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 : Humans, dwarves, ghosts. Natural creatures like birds.
Blue : Humans, merfolk, homunculi. Natural creatures like turtles.
Black : Humans, vampires, rats. No zombies. Natural creatures.
Red : Humans, goblins, trolls. Natural creatures. A dragon or two.
Green : Humans, elves, trolls. Natural creatures like forest beasts.
White 
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.
- Mechanics: Pilots interact with artifact creatures with flying: Dashing Pilot. Nobles such as Lord of the Demesne with [Hierarchy]. Police such as Candon Sergeant with Collaborate (When this creature attacks, another target attacking creature gets +1/+1 until end of turn.).
Blue 
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.
- Mechanics: Sky pirates with plundering-flavour saboteur effects; inventors who dig up artifacts or make your artifacts better. Flip N cards looking for artifacts (Faerie Mechanist).
Black 
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.
- Mechanics: Nobles such as Arrogant Courtesan with [Hierarchy]. The Baron's minions have [Deathtrap]. Some urban criminals have Backstab effects which trigger the moment they get into combat, before normal damage.
Red 
Red has goblin riggers, zany inventors, and is most affiliated with contraptions. It also blows stuff up. The defensive trolls of Farhold are .
Races: Humans, goblins. Natural creatures. A dragon or two.
Mechanics: Wacky goblins. Defensive trolls.
Green 
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 .
- Mechanics: Hurt flyers as usual. Elves that get bonuses for artifacts or when artifacts ETB. The bulk of the artifact destruction. Some policemen with Collaborate (When this creature attacks, another target attacking creature gets +1/+1 until end of turn.). Defensive trolls.