Multiverse Design Challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
All challenges | Upcoming Challenges | Make a new design challenge! | All challenges (text)

CardName: Challenge # 157 Cost: Type: Challenge Pow/Tgh: / Rules Text: Read the description of Teverin in the initial comment, then design a card that could belong on that world. Flavour Text: Set/Rarity: Multiverse Design Challenge None

Challenge # 157
 
Challenge
Read the description of Teverin in the initial comment, then design a card that could belong on that world.
Updated on 19 Jan 2018 by Link

History: [-]

2017-02-28 16:23:14: Link created and commented on the card Challenge # 157

Teverin
What comes after the end?

Roughly two hundred years ago, the climax of the Everywar brought the plane of Teverin to its knees. In an event known as the Omniburst, the majority of all civilizations of Teverin were wiped out, leaving only scattered remnants of what they once were. The Omniburst changed the face of Teverin and altered the course of its history forever. Much of the truth of the Everywar and the Omniburst have been lost to time and destruction, and the two terms have taken on almost mythical meaning to Teverin's current inhabitants.

Life on Teverin is rough, especially when one attempts to venture outside of the few reestablished bastions of civilization. The aftereffects of the Omniburst still ripple across the plane. The magic unleashed that day was so powerful it refuses to subside. It takes two major forms: Spellbeasts, living embodiments of the powerful spells that contributed to the Omniburst; and the Spellstorms, powerful, destructive storms that rage across Teverin's surface. Other leftovers from the Omniburst are more localized. The spell that smote the city of Sheosh, for example, still burns powerfully to this day.

Humanity has been broken into five major factions, which have redeveloped society to varying degrees of success. The wildlife of Teverin's single continent, which is also known as Teverin, has changed drastically due to the effects of the Spellstorms and competition with the Spellbeasts. Surviving wildlife must compete directly with the powerful Spellbeasts for nourishment, or evade them completely, while also managing to weather the Spellstorms themselves. Plants, too, have been forced to adapt.

The great waters of Teverin, known to locals only as the Sea (for there is only one), were much less affected by the Omniburst. The Spellstorms lose a great deal of their power as they travel over water, and thus have much less effect on the Sea and its inhabitants. Small groups of islands are the only other landmasses on the plane.

The People of Teverin
Humans are the most prominent sentient lifeforms on Teverin. Their myths speak of elves and dwarves, but if they existed before the Omniburst, they either died out because of it or interbred with humanity in order to survive. Goblins can be found in the high peaks of the Emmerant Mountains, where they have dug cave systems to survive the Spellstorms, but they are few in number and rarely seen except by the Myriad, who kill them on sight. If merfolk swim in the Sea, they hide themselves from humanity and have done so since the Omniburst.
Sphinxes, dragons, and angels all call Teverin home, but all have turned away from humanity, and in fact despise humans because of the Omniburst. Like goblins, there are few of any of them, and they are rarely seen. Demons, too, are rare, but they rejoice in humanity's suffering and continue to deal with them and trick them as they always have.

Each group of humanity has at its heart a powerful Incarnation. The origin of these creatures is unknown, for though they strongly resemble Spellbeasts in their appearance and powers, they are much more benevolent.

The Monks of Zhir
The origin of the name "Zhir" is lost. It may once have referred to an entire country, or perhaps to a religious order. It is known that the place the people of Zhir call home was once only a monastery home to an order of monks. It still is, in truth, though it is also much more than that.
The Monastery was left untouched by the Everywar, and even by the Omniburst. In fact, it is one of the few structures remaining from the Old World. The monks claim that this is because they were blessed because of their strict adherence to their codes. In the years after the Omniburst, the Monks of Zhir allowed survivors to enter their monastery, but only if they swore that they and their descendants would abide by the tenets of their order. In this way, the Monastery became more of a city, expanding over time into a grand complex of stone buildings, all joined together by walls, so that one of its inhabitants can travel from one point to any other within it without going outside.
All of the inhabitants of the Zhir Monastery are monks. They are trained in the Order's tenets from the time they learn to speak. They learn to read in part by mastering the Order's commandments. Every Monk of Zhir is expected to train his or her body daily, following a strict regiment prescribed in the writings now considered ancient. Their daily lives and even their social interactions are strictly regimented, and social codes are as powerful as laws. Their ranking system is complex. Currently at its peak stands High Monk Fayel-Zhir, who is respected not only for his martial prowess but for his strict adherence to and knowledge of the codes.
The monks believe that the people of Teverin brought disaster upon themselves, and that the destruction of civilization was deserved. They believe that they must bear the suffering of the world, until such a time as they have fully served their sentence. They see their harsh training as punishment for the wrongs their ancestors committed, which in their eyes brought about the Omniburst.
The Monks of Zhir worship the incarnation known to them as Penance.

