Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.

Wasp
2019-01-02, 10:39 AM
ahyangyi, maybe you can continue. I think stanleyindraven is otherwise busy.

stanleyindraven - are you still interested in playing?

stanleyindraven
2019-01-02, 11:01 AM
I think I am going to bow out at this stage.

Wasp
2019-01-02, 11:11 AM
I think I am going to bow out at this stage.
Okay, thank you for letting us know. Sad to see you go.

ahyangyi
2019-01-02, 02:03 PM
Play: 05 Flight Spellbomb (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=210233)

As artifice and flight become the essential parts of the lives of Sky Clan dwarves, they created magical trinkets that they personally carry with when they travel outside Floating Lands. Dwarves adventurers frequent places like Needle Spines and Temple of Sky with this new invention.

Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.

Wasp
2019-01-03, 02:39 PM
Lord Argon, are you ready?

Everyone: Shall we search for replacement players?

LordArgon
2019-01-03, 05:40 PM
Play: 03 Bane of the Living (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420723) Plague carriers

Foul insects rise from the Dreadlands and enter the the Twilight Lands. The spirit guardians manage to fight them off, but they take heavy losses. The foul insects roam the perimeters of the villages, releasing foul clouds of deadly gas.

Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.

JbeJ275
2019-01-03, 05:51 PM
Lord Argon, are you ready?

Everyone: Shall we search for replacement players?

I think that would be a good idea.

Wasp
2019-01-05, 05:01 PM
I have updated the player search thread.

Play: 08 Ezuri, Renegade Leader (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442737) Elven renegades

Some of the Elves who find themselves able to summon bear spirits see this newfound power as a sign and disagree with the Elven Elders about the use of their powers and the isolationism of Salenhall towards the other races. Under the leadership of the legendary Elven Sentinel Aeshuva they decide to join some of the human tribes they feel connected to and who are open to Elves joining them. They want to help the humans to find their way

Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it


JbeJ275, do you wanna continue?

Tentreto
2019-01-06, 03:21 PM
Tell me if I muck up.

Play: 02 Genesis Storm (http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=false&multiverseid=450631) Emergence of varied life

The Needle Spires experiences a large amount of previously unreported creatures emerging at a fast rate, possibly due to the remnants of past rituals have faded, allowing the magic in the area to flow free once again. Amongst others, salamanders, wolves and goats have made the Spires their home.

A great number of species emerge in the Needle Spires

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.

Wasp
2019-01-07, 04:52 AM
Tell me if I muck up.

Play: 02 Genesis Storm (http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=false&multiverseid=450631) Emergence of varied life

The Needle Spires experiences a large amount of previously unreported creatures emerging at a fast rate, possibly due to the remnants of past rituals have faded, allowing the magic in the area to flow free once again. Amongst others, salamanders, wolves and goats have made the Spires their home.

A great number of species emerge in the Needle Spires

No you didn't muck up. :smallsmile: The only thing I personally would have done differently would have been to make the new creatures magical because I would kind of assume that most normal animals should exist in general. Another alternative would be that those (named) animals are becoming more abundant.

ahyangyi
2019-01-07, 11:29 AM
Needle Spires had a period of devastation following the elven suicide attack against nephilim, so I guess it can also make sense to say that the animals were extinct or something. Anyway, it's great that it returns to its lively state...

(Now it's JbeJ275's turn, right?)

JbeJ275
2019-01-07, 02:08 PM
Play: 02 Genesis Storm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23195) Life from the mechanical.

The Nature magic now filling the needle spires was not content to remain in animal form. When a merchant caravan of Sky Clan dwarves stopped there with their technology to observe the new creatures they found oddd fusions or beast and machine had began occurring. Salamanders with firelighters on the side of their heads, wolves with their hearts replaced by tough, relentless clockwork, goats that fused with the flight spellbomb and took to running over air.

The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.

ahyangyi
2019-01-08, 01:42 PM
Play: 03 Revival // Revenge (https://media-dominaria.cursecdn.com/avatars/272/170/636825625533894267.jpeg) Disappearing of the Divinity
(The link will be replaced with a gatherer link when Ravnica Allegiance becomes available)

For decades, the gwyllions of Twilight Land are perhaps the most isolated group in the world, mostly protected by their Divinity of Pride. However, recently the divinity is no longer seen roaming the land. Some gwyllions connect this to the recent insect infestation, though nobody believes that the Divinity could die to insects.

Without the mighty protection of the Divinity, the land is no longer nigh unreachable by other people.

Worse for the gwyllions, their society has been shaped around the worship of the divinity they themselves summoned, so when the divnity disappears, their society devolve into disorder. Gradually, and after certain amount of alliance and betrayal, two loose alliances form among the gwyllions.

Half of them form The Coven of Revivification. These gwyllions attempt to revive the divinity at all costs. At worst, there are reports that some gwyllions hunt people and drain their life essence in the name of reviving their divinity. At best, some gwyllions are seen to travel the other lands, trying to join knightly orders, churches, and even druidic circles for opportunities to practice their healing magic, hoping that they would be useful in their divinity's ultimate return.

The other half of them form The Coven of Revenge. These gwyllions decide that their top priority is to investigate and revenge. At worst, some of them become deadly assassins that kill people for fun and profit. At best, some of them join or form bands of brigands that kill or punish evil people, and distribute their wealth to other, often poorer, people.

The two covens are not exactly at war. However, their goal and priority are completely different, so that most gwyllions are forced to take sides.

[I promised that I'll unseal the twilight land... and now it happens! Feel free to do whatever you want to the land from now on, just don't genocide the gwyllions...]

The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.

Wasp
2019-01-09, 02:22 PM
Hmm, if both the_brazenburn and LordArgon don't have the time at the moment...

Play: 02 Bloodfell Cavern (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433168) Earth Dwarves settle caverns below the Needle Spires

At the same time as the Artifact Mutations start in the Needle Spires some Dwarves of the Earth Clan settle in the caverns below the Needle Spires in search for magical metals infused with elemental might. With help of constructs the mine deeper and deeper to uncover ores no mortal has seen before!

Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals

Tentreto
2019-01-09, 07:31 PM
Play: 08 Oath of Druids (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397400) The Oaken Oaths

With the entwining of both human and elven traditions, the first great gathering of druids occurs, underneath a great oak tree. Many traditions from across the land are shared, and many even welcome the gwyllions as equals, despite only recently approaching their circles. Here, the majority of druids agree to supporting each other in hours of great need, as well as provide the groundwork to allow better communication between each group. To prove their sincerity, each druid takes a drop of their blood, and leaves it at the base of the tree, as a sign of their unity. This was known as the Oath of Roots.

A number of druids refused the oath because a few gwyllions were a part of it, and, partly due to their own fears, and partly due to rumours about the gwyllions intentions, swore their own oath, to seek out those who would defile nature personally, which became known as the Redoak Oath. While far fewer than the Roots, they were also far more widespread, across the land.

Even still, a few druids remain out of both oaths, some due to their belief in isolation, others due to thinking that organising themselves is against their nature in the first place.

Druids began having larger gatherings, and two distinct oaths are sworn by them.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.

Wasp
2019-01-11, 06:46 AM
Oh I like that!

JbeJ275 - do you want to continue?

JbeJ275
2019-01-11, 03:12 PM
Play: 01 Razaketh's Rite (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430763) They continue in the shadows

"The blood ritual is nearly complete. The end approaches."

While no obvious changes occur, soothsayers, druids and holy men across the world begin having portents of doom.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.

ahyangyi
2019-01-12, 03:13 AM
Play: 10 Weave Fate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401458)

"I don't know what these portents mean. But I know how to invalidate them."

Teferi, the time manipulator, weaves fate. If soothsayers previously see portents of doom, they are now left with a weird emptiness and a sense of uncertainty.

That said, the blood ritual itself is not interrupted by Teferi. It still goes on.

If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.

[Don't use the time manipulation ability often, since our game is, after all, about building a timeline. But "dire portent" is surely a good trigger for it.]

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.

LordArgon
2019-01-12, 05:34 PM
Play: 09 Core Prowler (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213822) Metal Monsters

From the bones of the Dead God, a new group of foul horrors emerge. Instead of being made of flesh or foul magic, they are made of metal and foul toxins. When the horrors die, they violently explode and release their poisonous payload. The foul horrors begin to spread from the Dreadlands to hunt the living.

A new group of metal horrors emerge from the bones of the Dead God.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spres to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.

Wasp
2019-01-13, 05:17 AM
Play: 02 Serra's Liturgy (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8444) Verses of Nature

Human priests that were drawn to west are terrified by encounters with metal horrors and wildlife, half flesh and machine. Through "divine inspiration" they learn the verses of a great liturgy that will kill unnatural life - if the priests can manage to complete the liturgy and sing as many verses as possible. But the liturgy takes time to be recited - and something is already on their trail...

A group of human priests start a liturgy that has the potential to kill "unnatural" life - if they manage to recite all verses


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses

Tentreto
2019-01-13, 06:27 AM
Play 10: Intrepid Hero (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=280320) The beginning of Meloth's quest.

A human named Meloth travels to the Temple of the Sky, to speak to Teferi, the time manipulator. He explains the fear of the druids of his home, and asks Teferi what is causing this. She replies that although she is unable to interfere with what she knows, lest she bring a more terrible fate, Meloth might be able to stop this doom. With this, Teferi disappears. Meloth, confused yet emboldened, began searching across the land to find what this doom might be.

A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.



1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.

Wasp
2019-01-15, 04:40 AM
Hi everyone! ahyangyi, do you wanna continue if JbeJ275 is busy at this moment?

Or has this project lost steam in general?

ahyangyi
2019-01-15, 10:18 AM
(I am fine with this game so far. It's just that I live in a weird time zone and rely on email notifications, so it's easier to react upon "someone writes a post" than "someone does not write a post in his 24 hours"...)

Play 01: Finest Hour (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180609)

Meloth encountered a random cultist on the shore of Academy Ruins.

"You are already late. Our lord, and therefore the end of this world, has come. Our ritual has finished. Your efforts to foil us will be fut ---" this is the last words of the cultist.

Meloth is, however, not his murderer. He sees the poor cultist suddenly suffered a spectacular death, with blood thrusting from his throats. He probably died from having said too much.

And, someone is probably watching Meloth secretly.

Meloth, a team of one man, has made his first step towards understanding the doom. There is probably not much time for him. But if he gives his best effort, and utilize every second left, maybe the time will be just enough...

A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.

JbeJ275
2019-01-15, 03:24 PM
Play 01: Gate to Phyrexia (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202534)

Descending into the ruins Meloth begins to discover hints as to what exactly this ritual consists of, portals to words of madness and broken science begin appearing with regularity allowing the transformative magics to flow through. As he approaches the centre he sees the heart of the ritual from distance, an ever widening portal that seems ready to pitch the entire world inside of it to be torn part by the cult's masters from beyond.


The plot is revealed to be a plan to throw the world into the dimensional void.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void

Wasp
2019-01-16, 11:36 AM
LordArgon?

LordArgon
2019-01-17, 04:58 PM
Play: ??? Phyrexian Hulk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214379) Massing Metal Army

In another world, metal monsters began to move again. They had cleansed all life from their current world, and were waiting for something new to kill. When a strange distortion began to occur the metal monsters swarmed to the place of the portal. If not stopped they would swarm over the world killing all life.

Metal monsters wait on the other side of the portal, ready to kill all life on the other side.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.

Wasp
2019-01-17, 11:47 PM
Play 01: Heroic Intervention (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423776) In the Last Moment...
While Meloth stared at the growing central portal he recognized movements just out of sight. Carefully he turned and saw thousands and thousands of metal horrors emerge amongst the ruins. A cacophony of voices started to ring inside Meloth's head and the pain was unbelievable. But then from one moment to the other the storm inside his mind ebbed down and something all-encompassing hissed inside his head "You will die now!" The metal monsters moved as one. Meloth raised his arm in defense, but he knew it was an empty gesture, he had no chance to survive. But then something... changed. It was as if the world itself was reciting a melody and when the last notes faded away - the metal horrors were just gone!

Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...

