And how would (in your example above) the scores of 17 and 25 be calculated? Is that based on judging/critiquing or polling?
Also, is this the entry thread, or would you make a new thread for entries?
I think I'm going to go the CCL route and have it where there are four teams (depending on the size of this competition) but if it's smaller like 14 people, I'll probably just go 2 teams of 7 and have judges critique.
Also, this is just discussion and brainstorming. I'm going to make a new thread where we can post our entries. You can start making them and put them here, though.
If this isnt the entry thread for our races (which is fine, I kind of dont expect it to be. :P), then I dont have a problem with copy/pasting my race entry into the proper thread.
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I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
When im done with the description, let me know if there's anything you'd like to know about my people that I failed to mention. Im sure I can think of something. Im making it all up as I go anyways, which seems to be going well.
For now though, I must sleep. Its late. I shall continue this tomorrow. Night all.
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I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
The Rendrens are one of the more inquisitive creatures of the multiverse, interested in anything and everything that aren't themselves. They are very emotional, and if Interrupted while doing something (usually to the thing they're interested about at the time), they usually do something drastic and nasty to the Interruptor. For example, one might burst into flames, gain the strength of a wurm, or one mess with your head, for a short while. There are three tribes, each based around one of the 3 mana they use, Who are each led by the Matron of that tribe. There's a main village where all tribes mingle and the Matrons live, but each tribe has it's own village a little ways outside the main one.
Physical Description
Having trouble coming up with what they look like, the main thing is that they're small, but should i make them more animal-like, or simply small human/elf-like creatures instead. Help with deciding this would be greatly appreciated, pm me with suggestions if you have any
Tribes:
Derynials:
The Derynials are the most calculating type, being aligned with blue mana. The go about their life systematically, they tend to be the ones who distribute the food, that the Grenaciers find, equally. If someone is Interrupts a Derynial, a few things can happen; they could lose their memory, be put to sleep, have terrible nightmares, etc. If you Interrupt a Derynial (and your god/s help you if you do), they will make sure that you know that they have yet to pay you back, they will hunt you down and can be stopped only by death, The Aryrlyians are instant death, the Grenaciers don't make fun of killing you, the Derynials take delight in revenge. Deryn can even manipulate time a bit, just to toy with her victim/s.
Aryrlians:
The Aryrlians are more attuned to red mana, meaning that they are the most emotional. If someone is unfortunate enough to Interrupt them, an Aryrlian will burst into flames, slightly harming itself, but most likely fatally burning the target. Only the more powerful of them may go out and explore, mostly because the weaker ones would kill themselves if interrupted. Their Matron is Aryrla, a very temperamental, but strict and controlled Rendren. She is one of the few who can burst and go unscathed, while leaving nothing of the Interruptor.
Grenaciers:
The Grenaciers are more Green aligned and absolutely love to study the flora and fauna. When Interrupted, they will either use animals to help them savage the Interruptor, or gain the strength of a wurm and do it themselves. They have less risk of being harmed due to the fact that they can naturally call a beast to their beck even when young (They don't tell the young about that fact until they're older.). Cierna is their Matron, she can be seen either with the young, or out and about, studying things like hydras and even dragons.
Society:
As you may have read, the Derynials tend to be the infrastructure of the village, the Aryrlians are the soldiers and troops, and the Grenciers are the gatherers and hunters. They tend to move to a new forest every once in a while if something threatens them too much in their current one, and any government that knows they are there, will try there best to warn everyone else not to mess with them (of course humans, being the stubborn people that they are, will occasionally think to mess with the Rendrens). The Matrons make all final decisions regarding the village as a whole, but each one leads their respective tribes in whatever way they feel fit. Aside from the Matron=leader and the tribes' roles in their society, there's no real caste system.
Mechanics and Themes:
The Rendrens are all about revenge tactics, they try to make it so players don't want to do things to permanents.
IntrigueX: Target permanent (or Player, but only with the Matrons) gains a Interesting Counter.
Whenever a creature or player with an Interesting Counter on it has been dealt damage, the source of that damage gets an Interruptor Counter. (If it was a spell, then the caster gets the counter)
Whenever an artifact, land, or enchantment with an Interesting Counter on it is destroyed, but an Interruptor Counter on the cause (if the cause was a spell, put the counter on the caster, if the cause was another permanent that's not on the field, do nothing)
Interruptor: An effect/status caused by an Interruptor counter that can be placed on a creature or player.