The Seafarers
The descendants of those who knew of the impending Omniburst and fled to the Sea, the Seafarers spend most of their lives upon its waters. They live upon their ships and their grand "floating cities," which are enormous ships that hold entire villages worth of people. The Seafarers have also made more permanent homes on a collection of islands known as the Rel Archipelago. This string of small landmasses has been developed by the Seafarers to the point that very little of their natural form is left. They appear to be one long city floating on the waves, joined by floating docks and buildings.
Seafarers get almost all of their food from the ocean, whether that be through fishing or underwater farming. They set foot on the Continent for very few reasons, chief among which are the gathering of supplies such as wood, and the gathering of information.
More than any other remaining groups on Teverin, the Seafarers mourn the loss of knowledge that went with civilization's end. The Omniburst plunged Teverin into a dark age, with many of its survivors on the Continent being the uneducated, who lived in villages far from the centers of civilization. The Seafarer's descendants were more knowledgeable than most, but even their knowledge faded as they fought to survive in an entirely new environment. The Seafarers are constantly searching for clues to the wonders of the past ages, hoping to reclaim some of history's advances in science and magic. They have discovered precious little, even after nearly two centuries, but still, they seek and experiment.
The greatest advancement the Seafarers have made thus far is the ability to tame the few Spellbeasts that roam atop the waves, which they have been able to use to drive their ships. The discovery was relatively recent. It was made by the grandparents of Lannon o-Tagat, the reigning shipmistress of the Rel Archipelago, who is still seen as the greatest master of the art of taming the Spellbeasts.
The incarnation known as Discovery makes its home on the Rel Archipelago. It prompts the Seafarers to continue their research and their expeditions. In return, it will occasionally supply them with small tidbits of knowledge, which only tempts them to try to learn more.

Velfen
Velfen is both the name of the walled city at this territory's heart and the territory that city claims to own. Unlike the Zhir Monastery, Velfen is not a remnant from before the Omniburst, but a new construction that grew out of one of the first settlements to gain a hold after after that climactic event. It is a place of stone and powerful walls, built with both the power and the architectural knowledge to withstand Spellstorms and repel Spellbeasts.
Velfen's founder Velf was, according to Velfeshi lore, a renowned architect, who convinced his group of followers to build what would become the first buildings of Velfen proper. Stonemasonry and architectural knowledge are held in the highest regard in Velfeshi society, for without them the city could not exist. An entrepreneurial spirit is also regarded as of the utmost importance. Velfen is an unforgiving capitalist meritocracy, where those without the will, wits, or power to succeed are given no aid of any kind. In fact, they are discarded and looked down upon by society as a whole.
At the top of the Velfeshi power structure is the most successful individual in territory. Officials take an accounting of accrued wealth twice per year, counting both property and fluid cash. The individual deemed to be the richest in the land is placed at the head of the Velfeshi Council, with his eight-runners up serving below him. This honor currently falls to Ionaster Velf, who has held the position for the last six years and who claims to be a descendant of the city's founder. His ruthless tactics and business acumen have kept him on the top of the pile. Also of note is that the tenth position on the council is reserved for the individual considered to be the most accomplished architect in Velfen. This representative changes changes considerably more often, as competition among the architects is harsh.
Velfeshi society could easily be seen as xenophobic, as they are reticent about accepting any outsiders into their walls. However, their reasons for this are less obvious than they may seem. Velfeshi pride is strong and unyielding. They belief that Velfen is better and more important than anywhere else on the continent, and so it is written into Velfeshi law that any dealings with outsiders must be solely to Velfen's benefit. Thus, though they have trade relationships with the Seafarers and the Ineri, they do so only to profit Velfen.
The Velfeshi bow to the incarnation known as Power, who is said to grant boons to those it deems worthy.