Tentreto
2019-01-18, 12:42 PM
Play: 01 Fiery Conclusion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398497) ...and for the greater good.

Meloth knew he had little time left. Cultists were beginning to emerge, the portal pulsed with eerie light, and what miracle had saved him would not help him again. Therefore he rushed to the portal, and began smashing it with a mere rock on the floor. With three hits, Meloth broke of a great sigil on the portal, which for a second hung there in its horrible light. Then, the portal and the ruins were consumed by the great fires from between the worlds. The seers felt the fates ease. The wise men brought good tidings, and Teferi for once did not look at the future.

Meloth was also consumed by the flames, and none know what happened to him that day, aside from that he was the one responsible for averting the doom. The only other thing to survive was a small, piece of strange metal, with a sigil on it.

Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.

JbeJ275
2019-01-18, 01:58 PM
Play: 01 Copy Artifact (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=396) The storm passes, but leaves change

In the coming weeks the cult disperses, forces of good come together to cast arcane wards that prevent a portal ever again growing to devour the world or unleash an entire army.

However the remaining portal fragment was secreted away and through some hidden artifice replicated in the deformed machines of this sunken ruin. Over time these would spread across the world falling into the hands of good and evil alike. The threat of doom had passed, but the age of the plane walkers had just began.

Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.

Wasp
2019-01-19, 12:59 PM
ahyangyi, LordArgon?

(BTW: I really liked this little "quest". Too sad that noboldy witnessed the sacrifice!)

ahyangyi
2019-01-19, 01:39 PM
[This post is still within 24 hours of the last one :smallbiggrin:
And the delay is caused by, you guess what, MtG prerelease events!]

Play: 04/10 Unlikely Alliance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3218)

Rumors spread that there is an alliance between Razat (and his thrull army) and the Ur-dragon. This is quite unexpected, since both figures are unopposed on their respective lands, and it's not clear why they felt the urgency of forming an alliance, and whether they are working on some joint secret project.

Rumors spread about an unlikely alliance between Razat and the Ur-dragon.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon

Wasp
2019-01-21, 01:55 AM
[This post is still within 24 hours of the last one :smallbiggrin: ]

[Oops... :smallbiggrin: ]


Play: 06 Dire Fleet Captain (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435377) Aaaaarrrg!

Some of the Orc tribes are drawn to the sea and develop ship building capacities. Soon several Orcish war bands start raiding coastal settlements all over the continent.

Orcish Pirates raid the coasts


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 6: Orcish Pirates raid the coasts

Tentreto
2019-01-21, 06:22 PM
Play 06: Goblin Tutor A centre of learning? (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9755)

While some of the orcs have been drawn to the sea, others are drawn into settlements, where they begin pooling their knowledge to be able to fight better. Soon, a functioning and effective system of teaching is popularised across orc settlements, emphasising martial skill and practical knowledge, although some thought is put into magic. This is taught to the majority of their young.

Land Orcs begin creating schools and military academies


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 6: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies

Wasp
2019-01-22, 07:48 PM
24 hour rule is in effect! :smallsmile:

ahyangyi
2019-01-23, 10:58 AM
Play 02: Duplicant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=451160)

A group of Gwyllions of the Coven of Revivification traveled to the Needle Spires, contracted the Earth Dwarves and builds a duplicant of their Divinity with their help. They are said to have paid a hefty price for such a wonder. Some say they basically sold their souls to the dwarves. However, the dwarves are not known as slavers anyway...

Other Gwyllions, especially those from the Coven of Revenge, think that spending resources on a duplicant completely misses the point. The duplicant divinity now roams and protects a small area of Twilight lands, but it does not have the powers of summoning spirits that the previous, real one was remembered for.

Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.

(I thought about making a Meloth Duplicant to happen but I feel that we need a break from the previous crisis so here's some random divinity stuff)


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 6: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.

Wasp
2019-01-24, 09:23 PM
Play 01: Assemble the Legion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366470)

Inspired by visions of Meloth's Sacrafice the Human Seer Aya traveled the world to spread the word of Meloth and gather followers. Aya inspired many men and women to pick up weapons and devote their life to protecting the creation against otherworldly and supernatural threats with sword and staff. These men and women became soon known as the Order of Radiance, and Aya became it's first Commander.

The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth

(While I agree we need a break from the previous crisis I thought it would be nice to have more consequences - enter the Legion :smallbiggrin: )


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth

Edit: Tentreto, Jbe?

Wasp
2019-01-25, 08:05 PM
OK, who's still with us? :smallcool:

Tentreto
2019-01-25, 08:28 PM
Play:06: Crackling Doom (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420808) Not a day to sail.

A great number of storms ravage the coast, destroying many buildings and crops. These storms also force the pirates back onto shore and up the rivers, causing further problems inland. For now, the storms do not seem to be letting up.

Storms cause a great deal of devastation and force pirates nearer land and in the rivers.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

(Was travelling, still within 24 hours!)

Wasp
2019-01-28, 01:22 AM
No problem, Tentreto! :smallcool:

Jbe, LordArgon?

Wasp
2019-01-28, 07:42 PM
ahyangyi?

Or do we wanna wrap this up?

JbeJ275
2019-01-29, 02:58 AM
ahyangyi?

Or do we wanna wrap this up?

How about we move into the third age, get it finished.

Wasp
2019-01-29, 04:16 AM
I think that is a very good idea!

Tentreto
2019-01-29, 10:20 AM
I'll vote for new age as well then, as we've managed to establish a good amount now

LordArgon
2019-01-29, 06:28 PM
I am okay with that. Sorry for missing stuff, but I am back now.

ahyangyi
2019-01-30, 03:05 AM
Sounds fair, and let's say that the Meloth story ends with second age.

Wasp
2019-01-31, 11:41 AM
Sorry, I am currently sick. But I'll try to post asap a summary where we are at the end of the second age.

Wasp
2019-02-01, 10:01 PM
Here's my attempt to describe a status quo at the end of the Second Age. Please do give feedback and let me know what needs to be changed (I took some liberties when writing everything down) and what I have forgotten (I am sure there's plenty). Also, I think we need some better names for some of the groups.

