![]() Despite its darkness, Esper is still a place of sophisticated beauty, with magnificent machinery and moonlit oceans. In fact, its inhabitants combine their bodies with a magical metal called Etherium, rejecting life in a more literal sense. EsperĮsper is a world of cruel order and endless machinations, devoid of any sense of freedom or life that comes with red and green. ![]() Battles are still present, yet never without a cause honorable duels are used as simple ways to resolve conflict. Bant is a beautiful land or roiling meadows and pleasant rivers, dotted with castles and settlements. It has a strict caste system designed for the greater good, protected by honorable knights and warrior angels. The Shards Bantīant is a place of order, community, and righteousness, uncorrupted by the chaos of red or selfishness of black. This had happened since in Alara's earliest days, a magical event of such large magnitude pried the world into fifths, each such "shard" unique in the fact that each lack two of the five colors of mana, rendering anything of those colors almost utterly absent from the respective shard. Anyways, Alara is a world split into five very different shards and it is nearly impossible to cross from one to another. This took me an unusually long time to make since i worked on it on and off when i was bored and had nothing better to do. I chose this plane not for any specific reason, yet because i was bored. And i have created another Plane Shift, this time for Alara, in the state before the conflux. With a bit of creative improvisation, these tips should get you on your way.Hello, I'm Horror. This document also contains guidelines for adapting the Curse of Strahd adventure to set it in Innistrad. This document is designed to help you turn the book’s adventure hooks and story seeds into a resource for your campaign with a minimum of changes to the fifth edition D&D rules. An abundance of lore about Innistrad can be found on the Magic website. Consider that book to be a useful resource in creating your Innistrad campaign, but not strictly necessary. The starting point for this document was The Art of Magic: The Gathering - Innistrad. All this meant that I turned my attention pretty quickly to the next installment, Plane Shift: Innistrad! I had already finished writing The Art of Magic: The Gathering - Innistrad, at the same time that Curse of Strahd, a horror-themed adventure for Dungeons & Dragons, was on the shelves. Abandoned by their angels and hunted by vampires, all the Stensians can do is endure the unending dusk.īy the time Plane Shift: Zendikar saw the light of day, the game and story of Magic: The Gathering had moved on from Zendikar and started the tale of Shadows over Innistrad. Avacyn and Sigarda offer scant hope to his grim subjects. His bloodline is small and mostly irrelevant to the larger world, but in the outland valleys of Stensia, he is the ultimate master. ![]() The lord of this bleak, remote part of Stensia’s outland valleys is Strefan Maurer, who drank angel’s blood alongside Edgar Markov and Olivia Voldaren centuries ago. Wisps of thick fog twine amid the trunks of black pines in the Somberwald, thick bogs suck dead trees slowly down into their murky depths, and dusky pastureland provides scant sustenance to flocks of scrawny sheep. ![]() Stoic and enduring, the people of Stensia huddle in their stone-crafted villages - Shadowgrange, Krezk, Lammas - built against the mountainsides. The jagged spires of Maurer Estate jut up from the peaks, keeping silent watch over the isolated valley. Clouds of purple and red shroud the sky above the forbidding mountains of the Geier Reach, never allowing the sun’s full light to shine on the ground below.
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