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Sneak Preview: Land of Regaria

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#1
KokiriChild

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Hey guys, I am creating a set for Magic based off of some of my unpublished fan-lore. It is based on the continent of Regaria. 

 

Regaria is split into eight provinces: 

 

Havenya, a empire-like society. It is often considered the 'upper-class' civilization. Oftentimes the other provinces look at Havenites as 'yuppy' or 'stuffy.' Havenya focuses heavily on commerce and business, law, religion, and trade. It is ruled by the Führer Prosium, a Queen who believes heavily in education, advancement and progress, and the prosperity of the common man. As a result of her faith in knowledge and scholarship, Prosium and Havenya work closely with Gaela and the province of Llandos.  

 

Llandos, a libertarian society focused heavily on scholarship. Llandos is famous for having the best schools in Arcana, Religion, Science, Engineering, Alchemy and Medicine, Architecture and Literature. The people of Llandos are often very introspective and value knowledge above all else. Many are Atheists, but the majority have deep spiritual bonds, and huge churches honoring a variety of deities surround the land. Many foreigners travel to Llandos to become wiser, and thus the city is dubbed "The World's Library." Gaela, the province's Princess, has a strong alliance with Prosium and the land of Havenya. 

 

Yralqin, the land that is both the smallest and the deepest south. Yralqin, once the focal point of Alchemy and home of the druids, has become a swamp-like wasteland in the last few centuries. The Battle of Yaw, also known as the Yralqin-Hurk War, left the province in ruins. The Hurk, who live just a few hundred miles north of Yralqin, live a very barbaric and adventurous lifestyle very different from that of Yralqin, Llandos and the like. As a result, they often would adventure into Yralqin territory and affect various aspects of Yralqinese culture, such as walking on sacred burial grounds or making a fire out of wood from holy trees. The conflict over the decades exploded into a full-out war. Eventually, the Hurk were defeated and retreated back to their home where they have lived in peace with their neighbors since. However, the damage to Yralqin had already been done. What was once a great city, became a swamp. Yralqin in the past hundred years or so, has indeed begun to rebuild itself under the leadership of Daedra. And while the alchemic and devine influences of Yralqin culture's past still presides, Yralqin has changed. Voodoo, poison-making, and churches for Dark Gods have arisen. While seemingly peaceful, Daedra is a self-pronounced "Shadow Queen," and many of Yralqin's original inhabitants have left. Very few attempt to collaborate with Daedra's Yralqin unless absolutely necessary. 

 

Hurk, are a tribe of barbarian-like warriors. They have a very socialist-like lifestyle, having very little governmental influence. Acting as a 'brotherhood,' the Hurks rely heavily on combining forces to achieve their ends. That being said, they are a very prideful group of people, and often shun others. Besides actual military conflict with the Yralqins to the south, the Hurks also do not get along very well with Havenites or Llandians, though they seem to have strong, friendly connections with those from Foreneir to the west. Overall, the Hurks are a strong, brave people who will never back down from any challenge.

 

Foreneir, is a land of natural forests, plains and wildlife. They refer to their ruler, Felicity, as their mother. Forens do not have any enemies and rarely make them; however, they will not tolerate the expansion of civilizations or cities, as they believe nature should be left how it was originally intended. As a result, some conflicts have arisen between Foreneir and Havenya, though nothing has erupted past arguments. Forens consider one another as family members, and live in peace with each other and the forest. Crime and other social conflicts between the Foreneir people themselves is virtually non-existent. While their pacifism and lack of technology may make them vulnerable to military action, the Foreneir people have a connection to their home and to each other that no other province can boast; and that is a force to be reckoned with.

 

Goldwyn, Sha'ya D'mik, and Dorn.  

 

Description coming soon! 

 

Here are some of the cards I've made. These are the five Planeswalkers, or leaders of, the main five provinces. I plan to edit them in Photoshop to add loyalty counters and such at a later date. Please feel free to ask questions, comments, or suggestions both on the lore and the card design. Thanks! 

 

-Card

 

http://imageshack.us...23/821/vyqt.png

http://imageshack.us...7/9968/wthq.png

http://imageshack.us...0/4821/xqj7.png

http://imageshack.us...51/341/owf9.jpg

http://imageshack.us...02/166/6uql.png



#2
KokiriChild

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Reserved



#3
KokiriChild

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Reserved



#4
Guest_SupremeKrenko_*

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That most certainly looks like a ton of work you're up to.

Do you draw own illustrations, use web material, or do you keep it just scripted cards?