When we agree we can then wrap this up with a few additional rounds to set the scene for a possible campaign...

The Status Quo:
The Age of the Planeswalkers: After the destruction of the portal through Meloth's sacrifice the remaining portal fragment was secreted away and through some hidden artifice replicated in the deformed machines of the sunken ruin. Over time these spread across the world falling into the hands of good and evil alike. The threat of doom had passed, but the age of the Planewalkers had just begun.

Humanity:
Humans have spread from the plains below the Floating lands to the west over the Twilight Lands and the Needle Spires to the blighted lands around the Academy Ruins and the Temple of the Sky.

Two important human factions are the tribal bear people in the human homelands under the floating islands and the Order of Radiance.

The Bear People have kept a deep connection to the Bear spirit and their Druidic origin. Some tribes have learned magic from the Elves that have left Salenhall and there is a considerable Elven and Half-Elven minority among them.

The Order of Radiance is a religious military order that was founded in the name of Saint Meloth and has gathered great influence both politically and miliary-wise.

Elvenkind:
The isolonist nature-loving Elves live secluded in the Southern Forests surrounding the Palace of Salenhall, and while they have also settled in the Heartwood, they never could bring it fully under their control as there are some ancients spirits of nature who seem to have their own agenda.

Dwarvenkind:
The trauma of their ancient exodus from the floating lands and the perceived unwillingness of the Elves to help them has made Dwarvenkind prejudiced against Elves and Trolls alike (and Orcs are not considered any better).There are two main factions among the Dwarves, the Earth Dwarves and the Sky Clan.

The Earth Dwarves live mainly in their undergound kingdom below the Needle Spires where they mine for gold, gems and magic metal. Their Runesmiths are masters of golem building and traditional craftsmanship.

The Sky Clan is living on the floating islands of the Skylands. They are in constant conflict with the Dragons and their Artificers have mastered the art of airship building and tinkering with clockwork machinations.

The Gwyllions:
The Gwyllion ancestral home is still the Twilight lands but since the disappearance of their Demi-God ages ago Gwyllions have spread throughout the world . There are two factions, The Coven of Revenge and The Coven of Revivification.

The Coven of Revenge. These gwyllions' top priority is to this day to investigate the disappearance of the Divinity and avenging it. Inside the coven there are different groups, some focusing on the eradication of (perceived) evils and others enacting revenge on any Non-Gwyllion.

The Coven of Revivification. These gwyllions attempt to revive the divinity at all costs. Some gwyllions hunt people and drain their life essence in the name of reviving their divinity. Others travel the world gathering knowledge on healing, and so these Gwyllions have become the most sought after healers in all the lands, even though they often have to deal with fear and suspicion.

Since a sect of the Coven of Revivications has created an artifact duplicant of the divinity, tensions have risen considerably between the Covens.

The Orcs:
There are Two main Factions: The Land and Sea Orcs.

The Land Orcs
The Land orcs live mainly in cities and Fortresses and fortified cities in the Northeast. And while they may have left their nomadic life behind war is still the most important aspect of Orcish Life. Every Orc is taught martial skills and practical knowledge, although some thought is put into magic – all focused on order, efficiency and honor.

The Sea Orcs
The Sea Orcs are Pirates and Raiders that have become the bane of settlements at the coast and even rivers. Many outlaws of all races have joined their ranks. They are in constant conflict with the Avian Shoreline Rangers who protect the Western seas.

Trolls:
The Trolls seem almost forgotten with the last raid into the civilized lands centuries ago. However, nobody seems to return should they travel too deep into the Forest Labyrinth.

The Dragons and Razat
Stories claim that the Ur-Dragon and Razat, Lord of the Dreadlands have formed an alliance, but both the Dreadlands and the Mountains of Fire have stayed suspiciously quiet for a long, long time

A besieged World
And then there are the threats from outside the world that are still scheming and waiting for the right moment...

ahyangyi
2019-02-02, 07:57 AM
Wasp, that's an awesome summary!

Play:06: Laboratory Maniac (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=230788)

Beder, a Sea Orc wizard, is among the most brilliant ones in his generation. He makes great breakthroughs in his research in utilizing the energy from the recent storms. Some other orcs urge him to use this power to conquer the dwarves' land. However, Beder refused to comply with them, claiming that he has even bigger ambitions.

Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.

Wasp
2019-02-02, 07:09 PM
Wasp, that's an awesome summary!

Thanks! :smallsmile:

So let's establish the order, ahyangyi has posted, so we have after this:

LordArgon
Wasp
Tentreto
JbeJ275
ahyangyi

Everyone OK?

ahyangyi
2019-02-03, 01:17 AM
I'm OK with that :D

JbeJ275
2019-02-03, 03:54 AM
Thanks! :smallsmile:

So let's establish the order, ahyangyi has posted, so we have after this:

LordArgon
Wasp
Tentreto
JbeJ275
ahyangyi

Everyone OK?

Yep, that works for me.

LordArgon
2019-02-03, 08:55 AM
Works for me, I will get my post up later today.

Tentreto
2019-02-03, 05:27 PM
Yup, thats all fine

LordArgon
2019-02-03, 09:06 PM
Play 04: Dragonlair Spider (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423512) Ecosystem Evolution

Around the mountain of fire new creatures emerge to challenge the dragons for the top of the food chain. Massive spiders form fireproof webbing that is strong enough to snag dragons straight from the sky.

The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.

Wasp
2019-02-03, 10:19 PM
Play 01:
Honor Guard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129595) The Honor Guard

The Order of Radiance establishes within the elite Honor Guard to watch over the Acadamy Ruins and guard against otherworldly threats, while the main order shifts their focus increasingly on political and religious influence in the human lands.

The Order of Radiance establishes within the elite Honor Guard to watch over the Acadamy Ruins and guard against otherworldly threats


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places

Tentreto
2019-02-04, 10:11 AM
Play 02: Dwarven Catapult (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4041) Preperations for an assault

After an invitation to their clan halls were snubbed by a prominent Sky Clan Dwarf, multiple clans of Earth Dwarfs are preparing siege engines, though who exactly they are to be pointed is thought to be obvious, it is not set in stone yet. In total, four major clans and six minor are reported to be doing this.

Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75 Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.

Wasp
2019-02-04, 03:46 PM
Interesting...

JbeJ275?

JbeJ275
2019-02-04, 04:06 PM
Play 02: Garruk Wildspeaker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=393894) Otherworldly strength

A simple man from the bear tribe once found a small amulet lying in the creek bed, then he seemed without warning to vanish off the face of the world. Now he has returned, bringing with him magic from the other planes, however on the plane he visited men and elves were locked in eternal war. While he has not revealed this only time will tell if he can prevent the elves from breaking the bear tribe from the inside.


A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75 Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76 Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.

ahyangyi
2019-02-05, 09:43 AM
Play 02: Thopter Foundry (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=183017)

The sky clan dwarves have set up a thopter foundry that creates thopters 24/7. While thopters are not news for these dwarves known for their artifice, this new foundry has elevated their thopter manufacturing to an industrial level.

With the new foundry in place, they are able to streamline their design of aircraft and can quickly remodel their artifacts to thopters.

While it is not sure if they know the Earth Dwarves' plan, their air superiority (who would have guessed?) ensured that they have an upper hand in gathering intelligence in general.

[Not something I have planned, but the sky clan dwarves need to do something and this random card fits their flavor]

The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopers.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75 Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76 Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77 Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.

LordArgon
2019-02-05, 07:20 PM
Play 02 Word of Blasting (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2660) Explosive Magic

War mages of the Earth Dwarves have been seen testing new spells for their upcoming war. Massive stone walls are built up then torn down my massive explosions. It seems as if no defenses are safe from this powerful new magic.

Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.

Wasp
2019-02-05, 10:30 PM
Play 06 Mardu Ascendancy (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2660) Rise of the Great Khan

The Orc City States are beginning to fall under the Blood Banner of the mysterious Orc Khan Mardok the Red who is ascending quickly through a combination of intimidation, treason, bribery, open warfare and brutal efficiency. And although nobody knows where Mardok comes from, many are convinced he's the future and may be able to establish an Orcish Nation on land.

The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner

Wasp
2019-02-06, 10:50 AM
So... I think we are setting up some fun upheaval... Should we have this turn and then one more to finish this up?

JbeJ275
2019-02-06, 10:59 AM
So... I think we are setting up some fun upheaval... Should we have this turn and then one more to finish this up?

Works for me.

Tentreto
2019-02-06, 02:37 PM
Play 2-7 Illness in the Ranks (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366354) Plague and Pestilance

With the build up of cities and armies, disease has spread quickly, laying low many across the lands. The symptoms include high fever, and strange marks appeaing on the feet of those infected. While the death rate is comparitvely low, it is certainly a cause for alarm. For the most part, only the lands far away from the ground, or well in tune with nature have escaped this calamity.

A dangerous disease spreads across a lot of the lands

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands

JbeJ275
2019-02-06, 02:47 PM
Play:7 Glyph of Doom (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1440) A purge of the knife ears.

As Garruck paranoia worsens he blames the elves for the Illness and looks to take action before the plague reaches them. He gathers his most loyal followers and attacks the half elves and elves within his tribe enslaving, murdering or driving off all of them. He then goes to build a greater army, curing those humans who agree to cast out elves. Those elves or elven sympathisers that remain are cursed by otherworldly magic as he attempts to destroy the entire society.

Garruck blames the plague on the elves, and begins attacking them.

1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.

Wasp
2019-02-07, 08:23 AM
Ahyangyi? I think it's your turn still but on page 3 it may go unnoticed :smallbiggrin:

ahyangyi
2019-02-07, 11:40 AM
I subscribed the thread so I will hopefully notice everything. I am having a holiday (the Chinese New Year) between Feb 4 and Feb 11, during which I will generally only visit GitP once per day, but hopefully will be fulfill the 24 hour limitation regardless. And this post is still within 24 hours :D

Play: 03 Obzedat, Ghost Council (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366246)

With the Divinity of Pride missing, and the gwyllions now split into different factions, and especially with the advent of the duplicant divinity, the spirits wandering the Twilight Lands gradually feel abandoned by this world. Now, as the new plague gradually provide energy for these spirits (by killing people), they slowly arranged themselves to a hierarchical society, with a oligarchical council on the top.

The council is neutral to the factionalism to the gwyllion covens, since both covens have goals that are seen as noble by the spirits. However, since the Land Dwarves have forged the duplicant divinity, which has greatly offended the spirits, the council seems to want to step in the forthcoming war on the side of the Sky Dwarves.

The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.

LordArgon
2019-02-07, 08:53 PM
Play 07: Sengir Vampire (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1179) Demonic Pact.

After being driven from their homes around the Worldtree, the refugees ran into a traveling Pitlord, Griselrad. Sensing the darkness in their hearts, he decides to strike a deal with them, He easily turns the human's curse into a dark blessing. the elven refugees now become vampire raiders, slaughtering whole villages of humans and draining their blood. They turn the desiccated husks into their thralls and continue to harass Garruck's army.

Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.
83. Region 07: Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.

Wasp
2019-02-07, 09:43 PM
Okay... here's my last turn!

Play 07: Cho-Manno, Revolutionary (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130554) Standing up

Horrified by Garruck's attacks against their brothers and sisters of Elven blood and appalled by the dire consequences for some of the refugees, the legendary Bear Tribe Ranger Camriel Silvercloak, gathers those around him that are willing to stand up to Garruck's hold over the Bear Tribes and they are quickly branded as rebels and traitors. Covertlly, Camriel is seeking help from brave heroes who are willing to find a way to defeat Garruck the Mad and it seems those heroes may have to travel beyond this world to do so...

Camriel Silvercloak leads a human rebellion against Garruck the Mad and covertly seeks for help from heroes to find a way to defeat Garruck


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.
83. Region 07: Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.
84. Region 07: Camriel Silvercloak leads a human rebellion against Garruck the Mad and covertly seeks for help from heroes to find a way to defeat Garruck

Tentreto
2019-02-08, 07:01 PM
Play 07: Slayer of the Wicked (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220062) Vampire hunters

While many druids oppose Garruck on principle, the Oaken Oathers have only the choice of defiance or acceptance, which they debate carefully. Those of the Redoak Oath however find a way to be tolerated by Garruck while keeping their freedom. Many Redoak dedicate themselves to destroying the thralls and vampires attacking the land, using their connection to nature to combat them. Due to their usefulness, Garruck cures those who come to him, giving them freedom as long as they carry out their duties. Some of these druids serve as enforcers for the mad king, while many others act as spies to the resistance.