~ Deals 1 extra damage to creatures or players for each Interruptor counter on them.
At the beginning of each player's upkeep, that player removes the top card of their library to the graveyard for each Interruptor Counter on them.
Creatures have -1/-1 for each Interruptor Counter on them
The Niari are a sapient race of creatures that live deep inside the forests of Niar, vast life-rich forests that are heavily enchanted. Magic is all around the forests of Niar and nothing there lives or grows without it. Magical lights gleam everywhere, the plants themselves are filled with mana, and they say when outsider wizards enter there they often grow mad. For these reasons exactly the inhabitants of the forests are often immune to outside spells, and magic is part of their very existence and they depend on it. Like them are the Niari, a friendly pacifistic race that sees itself as the essence of mana
itself.
Physical:
The Niari are the size of bears, and both genders physically look the same. They have a thick yet short fur that vary in color from dark blue to green and can have different patterns on it. They have 4 legs with feet much like the feet of elephants, and a very long yet powerful tail that they use to manipulate objects. They are herbivores and feed on branches, mushrooms, fruits, but mainly on leaves. Their favorite leaves are the ones of the “Nikara” tree, which is almost sacred to them as it is said to be very rich in mana. It is said that the Niari must consume mana all the time or they will starve, and studies of darker crueler races on Niari prisoners show that if they are fed none-enchanted leaves they will slowly die. Because mana flows so strongly through them often plants will start and grow on their skins. They often wouldn’t mind and let those get to impressive sizes.
First Draft using Spore's creature creator:
(A naked Niari, with quite a few of plants growing on it. Niari can sometimes where clothes, and not all Niari choose to grow plants on them. Made in Spore)
Culture and Society:
The Niari are essentially a friendly peaceful race. They have no aggressive intensions and as long as they are left to live their unique way of life they are pleased. They are even known to be generous to strangers and trade or even give gifts to others who visit them. As they live deep in the Niara forests they are protected from outsiders usually, especially those who use magical means, but if they are attacked they are capable of defending themselves using natural spells and wizardry, or rarely even sheer force and size.
The Niari lives in small tribes, but those are only symbolic and are told apart mainly by their rulers and symbols, and it is not rare for a family to move from one tribe to another or marry between tribes. There are 4 main tribes and many small tribes that live between them. Most Niari are either gatherers which go around the forest collecting leaves, or farmers that grow the mana-rich plants that are crucial to their survival. Other Niari are adepts, and they learn the secrets of Niari magic and are considered among the most important members of their tribes. Another form of magic that is common in the Niari society is the shamanic spells, which come from the natural magical abilities of this race, and those who study them are called shamans. Other professions that are common are the craftsmen, scholars, and very few are from the warrior caste – a special group that moves around the forests between the different tribes and helps them fight against outside enemies.
Each tribe is leaded by the tribe chieftain, a hereditary role, and his two advisors - the tribe’s archshaman and archmage. The archshaman deals with matters of nature and the forests itself, agriculture, and the natural flow of mana. The archmage deals with the none-agricultural professions and mainly the wizard guilds, the sacred libraries, and keeping of all knowledge known to the Niari. The chieftain’s role is to keep peace, deal with outside races, and generally his word is the final one. All possessions can be filled by either males of females (and often are filled by both). Archmages and Archshamans become so by election from their own kind.
The Nirari are not religious and have no faith in any gods, but see everything that has to do with nature or magic as sacred and holy to them.
Colors:
Main – Green G, Secondary – Blue U.
Mechanisms:
Anything that has to do with mana. Also enchantments and auras (and hexproof), and some manipulation spells. The general feeling that mana and spells flow through them.
Existing Mechanisms:
Hexproof. Upkeep costs. Mana Generating.
New Mechanisms:
1)Mana counters: Some effects will put mana counters on creatures which will have different effects on those creatures depending on other cards.
2)Touched – Permanent that is enchanted or has a mana counter on it.
3)Spell and abilities that will work only on enchanted creatures or creatures with mana counters on them.
There are two main breed-races of Xenarthrans, though the two are entirely able to interbreed, and there are large parts of the population that aren't clearly one or the other.
The first group mainly lives in the city, and appear similar to armadillos, with short statures and natural armored plates growing from their backs.
