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Author Topic: Legends of Nigeri  (Read 10961 times)
Arix
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« on: November 05, 2005, 01:27:18 am »

Realm of Nigeri storyline
In a land originally inhabited only by dragons, tensions rise high between the dragons and humans while elves, griffins and dramen look on. A new human king has ascended and declared war on dragons after his father's death. Ahgjan, the Rathi of dragons, strives for peace between the two races, but until he finds it, his brother Arix and the rest of the dragon army must battle against the humans, while new threats awaken each day...
 
Themes
Nigeri is a world of rich, vibrant landscapes. A lot of history comes from the land, and many of the magicks are forged from the land. Therefore, the main theme of the set is land. 
There are also several minor themes. To emphasize the war, combat plays a fairly major part for a minor theme. Stack manipulation also has a small part in it, to represent the arcane magic of Nigeri. Finally, there is a tiny tribal theme to push the war of the races. 
 
Abilities
Unchain COST (At the beginning of your upkeep, you may pay COST to unchain this until the end of your next upkeep.)
-Unchain shows up only on permanents, though it can be on any type of permanent. 
-A permanent with unchain also has some sort of effect regarding unchain, such as "As long as ~ is unchained, EFFECT", or "Whenever ~ becomes unchained, EFFECT". 
-If you pay the unchain cost of a permanent that's already unchained, it doesn't become unchained again. It simply retains its unchained status. 
-If a permanent has several instances of unchain, you only need to pay one of the instances' cost to unchain the permanent. 
 
Boon X (Whenever this creature attacks alone, it gets +X/+X until end of turn.)
-Boon is cumulative. If a creature has boon 1 and boon 2, it gets a total of +3/+3 whenever it attacks alone. 
-A boon bonus lasts until end of turn. If something grants you an extra attack phase, the boon from the last one carries over, even if the creature doesn't attack alone in the second combat phase. 
 
Accelerate COST (COST: Put this spell on top of the stack.)
-You cannot use accelerate to play a spell from your hand - you can only use it to put a spell already on the stack back on top of it. 
-If you play a spell with accelerate and somebody targets it with Counterspell, you can accelerate the spell to put it on top of the Counterpsell. This means it will resolve first, and the Counterpell will fizzle for lack of target. 
-If a spell has multiple instances of accelerate, you can choose which to pay to accelerate it. You don't need to pay them all.
 
Terraform X (You have terraform as long as you control at least X lands.)
-If a permanent's terraform ability is activated, you can only play it when you control the specified number of lands. 
-If a permanent's terraform ability is triggered, it will only trigger if you control the specified number of lands. If you drop below that number when the ability would resolve, it still resolves normally. 
-If a permanent's terraform ability is static, it's simply 'active' when you control the specified number of lands, and 'inactive' when you don't. 
-If a spell has terraform text, treat everything after the word "terraform" as though it wasn't there if you control the specified number of lands, and add it onto the end of the rest of the text if you do. 
 
Finally, a Realm of Nigeri legend who plays a very important part to the story, and can go nuts in multiplayer -


NOTE: I began working on this set before Betrayers of Kamigawa was released. Just a heads-up in case there are some issues.
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Jacob Orlove
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« Reply #1 on: November 06, 2005, 01:05:15 am »

Moved to set in progress forum.
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Arix
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« Reply #2 on: November 13, 2005, 11:39:48 pm »


Realm of Nigeri storyline
In a land originally inhabited only by dragons, tensions rise high between the dragons and humans while elves, griffins and dramen look on. A new human king has ascended and declared war on dragons after his father's death. Ahgjan, the Rathi of dragons, strives for peace between the two races, but until he finds it, his brother Arix and the rest of the dragon army must battle against the humans, while new threats awaken each day...

Siena, the Fifth Mark - Siena is a very powerful teltaha (a breed of dragon), with the ability to heal those right at death's door. She also has a strong anti-magic power, and is a fierce fighter when the need arrises. Though occasionally her soft spot can get the better of her, leading her to heal even her enemies if the feeling is strong enough.

Paragon, Scourge of Time - After meeting up with the dragon wizard Arcanys, Paragon received the power to swing time around like a chain. Though he cannot do it often, he can do it, and when he does, things can get very odd indeed. Though not a very strong fighter, his focus can allow him to take a tremendous beating and still stand.*

Seaiz the Merciless - Seaiz is a legendary ruler of the harugala, the tribe of wolf people that live in various spots around Nigeri. He got to where he is today by never letting anyone or anything stop him from reaching his goal - and by just about refusing to die, no matter what was thrown at him.

Arix Odragc - The brother of the Rathi (dragon king) and leader of the dragon army, Arix has always been the one to train younger, inexperienced dragons into bigger, stronger, tougher fighters. He's the one who rallies the dragon army to battle when they are attacked, and he's the one to make sure they are prepared for what is to come.**

Moondance - Moondance has a magical ability that allows her to pretty much 'speak' to the land, allowing it to grow far beyond its normal limits. She is resilient to dark magic, and can always regrow whatever it has destroyed.

Astrophe - One of the wildest elves in all Nigeri, Astrophe "The Ele-Mental" has the power to shapeshift into almost any creature she has seen. Her mind often wanders a bit too far, though, and allows others to enter and mess around inside her mind at will. Because of this, she often requires a bit of help from either a friend, or Arix.

Lord Rathi Ahgjan - The Rathi of all Nigeri's dragons, Ahgjan (known to his friends and family as Beltic) has often gotten more than a bit reckless in his pursuit of peace between the races of Nigeri. His power can lead him to do some very reckless things, often injuring himself or others around him. His brother Arix is the only thing that can keep him in check a lot of the time.***

Ragnarok, Sword of Justice - The first of the three legendary blades entrusted to the elven adventurer Megid. Ragnarok shields its wielder from harm, along with being a dangerous blade in battle.

Tome of the Rathi - The legendary tome that has been passed down through the dragon royal family since the very first Rathi, it holds the entire history of Nigeri, its inhabitants, and its magic. It has been infused with all the arcane magic of each Rathi that has held it.
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*A reminder on the Unchain ability - Unchain COST (At the beginning of your upkeep, you may pay COST to unchain this until the end of your next upkeep.)
**Many people's first impressions on Arix is, "Don't most dragons already have that ability anyway?". Well, I did some research, and I found that out of 57 Dragons in existance, only 9 have the ability. And of those 9, 3 of them have a restriction of some sort on it. And that's not even counting the ones in this set.
***I purposefully made the two brothers work liket his flavourfully together. Ahgjan often hurts himself with his own power - to pump him, you have to hurt him. But Arix is the one to stop this from happening - with Arix out, you can use him to pump Ahgjan with no pain to him.
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this life, we have but two options. To hear, or to be the voice.
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