Redoak Oath druids dedicate themselves to fighting vampires, and support various sides of the conflict


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.
83. Region 07: Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.
84. Region 07: Camriel Silvercloak leads a human rebellion against Garruck the Mad and covertly seeks for help from heroes to find a way to defeat Garruck
85. Region 07: Redoak Oath druids dedicate themselves to fighting vampires, and support various sides of the conflict.

JbeJ275
2019-02-09, 03:44 AM
Play 07: Gideon, Champion of Justice (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366345) Hope at Dawn

As one returning son of this world terrorises it another returns at long last, he had been rescued by an order of holy knights after finding himself in a foreign world and learnt from all those who fight for goodness. After returning he hoped to remain anonymous, healing the sick and teaching the evil better ways but with the war he can do this no longer. Instead he plants his own flag and rallies an army with the aim of stopping this war.

Another planeswalker returns to try and stop the war.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.
83. Region 07: Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.
84. Region 07: Camriel Silvercloak leads a human rebellion against Garruck the Mad and covertly seeks for help from heroes to find a way to defeat Garruck
85. Region 07: Redoak Oath druids dedicate themselves to fighting vampires, and support various sides of the conflict.
86: Region 07: Another planeswalker returns to try and stop the war.

Wasp
2019-02-09, 04:04 AM
Well, as ahyangyi started this whole thing again after the summary I think that's it! We have a world at the brink of war(s), new factions and I feel a good place for a game to start as there are still open questions - I mean are the land dwarves really planning a war against the Sky dwarves - or are they really moving against someone else? What are the Sea Orcs planning? Has Salenhall completely withdrawn from the world?

All I can do at this point is thank everyone very much for some exciting weeks - I would never have guessed at the beginning where the journey would take us.

Also: Maybe we yould do some debriefing anout things we liked and things that didn't quite work, what could improve this kind of game. So please do feel free to post any feedback you want! Spectators welcome as well!

JbeJ275
2019-02-09, 06:15 AM
I was considering asking if any of you wanted to try a bit of an RP game set in this world, it’s in the right sort of place for it and we has a good mix of known details and stuff we can still make up.

Wasp
2019-02-09, 01:52 PM
I was considering asking if any of you wanted to try a bit of an RP game set in this world, it’s in the right sort of place for it and we has a good mix of known details and stuff we can still make up.

*sigh* When we started this I had something like this in mind and I really would love to experience for example playing a Sky Dwarf in this world--- but for the foreseeable future it would be too much commitment for me time-wise

But you would all have "my blessing" to do so without me. I think that would be really cool.

ahyangyi
2019-02-10, 02:00 AM
Well, as ahyangyi started this whole thing again after the summary I think that's it! We have a world at the brink of war(s), new factions and I feel a good place for a game to start as there are still open questions - I mean are the land dwarves really planning a war against the Sky dwarves - or are they really moving against someone else? What are the Sea Orcs planning? Has Salenhall completely withdrawn from the world?

All I can do at this point is thank everyone very much for some exciting weeks - I would never have guessed at the beginning where the journey would take us.

Also: Maybe we yould do some debriefing anout things we liked and things that didn't quite work, what could improve this kind of game. So please do feel free to post any feedback you want! Spectators welcome as well!

That's why my first post in the third age began with a named guy (Beder), and while his motive was not completely defined, he rejected starting a war.

The plan was to get the story more like personal adventures and try to make it different from the second age grand-scale conflicts. I think it's also part of the original idea of what the third age is about. And, the most beloved thing in the second age seems to be Meloth's adventure and legacy. Admittedly I should have written that down, which will make things smoother.

ahyangyi
2019-02-10, 02:21 AM
Play 02: Deploy the Gatewatch (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414310) Peacemakers' appearance

The horn of war has been blown. The earth clan dwarves have assembled their siege engines, and the sky clan dwarves have transported their allies to their forts.

Out of sudden, Teferi and Jideon appears out of thin air.

Peacemakers appear in the last minute before the war between the dwarven clans.


1. Region 01: Magical experimentation causes a devastated chunk of another world to attach to this one and for Alatar to ascend.
2. Region 03: Gwyllions prosper in the Twilight Land.
3. Region 09: The corpse of a dead god pollutes the land with its foul presence and unleashes a horde of evils on the world.
4. Region 07: As reaction to the changes in the world Ilana creates the Worldree and the Heartwood in the Southeast.
5. Region 01: The Eldrazi come forth, causing temporary worldwide devastation before largely retreating to a lair in the ruined academy.
6. Region 02: The Needle Spires have seemingly impossible landscape, made of living elementals. It attracts adventurers and settlers.
7. Region 08: Elves are born into the world from the merging of two powerful magical forces. They are a prideful, nature loving race who views all other beings as their eventual servants.
8. Region 05: North of the Heartwood the Floating Lands emerge, a large prairie crisscrossed with rivers and dotted with hundreds of floating islands
9. Region 04: A split between the land of twilight and floating islands is formed through lava floes.
10. Region 06: To the west of the world tree a forest emerges with trees that act in unusual ways.
11. Region 10: The Temple of Sky was the latest region reached by mortals, and its discovery unleashed both power and previously unheard of creatures.

