Clockwork Wings: Setting

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Lots of the details here are still to be fleshed out.

Invention

This is a steampunk-themed set, so there are lots of inventors (mainly human and goblin, also dwarven, elf and merfolk), cranking out crazy machines. Many of them live in cities; many others in secluded workshops.

Sky commerce

Flying machines have become a large part of the economy. Merchant zeppelins fly trade routes between major cities, with small mobile flying machine escorts to defend them from the sky pirates. Certain notorious pirates are endlessly being hunted by the Sky Police.

Cities

This isn't a city world like Ravnica, but cities form a lot of the interesting places of the setting. There's a definite Victorian feel to several cities: gaslamps, noble aristocrats holding ballroom soirées, and then trying to escape the attention of cutpurses and assorted other underworld undesirables on the way home.

Races

White {w}: Humans, dwarves, ghosts. Natural creatures like birds.

Blue {u}: Humans, merfolk, homunculi. Natural creatures like turtles.

Black {b}: Humans, vampires, rats. No zombies. Natural creatures.

Red {r}: Humans, goblins, trolls. Natural creatures. A dragon or two.

Green {g}: Humans, elves, trolls. Natural creatures like forest beasts.

White {w}

White has aristocrats, pilots, and is most affiliated with flying artifact creatures. Not dwarven smiths: artifacts here aren't really the kind of thing made by smiths. But perhaps dwarven inventors. Noble gentlemen and ladies who have minor magic and/or use magical devices. Police, including magic police and sky police. No army.

Blue {u}

Blue has sky pirates, most inventors, homunculi, and possibly some academics, researchers etc. I think merfolk could use clockwork machines as long as they're not electrical ones.

Black {b}

The Victoriana feel will be particularly prevalent in black. There will be aristocrats, vampires, corrupt nobles and merchants, and pirates. The criminals in the cities will include rat people.

The main villain of the storyline, Baron von Striechfiss, has exploding armour with which he equips his troops.

I'll be avoiding zombies, unless I happen to go for a Dr Frankenstein feel on one or two cards.

Red {r}

Red has goblin riggers, zany inventors, and is most affiliated with contraptions. It also blows stuff up. The defensive trolls of Farhold are {r}{g}.

Green {g}

Green has techno-elves, brings artifacts to life, has crossbows and archers that shoot down zeppelins. Also tempests and other natural opposition. The defensive trolls of Farhold are {r}{g}.

Updated on 15 Feb 2011 by Alex