-Imagine this guy, but with a slighter build and clothes.
-5 feet is the usual maximum height, with 5'8'' being the largest known pure blood currently alive)
The second lives in the forest and are near identical to Earth sloths, though many times more intelligent and possessing opposable thumbs.
-Similar to this fellow, but generally more hunched over and with thumbs.
-Generally much taller than their 'pure-blood' brethren, with the tallest known individual (currently the head of one village's council of elders) being 6'8'' when completely straightened out.
Though these two are seen as the main 'races', if you will, of the species there are plenty of 'people' who don't distinctly fit into one group or another- like this or this.
-These ferals are generally many times larger, slower, more brutal and less intelligent than 'regular' Xenarthrans, and travel in nomadic bands raiding whatever food sources they come upon, be they natural or owned by weaker peoples. Though not the brightest bunch, they can be hired as mercenaries or menial labor, usually through negotiations with a chief or other type of leader.
Society:
There are two major groups of Xenarthrans, the city folk and the jungle hermit-monks.
-The city is formed around an imperial cult of the royal family, who all pure-breed Xenarthrans are descendants of. All pure-breeds are subject to a mandatory period of military service in the name of the Holy Brood, with those not of pure-blood working as farmers and simple laborers. These farms work much as meerkats do, with the farmers working while one pure-blood scout watches out and fights any potential threats while the farmers escape to safety.
-The jungle-dwellers are much more laid-back, living in what amount to arboreal communes where everyone shares and helps one another.
Religion:
There is an official national religion based on the veneration of the Holy Brood in the city, while the forest-dwellers usually worship nature in its pure form.
Mechanics/Colors:
(W/R): Flanking, absorb and equipment (G/R): Rampage and provoke (W/G): Vigilance, last strike and twice strike
-These may be subject to change, with the exception of last strike
Hey, Gallus, can you be more descriptive? Also, only five mechanics/themes, sorry. Also, not playin' favorites or anything, but I really like your race. I was hoping someone did something like that.
We need non-green! Also, I think my race might end up being everyone's enemy just because well... they don't get along well with others. What do you guys think of the Daesseclus anyway?
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A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
We need non-green! Also, I think my race might end up being everyone's enemy just because well... they don't get along well with others. What do you guys think of the Daesseclus anyway?
i love them, you described them in great detail, can't wait to see what cards you make for them
I have to admit when I was writing them I was think "Are these too much like the Flood/Zerg/Xenomorphs/The Thing...." I the key differences are speed of infection and the fact that Daesseclus lack a hive mind and are actually rather individualistic.
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A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Jeez, another urg race, i really think that there needs to be a limit, there's barely any white. btw, are we allowed to enter multiple races? cause if we can, I'm thinking of a white/red race
Jeez, another urg race, i really think that there needs to be a limit, there's barely any white. btw, are we allowed to enter multiple races? cause if we can, I'm thinking of a white/red race
I just made a mono-white race, replacing my previous RG race. I think a bit of balancing would be good. It'd make for more varied races and "cultures".
Like my new guys. They're close to lifeless, and are all about practicality, efficiency, and order.
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
I just made a mono-white race, replacing my previous RG race. I think a bit of balancing would be good. It'd make for more varied races and "cultures".
Like my new guys. They're close to lifeless, and are all about practicality, efficiency, and order.
couldn't you've just replaced your first race instead of posting a new reply?
I'm gonna give everyone until Sunday to finish their races. I feel like two days is enough for the last five people who want to join to design their race and we're getting to near 20. I'm going to say 24 is the max number so that there can 6 players per team.
Since we are still in signups, you can change your entire race. I haven't set the game or teams up yet.
Your race is one of my favorites for some reason. It kind of reminds me of the strange city-races of Final Fantasy games. You ever played any of those?
So, Lynx, are you the ultimate arbiter of who is on which team or is there some room for the players to imput their own opinions about who their race shares a team with?
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A silent evil where there shouldn't be another.
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The only Final Fantasy game I've played is Crystal Chronicles, so I can't say that I know what you're talking about. I made these guys because pangolins and sloths are two of my favorite animals (apparently armadillos are in the same family too) and my favorite color is white.
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I think I'm going to go the CCL route and have it where there are four teams (depending on the size of this competition) but if it's smaller like 14 people, I'll probably just go 2 teams of 7 and have judges critique.