Start of the Second Age
12. Region 04: A great beast of fire and scale poured forth from the center of the planet, and brought dragonkind with it.
13. Region 10: Razat journeys to the Temple of Sky to unlock its secrets and command its power.
14. Region 05: Dwarves emerge in the Western Floating Lands and become fascinated with the sky above
15. Region 06: Trolls spill out of the forest labyrinth and raid across the world.
16. Region 03: The gwyllions managed to summon a demigod of their own zeitgeist, the Divinity of Pride.
17. Region 07: Elves retaliate against the trolls, using an elite cavalry unit to purge the trolls from the Heartwood.
18. Region 05: The Dwarves do not fare well against the troll incursions and send a golem messenger to Salenhall to ask for help...
19. Region 01: Shoreline Rangers are established by the bird people, ensuring the preservation of the seas.
20. Region 01: Using the warped magic that created trolls the Eldrazi devise a great ritual, and begin capturing other mortals so they can begin it.
21. Region 05: Salenhall refuses to provide direct assistance to the dwarves, but instead cast a bear umbra on the messenger, which seems to cause unexpected effect due to Floating Islands' nature.
22. Region 10: Razat creates Thrulls to fend off Eldrazi invaders of the Temple of Sky
23. Region 05: The Bear Umbra devastates the Floating Lands, leading to most of the Dwarven clans fleeing underground and the remaining ones taking a new home in the Skylands.
24. Region 07: The elemental embodiment of Life and Growth is born, and slips into memory among the land of trees.
25. Region 10: As the planar boundaries weaken the mad god Alatar and the Eldrazi Force through an eldritch horror that first strikes the temple of the sky before travelling east to wreak further havoc.
26. Region 02: Wild hatchlings are created when Eldrazi's spawns are influenced by the active mana in the Needle Spires.
27. Region 10: The Dwarven Runesmith Kjira uses her Ring of Banishment to send the First Eldritch Horror into the Void
28. Region 01: Razat retaliates against the eldrazi for their repeated assaults by unleashing a deadly storm on their ritual site.
29. Region 10: A knowledge stolen, a knowledge lost, pray not it be found.
30. Region 01: A demon commander is captured, torn apart, reassembled and used as part of the eldrazi’s campaigns, also ending the storm.
31. Region 10: A mysterious mage appears, with previously unheard of ability of manipulating time.
32. Region 03: The gwyllions summon spirits to defend their homes from multiple outside threats.
33. Region 06: Orcs appear at the edge of the forest Labyrinth.
34. Region 04: The Ur-Dragon takes command and organizes the dragonkin into a fighting force, and society.
35. Region 09: A Dune-Brood Nephilim appears in the Dreadlands.
36. Region 09:The pitlord Rakun drives the nephelim from the Dreadlands and into the Needle Spires.
37. Region 09: The Eldrazi retreat from open warfare and instead use their powers to influence society from afar.
38. Region 04: The Flightless Wurms rebell against the Ur-Dragon. Most of them are crushed and the survivors are scattered over the world
39. Region 02: A band of elf druids sacrificed themselves in defeating the nephilim
40. Region 05: Dwarves form a special unit to defend against orcish incursions.
41. Region 05:The Human Bear Tribe emerges and is drawn to the West
42. Region 05: The bear totem is broken into elements including a benevolent guardian and a rampaging monument
43. Region 08: After the breaking down of the bear totem, elves gain the ability to summon bear spirits in a blink.
44. Region 05: Dragon scouts attack the denizens of the Floating Lands.
45. Region 05: As a reaction to the dragon attacks the Dwarves of the Sky Clan start to build flying constructs that defend the floating islands
46: Leaders find places protected with arcane wards spread across the world, many settle there but some go missing.
47: Region 05: Sky Clan dwarves invents a trinket that helps themselves to temporarily fly even for the less magically inclined individuals.
48. Region 03: Insects infused with death magic rise from the Dreadlands and harass the denizens of the Twilight Lands.
49: Region 08: Elven Renegades under the legendary leader Aeshuva decide to join some human tribes who are open to it
50: Region 02: A great number of species emerge in the Needle Spires.
51: Region 02: The needle spires see new wild beings emedge that seem to straddle the line between creature and creation.
52: Region 03: The Divinity of Pride mysteriously disappears. Gwyllions form two covens: The Coven of Revivification and The Coven of Revenge.
53: Region 02: Earth Dwarves settle in the Boodfell Caverns below the Needle Spires to mine deep for magical metals
54: Region 08: Druids began having larger gatherings, and two distinct oaths are sworn by them.
55: Region 01: Soothsayers, druids and holy men across the world begin having portents of doom.
56: Region 10: If fate is compared to threads, it is now a messy hairball. To avoid a certain end of world, Teferi directly manipulates the fate of the world, and now it's in hands of future heroes.
57. Region 09: A new group of metal horrors emerge from the bones of the Dead God.
58: Region 09:A group of human priests start a liturgy that has the potential to kill the developing "unnatural" life - if they manage to recite all verses
59: Region 10: A man named Meloth asks the time manipulator what doom approaches, and given little answer, begins searching for himself.
60. Region 01: A random encounter allows Meloth to roughly locate the ritual and possible doom of the world.
61: The plot is revealed to be a plan to throw the world into the dimensional void
62. Region ???: Metal monsters wait on the other side of the portal, ready to kill all life on the other side.
63. Region 01: Just before the metal horrors guarding the portal can kill Meloth, the human priests finish the verses of nature and the monsters vanish into nothing...
64: Region 01: Meloth destroys the portal, and ends the doom, but his fate is unknown. A small piece of the portal also survives.
65: Region 01:Though the world is saved, the remains allow some to become planewalkers travelling across the worlds.
66. Region 04/10: Rumors spread about an unlikely alliance between Razat and the Ur-dragon
67. Region 06: Orcish Pirates raid the coasts
68: Region 06: Land Orcs begin creating schools and military academies
69: Region 02: Gwyllions of the Coven of Revivification creates an artifact duplicant of the divinity they want to revive.
70: Region 01: The Human Seer Aya founds the Order of Radiance to protect the world in the name of Meloth
71: Region 06: Storms cause a great deal of devastation and force pirates nearer land and in the rivers.