The Myriad
The Myriad, though regarded as a single power by the other peoples of Teverin, are actually a collection of tribes who make their homes in the southernmost parts of the Emmerant Mountains. They originally inhabited the natural cave systems found here, but overtime they have expanded those caves into an almost hive-like structure, which extends into the foothills and includes many large, open spaces within for gathering.
The Myriad are a stout, hardy people, attributes which they claim come from interbreeding with dwarves, though this stretches the imagination. They survive mainly by hunting and gathering what food they need from the areas surrounding their mountain home. However, they also have a tendency to raid settlements and trade caravans, especially those of the Ineri and the Velfeshi. They are seen as a violent threat by the other peoples of Teverin.
Of all of the other peoples, the Myriad have the most practical knowledge of the Spellstorms. They always seem to know when the storms are coming and what type of storm will come, and they know exactly how to stay safe during the storms. In fact, they time their raids to coincide with the Spellstorms, which are far less dangerous for them than for their enemies.
The Myriad were recently united under the power of Ranagar, who they call the over-Chieftain. She is one of most powerful and charismatic warriors the Myriad have ever seen, and she seems to dance with the power of the Spellstorm, bringing its power to bear with her rather than just moving with it. She brought the tribes together under one banner and demanded that they intermix. Some say her pilgrimage to visit Passion bestowed more upon her than the Rage.
Among all of the tribes, a pilgrimage to Sheoth, the Burning City, has been an essential right of passage for at least the last century. To come of age, a young member of the Myriad must make the journey to Sheoth on his or her own, shadowed by his or her master. Their, the incarnation known as Passion grants them the ability to enter the Rage, a battle state that brings great strength and martial capability and allows practitioners to ignore bodily pain. Newly married couples are expected to make a similar pilgrimage, at the end of which Passion binds their Rage together, making them a terrifying force to face together in battle.

Ineriande
Ineriande is a sprawling collection of residences loosely grouped into villages and towns which came about after a number of Velfeshi grew tired of Velfen's harsh policies and departed to live what they decided was a better life. They struck out for the Ineri Woods, which rumor told them had weathered Spellstorms and Spellbeasts alike. The trees there, it turned out, had some natural resistance to the magic of the Spellstorms. Under over a century of care, the trees of the Ineri Forest have become an even better version of themselves. Ineriandel have refined the art of treeweaving, said to have been passed down from knowledge held before the Omniburst.
Through the careful practice of treeweaving, the trees of the Ineri Forest all hold the wonderful property of breaking up and dissipating Spellstorms that approach them, turning them into much weaker versions of themselves as they break over the trees' boughs. Spellbeasts find walking among the trees distasteful, and most avoid the Forest entirely. The Ineriandel get everything from their trees. Trees formed thick and hollow make up their residences. Trees growing a wide variety of fruit and nuts make up the majority of the Ineriandel diet.
Though Ineriande can't be said to have a formal system of government, elders and treeweavers are afforded utmost respect. Collections of homes that identify as villages usually defer to their eldest member for guidance. Age is seen as conferring the wisdom of experience. Treeweaving is such an integral part of Ineriandel society that even the eldest folk will occasionally bow to a skilled treeweaver. In all of Ineriande, Uayvern the Caregiver is held as the most knowledgeable of the treeweavers. He has taught a great many students, none of whom have surpassed him in his skills or power as a treeweaver. Ineriande, in defiance of the customs of Velfen, was founded on a principal of Acceptance, which is also the name by which they know the Incarnation that roams the sprawling woods. All are given a chance in Ineriande, and those who struggle are given aid.

Spellstorms
Spellstorms are violent tempests born of the magic of the Omniburst, which rage across Teverin, leaving destruction in their paths. They take five primary forms:
Chill Fog: Creeping, blank white fog rushes across the land, extending as high as the eye can see. Though it shuts out the sun, chill fog glows with its own inner light. When within, everything around an individual seems washed out and colorless, and nothing more than a few feet away can be perceived at all. As its name implies, this fog is frigid. It leeches all warmth from whatever it encompasses, smothering fires and freezing water. It smothers emotions as well, making it hard to feel much of anything.
Deluge: Also known as Mournfalls. Strong, dark clouds roll across the sky, pouring incredible amounts of water across the land. So much water falls that it seems as though the clouds could not possibly continue to expel it, but they do. To touch the falling waters of a deluge brings about great sorrow and somnolence. Motivation fails. Many drown in the deluge simply because they don't have the energy or drive to continue standing, and so lay down it its waters.
Death walls: Sickly grey-green clouds flow across the sky at a low altitude, trailing a fine precipitation that swirls around exposed animal life and sucks the life from its body, leaving desiccated husks. These husks rise for a time after they fall and hunt others of their own species, seeking to consume their blood.
Firestorms: Roiling clouds reach across the sky. The bring no precipitation, but lightning strikes from them constantly, sometimes taking the unnatural form of long beams of electricity. They leave fires burning in their wake, hence the names.
Wind walls: Difficult to see at a distance, wind walls are violent tempests that stretch across the land, ripping up lesser trees and fortifications. They are most dangerous to structures built high off the ground and to flying creatures, for they are weaker close to the ground. Twisters are frequent features of wind walls.
Spellstorms that meet cause a chaotic mix of unpleasant effects, sometimes creating something entirely new and unexpected. Seafarer scholars have devoted a great deal of time to studying the Spellstorms. There is a prevailing theory among them that there are a finite number of the storms which circle the globe again and again in a constant dance. What they have not decided is whether there is only one storm of each known type, or multiple.