Also, this is just discussion and brainstorming. I'm going to make a new thread where we can post our entries. You can start making them and put them here, though.
Amazing banners made by Brofaux.
For now though, I must sleep. Its late. I shall continue this tomorrow. Night all.
Amazing banners made by Brofaux.
URG
Description:
The Rendrens are one of the more inquisitive creatures of the multiverse, interested in anything and everything that aren't themselves. They are very emotional, and if Interrupted while doing something (usually to the thing they're interested about at the time), they usually do something drastic and nasty to the Interruptor. For example, one might burst into flames, gain the strength of a wurm, or one mess with your head, for a short while. There are three tribes, each based around one of the 3 mana they use, Who are each led by the Matron of that tribe. There's a main village where all tribes mingle and the Matrons live, but each tribe has it's own village a little ways outside the main one.
Having trouble coming up with what they look like, the main thing is that they're small, but should i make them more animal-like, or simply small human/elf-like creatures instead. Help with deciding this would be greatly appreciated, pm me with suggestions if you have any
Derynials:
The Derynials are the most calculating type, being aligned with blue mana. The go about their life systematically, they tend to be the ones who distribute the food, that the Grenaciers find, equally. If someone is Interrupts a Derynial, a few things can happen; they could lose their memory, be put to sleep, have terrible nightmares, etc. If you Interrupt a Derynial (and your god/s help you if you do), they will make sure that you know that they have yet to pay you back, they will hunt you down and can be stopped only by death, The Aryrlyians are instant death, the Grenaciers don't make fun of killing you, the Derynials take delight in revenge. Deryn can even manipulate time a bit, just to toy with her victim/s.
The Aryrlians are more attuned to red mana, meaning that they are the most emotional. If someone is unfortunate enough to Interrupt them, an Aryrlian will burst into flames, slightly harming itself, but most likely fatally burning the target. Only the more powerful of them may go out and explore, mostly because the weaker ones would kill themselves if interrupted. Their Matron is Aryrla, a very temperamental, but strict and controlled Rendren. She is one of the few who can burst and go unscathed, while leaving nothing of the Interruptor.
The Grenaciers are more Green aligned and absolutely love to study the flora and fauna. When Interrupted, they will either use animals to help them savage the Interruptor, or gain the strength of a wurm and do it themselves. They have less risk of being harmed due to the fact that they can naturally call a beast to their beck even when young (They don't tell the young about that fact until they're older.). Cierna is their Matron, she can be seen either with the young, or out and about, studying things like hydras and even dragons.
As you may have read, the Derynials tend to be the infrastructure of the village, the Aryrlians are the soldiers and troops, and the Grenciers are the gatherers and hunters. They tend to move to a new forest every once in a while if something threatens them too much in their current one, and any government that knows they are there, will try there best to warn everyone else not to mess with them (of course humans, being the stubborn people that they are, will occasionally think to mess with the Rendrens). The Matrons make all final decisions regarding the village as a whole, but each one leads their respective tribes in whatever way they feel fit. Aside from the Matron=leader and the tribes' roles in their society, there's no real caste system.
The Rendrens are all about revenge tactics, they try to make it so players don't want to do things to permanents.
I'll add a in-depth physical description later
alright, i'll make the changes
G The Niari U
General:
The Niari are a sapient race of creatures that live deep inside the forests of Niar, vast life-rich forests that are heavily enchanted. Magic is all around the forests of Niar and nothing there lives or grows without it. Magical lights gleam everywhere, the plants themselves are filled with mana, and they say when outsider wizards enter there they often grow mad. For these reasons exactly the inhabitants of the forests are often immune to outside spells, and magic is part of their very existence and they depend on it. Like them are the Niari, a friendly pacifistic race that sees itself as the essence of mana
itself.
The Niari are the size of bears, and both genders physically look the same. They have a thick yet short fur that vary in color from dark blue to green and can have different patterns on it. They have 4 legs with feet much like the feet of elephants, and a very long yet powerful tail that they use to manipulate objects. They are herbivores and feed on branches, mushrooms, fruits, but mainly on leaves. Their favorite leaves are the ones of the “Nikara” tree, which is almost sacred to them as it is said to be very rich in mana. It is said that the Niari must consume mana all the time or they will starve, and studies of darker crueler races on Niari prisoners show that if they are fed none-enchanted leaves they will slowly die. Because mana flows so strongly through them often plants will start and grow on their skins. They often wouldn’t mind and let those get to impressive sizes.