Start of the Third Age
72: Region 06: Beder, a sea orc wizard, claims to have bigger ambitions than conquering their neighbors.
73. Region 04: The Mountain of Fire's harsh conditions leads to new creatures to challenge the rule of the dragons.
74. Region 01: The Order of Radiance establishes within the elite Honor Guard to watch over the Academy Ruins and other dangerous places
75. Region 02: Earth Dwarves begin building siege engines, most likely to attack the Sky Clan.
76. Region 08: A bear tribe shaman returns with great power, but also with a fierce distrust of he elves they live alongside.
77. Region 02: The sky clan dwarves set up a thopter foundry, which enabled them to mass-produce thopters.
78. Region 02: Earth Dwarf war mages perfect a new spell to destroy enemy fortifications.
79: Region 06: The Orc Khan Mardok the Red is beginning to unite the Land Orcs under his Blood Banner
80: Regions 02-07: A dangerous disease spreads across a lot of the lands
81: Region 07: Garruck blames the plague on the elves, and begins attacking them.
82: Region 03: The spirits wandering Twilight lands seems to rearrange themselves to a council-led hierarchy and they seem to want to help the Sky Dwarves.
83. Region 07: Elven refugees form a pact with the demon Griselrad, becoming the first vampires. They begin slaughtering all humans they come across.
84. Region 07: Camriel Silvercloak leads a human rebellion against Garruck the Mad and covertly seeks for help from heroes to find a way to defeat Garruck
85. Region 07: Redoak Oath druids dedicate themselves to fighting vampires, and support various sides of the conflict.
86: Region 07: Another planeswalker returns to try and stop the war.
87: Region 02: Peacemakers appear in the last minute before the war between the dwarven clans.

Wasp
2019-02-10, 05:06 AM
The plan was to get the story more like personal adventures and try to make it different from the second age grand-scale conflicts. I think it's also part of the original idea of what the third age is about. And, the most beloved thing in the second age seems to be Meloth's adventure and legacy.

It's definitely something to keep in mind.

I was thinking: Should I do this again it may be a good idea to give the gods more personality, so there's even more of a story from the start. Like every player has to chose a Planeswalker or Legendary Creature as "Avatar" and they can use only those cards that share colors with that avatar...

JbeJ275
2019-02-10, 08:37 AM
That's why my first post in the third age began with a named guy (Beder), and while his motive was not completely defined, he rejected starting a war.

The plan was to get the story more like personal adventures and try to make it different from the second age grand-scale conflicts. I think it's also part of the original idea of what the third age is about. And, the most beloved thing in the second age seems to be Meloth's adventure and legacy. Admittedly I should have written that down, which will make things smoother.
I thought the whole point of the third age was to make a world suitable for an RP game, in which case active problems and potential problems are both needed for the plot.

Wasp
2019-02-12, 12:03 AM
Yes, the idea was to seed plot hooks and create some important NPCs. But of course this does not all have to be about war, although I find the threat of war and the issue with the Human / Elf conflict very compelling as starting points.

edit:
This would be the revised rules:

Revised Rules

0. This is supposed to be just a fun way to create a world together with Magic the Gathering Cards with the goal to create a setting for a roleplaying game.

1. Players are gods or divine powers who place elements in the world that are represented by Magic Cards. This means the game doesn't have to go through an evolutionary process to get to intelligent life. Things can be spontaneously created by the gods.

Every player decides on a name, picks a (Legendary) Creature or Planeswalker Card as an avatar that represents them (visually or otherwise) and chooses up to 3 colors from the Avatar card's mana cost/colors. In-game they cannot play cards of a color they didn’t choose.

However, once every age (see below) players can chose to discard their avatar, select a new one and choose up to 3 new colors.

2. The world map has X regions. During play we fill the X regions with land cards.

3. Every day is a turn. Every player can play one card each turn. It’s always first come first serve, but please no back to back posts.

4. With every turn time moves forward. When you play a card, the associated event happens after everything that happened before. However, if it makes more sense that a new element may be just newly "discovered" that is possible too. Just use common sense.

5 Turns:
a) Every player can place one Magic The Gathering Card of their colors per turn in one of the regions to introduce something new to the world or change it in some way.
b) The first person placing a card in a region can name the region. Any card added to a region changes it in some way - it creates grassland, changes grassland to desert, adds a second related terrain, populates it with elves, builds a fortress, introduces a legendary creature etc.
c) Each player can interpret the card they play as they want, they may take inspiration from the art, the flavor text, the mechanics or the name to set something up in the world.

6. Game Stages: There are three game stages.
a) The Mystic Past. This stage lasts until all X regions are filled with a land card. As long as a region has no cards, a player can ONLY play a land card there. However players CAN decide to play other cards in regions that have already a land card (for example to populate a region even if there are still regions that are void and empty). This shapes the geography and the mysteries during creation.
b) The Ancient Past. This stage lasts until a majority of players votes to move on.
Players can play cards that shape the geography, races, societies, cultures, some individuals, etc. from the creation through ancient history (everything is fair game, just keep an inner logic)
b) The Recent Past. This stage lasts until players agree to stop.
Cards that shape the recent interactions, events, etc. (anything in the last generation or two, there usually aren't any geography changes anymore, probably no new races appear, but maybe are there more individuals shaping the recent events)

7. Posting format:
a) Post the number of the region where you want to place a new card.
b) Name the card you drew or selected and post a link on the Gatherer (http://gatherer.wizards.com/Pages/Default.aspx).
c) Name the region if you are the first placing a card there
d) Write down a short text how the card moves the world forward and a one sentence summary to make it easier keep track of events. You can also add some comments what your intentions with this card are (but that is totally up to you and more importantly the other players don't have to follow your vision)
e) Finally post the updated History of the World by adding your one sentence summary to the previous History
f)

Play:

01Llanowar Reborn (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405285): The First Forest

"But when the old world died not everything was destroyed – Freyalise had recued a single seedling imbued with the hopes and dreams of what came before. And she planted it and it grew and transformed and brought life to the Reborn World. And soon there was the First Forest."

The First Forest grows from a seedling that survived the destruction of the World Before.

[I would like this to become the home of the elves]


01 The First Forest: The First Forest grows from a seedling that survived the destruction of the World Before.

8. If you want, you can use the following link to get to a random Magic card and shuffle through some cards until you have found one you like OR you can just chose your cards any other way you like: Random Card (http://gatherer.wizards.com/Pages/Card/Details.aspx?action=random). If you are using totally random cards it may make sense to create a hand of like 5 cards and choose one of them.

9. We will decide when something comes up we didn't think about. As stated in Rule 0: The goal is just to create a fun world together!