I'm looking forward to see some faction-mechanics^^



#5
Guest_SupremeKrenko_*

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I'm a bit too quick on commenting; Seems like I interrupted your thumbnail-comments^^



#6
KokiriChild

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I mainly use web art but I make sure it's very professional. The work for the Planeswalkers is from a woman named Anna Christenson, who actually works for WotC. She has a blog I have been using the art from. Very well done, I must say.



#7
KokiriChild

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Alright I finally have everything set up for the thread. I'm going to finish the lore soon. Also, I will variably release teasers for the set. 

 

@SupremeKrenko: Oh there will be faction mechanics, don't you worry!



#8
Guest_SupremeKrenko_*

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Just for better understanding: Are all these cultures you described humans? 

And if they are, what non-human companions/allies do they have?



#9
KokiriChild

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Havenites are both humans and angels, they vary. Llandians are humans but races from all over the world come to Llandos regularly. Hurk are humans. Yralqin is made up of a variety of humans, goblins and halflings, however the swamps have genetically mutated the population over time, and the three have fused (along with mutation) to form a unique Yralqinese race; also, note that a variety of spirits and undead live in Yralqin. The Forens are a Fey people and live with an entire variety of wild animals and sprites. That was a good question, if you have any more keep them coming!



#10
KokiriChild

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Thought I'd share another card. This card belongs to the Foren guild. Again, Photoshop work on most of these cards will proceed at a later date. For now, the card! Enjoy. Let me know your thoughts. 

Attached Files



#11
Guest_SupremeKrenko_*

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I don't know about this one. Once you have enough mana to build up such an advantage of creatures, you won't need that much mana.

Also green/blue is already very slow since it's last big set in gatecrash and dragons maze.

How about changing it into the opposite like this:

"Ristleneck River enters the battlefield tapped, unless you control one or less creatures.

{t}:  add {1} mana.

{t}: add {u}{g} mana, activate this ability only when you control three or less creatures."



#12
Guest_kylethekillman_*

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I like the Idea of the series but just to be the one technical jackass I am going to point out that in MTG there  Regaria as a series would be a plane not a continent. Once again I like the work and that was the only issue I had with your work.

 



#13
Kalam Mekhar

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Alright, I like the world setup so far; the descriptions of the provinces/countries are quite evocative and flavorful. I would, however, suggest you change a couple names you're using, for a few reasons. Dorn, because it's a country in a Song of Ice and Fire/Game of Thrones, and isn't creatively yours; Daedra, because it's connected to the Elder Scrolls: Oblivion and other things; Yralqin and maybe Sha'ya D'mik because they're mouthfuls and I'm not sure most people could pronounce them (maybe not an issue, just my opinion); and definitely don't call your queen a Fuhrer. That has horrible connections with Hitler; at least in America anyway.

 

Beyond names, the Planeswalkers are gloriously unbalanced. Hate to be the bearer of bad news, but I believe these need some major overhauls. They have elements that are definitely salvageable, and I love the names and artwork, but half of them don't do hardly anything, and others are incredibly broken. I would be more than willing to help you further your vision of this set, however, so don't get me wrong - designing quality cards, especially 'Walkers, is very difficult, and I realize you're just starting out. Hopefully all this doesn't sound too mean or hurtful - just giving my honest opinions and constructive criticism.



#14
Raitaki

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Okay, I guess I'll comment a bit on your planewalkers:

 

 

 

+ Felicity: Token spam Eldrazi deck. Nuff said. She'd both have insane mana output and potentially a huge token army once you get yourself started. And I'm not sure I want to see Eldrazi/those huge colorless creatures/the big hydras get turned into tokens and potentially bulletproofed by that one legendary green from your the main game.

+ Daedra: A far, far inferior version of Karn the Liberated, and takes ages to get to her final ability. Though this might work on some mechanics such as morbid, I guess.

+ Garon: I guess he might be straightforward enough to be in a red deck, though his flexibility is nonexistant. Should read "Deal 5 damage divided among any number of target creatures."

 

+ Gaela: Good against gimmicky decks that involve stalling around for a few key cards, and nothing else. -10 takes too long and is unlikely to help you win. I say complete overhaul.

+ Prosium: Potentially broken +1 for token spam, everything else redundant.

 

 

 

You might also want to close the gap between your starting loyalty, +loyalty abilities, and final loyalty abilities. Only make it really hard to get if it's really good and/or it belongs to a deck that is able to defend the planeswalker. For example, Gaela's abilities are very light enemy hand control, which only really comes in handy in perhaps a mill deck of some sort which is also a deck that is very poor at keeping your planeswalker precious loyalty since one well-timed card or one turn of you being out of mana can mean Gaela can be easily killed or at least set back by several turns.






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