Spellbeasts
So named because they take on vaguely animal-like forms, Spellbeasts are terrifying monstrosities that roam the Continent. They are often bizarre to behold, with features borrowed from multiple different animals, plants, or even natural structures. Slaying a Spellbeast can be wildly dangerous, since they "cast" the spell that birthed them upon death.
Seafarer scholars are convinced that the Spellbeasts must breed or otherwise propagate, even though such an event has yet to be witnessed, since their numbers appear to remain undiminished despite the passage of centuries since the Everywar that brought about their creation.

Unless I've forgotten something from the notes I've been taking, the description above should be complete. I hope I've done a better job than the last challenge. Enjoy!

Thank you for the entries, Sorrow. 😀

Wow, really cool Lore! Did you write that for a set?

Thank you! I wrote it entirely for this challenge.

­Velfen Skymason with "Architect", an artifact cost-reduction mechanic.

­Swollen Ape with bloat
­Cornered Rat with desperate

I was glad to get some more references to the animals in the cards.

Did an attempt at a Seafarer mechanic with Waveskater. While I I think the mechanic could be fine (apologies if it's too strong or weak), the flavor behind it might limit the number of cards it could appear on.

­Elf Friend with elf blood
­Belltower Recluse with worldlessness

I was thinking about the idea of presences that turn into creatures. I decided to try out the idea as the incarnation cycle.

­Acceptance 157, Power, Passion, Penance, and Discovery.

As a bonus, I made a typical incarnation for goblins: Perseverance 157

­Ineriande Treeweaver with forest sanctuary
­Voltaic Storm like terrains

­Mass Conversion a Zhir mechanic in U (and maybe W)

ETA: And Castaway with Explore, a Seafarer mechanic in U and maybe G.

­Archipelago Explorer, with Blue Supplicant, the first mechanic I thought of that captured the feel of seeking out the incarnations.

­Myriad Raider attacking under cover of a storm.

­Velfen Hopeful with Compete
­Myriad Betrothed with marriage-rage ability represented by Soulbound.

­Leashed Serpent and Serpent Racer with two variants on taming spellbeasts, one a "power 4 or greater" variant, one a simple mount mechanic.

­Sickening Stormheads, a riff on the concept of spellstorms generally.

­Building Static, another spellstorm concept.

­Myriad Vanguard with ANOTHER spellstorm mechanic, based on revealing the top card of your library.

­Ineriande Battlesinger with a forest-counting mechanic Treesheltered. ­Teverin Survivor with Repopulate, referncing the omniburst.

­Spellblood Roc, with one of the most obvious spellbeast mechanics I forgot.

I haven't been on Multiverse in a while. Jack V, it's nice to see you're still creating cards for this challenge over a month later!

Thank you! I like these challenges.

Ah, I can create cards from BEFORE the omniburst too.

­Suicide Charger a doomed gobin.

­Decadent Militia, another creature decay mechanic.

Jack V, you're always so prolific on my challenges of this style, and I never feel like I'm thankful enough or like I've given you enough feedback. So, thanks. It makes the work I put into them worthwhile.

Thank you! I really love having concepts to design for.

Add your comments:


(formatting help)
Enter mana symbols like this: {2}{U}{U/R}{PR}, {T} becomes {2}{u}{u/r}{pr}, {t}
You can use Markdown such as _italic_, **bold**, ## headings ##
Link to [[[Official Magic card]]] or (((Card in Multiverse)))
Include [[image of official card]] or ((image or mockup of card in Multiverse))
Make hyperlinks like this: [text to show](destination url)
What is this card's power? Runeclaw Bear
(Signed-in users don't get captchas and can edit their comments)