First Draft using Spore's creature creator:
(A naked Niari, with quite a few of plants growing on it. Niari can sometimes where clothes, and not all Niari choose to grow plants on them. Made in Spore)
The Niari are essentially a friendly peaceful race. They have no aggressive intensions and as long as they are left to live their unique way of life they are pleased. They are even known to be generous to strangers and trade or even give gifts to others who visit them. As they live deep in the Niara forests they are protected from outsiders usually, especially those who use magical means, but if they are attacked they are capable of defending themselves using natural spells and wizardry, or rarely even sheer force and size.
The Niari lives in small tribes, but those are only symbolic and are told apart mainly by their rulers and symbols, and it is not rare for a family to move from one tribe to another or marry between tribes. There are 4 main tribes and many small tribes that live between them. Most Niari are either gatherers which go around the forest collecting leaves, or farmers that grow the mana-rich plants that are crucial to their survival. Other Niari are adepts, and they learn the secrets of Niari magic and are considered among the most important members of their tribes. Another form of magic that is common in the Niari society is the shamanic spells, which come from the natural magical abilities of this race, and those who study them are called shamans. Other professions that are common are the craftsmen, scholars, and very few are from the warrior caste – a special group that moves around the forests between the different tribes and helps them fight against outside enemies.
Each tribe is leaded by the tribe chieftain, a hereditary role, and his two advisors - the tribe’s archshaman and archmage. The archshaman deals with matters of nature and the forests itself, agriculture, and the natural flow of mana. The archmage deals with the none-agricultural professions and mainly the wizard guilds, the sacred libraries, and keeping of all knowledge known to the Niari. The chieftain’s role is to keep peace, deal with outside races, and generally his word is the final one. All possessions can be filled by either males of females (and often are filled by both). Archmages and Archshamans become so by election from their own kind.
The Nirari are not religious and have no faith in any gods, but see everything that has to do with nature or magic as sacred and holy to them.
Existing Mechanisms:
2)Touched – Permanent that is enchanted or has a mana counter on it.
3)Spell and abilities that will work only on enchanted creatures or creatures with mana counters on them.
Daesseclus - BUG - TransmutionOrchestra
Nhe'Ma - RG - Mundus
Rendren - URG - Gargroyal
Niari - UG - RubyClaw
Xenarthran - RGW - Gallus
If we need an extra person and if it's three or four teams, instead of two, I'll join in, I guess.
General Description/ Animal Inspiration:
The first group mainly lives in the city, and appear similar to armadillos, with short statures and natural armored plates growing from their backs.
-Imagine this guy, but with a slighter build and clothes.
-5 feet is the usual maximum height, with 5'8'' being the largest known pure blood currently alive)
The second lives in the forest and are near identical to Earth sloths, though many times more intelligent and possessing opposable thumbs.
-Similar to this fellow, but generally more hunched over and with thumbs.
-Generally much taller than their 'pure-blood' brethren, with the tallest known individual (currently the head of one village's council of elders) being 6'8'' when completely straightened out.
Though these two are seen as the main 'races', if you will, of the species there are plenty of 'people' who don't distinctly fit into one group or another- like this or this.
-These ferals are generally many times larger, slower, more brutal and less intelligent than 'regular' Xenarthrans, and travel in nomadic bands raiding whatever food sources they come upon, be they natural or owned by weaker peoples. Though not the brightest bunch, they can be hired as mercenaries or menial labor, usually through negotiations with a chief or other type of leader.
-The city is formed around an imperial cult of the royal family, who all pure-breed Xenarthrans are descendants of. All pure-breeds are subject to a mandatory period of military service in the name of the Holy Brood, with those not of pure-blood working as farmers and simple laborers. These farms work much as meerkats do, with the farmers working while one pure-blood scout watches out and fights any potential threats while the farmers escape to safety.
-The jungle-dwellers are much more laid-back, living in what amount to arboreal communes where everyone shares and helps one another.
(G/R): Rampage and provoke
(W/G): Vigilance, last strike and twice strike
-These may be subject to change, with the exception of last strike
http://forums.mtgsalvation.com/showthread.php?t=364419
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
i love them, you described them in great detail, can't wait to see what cards you make for them
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
I just made a mono-white race, replacing my previous RG race. I think a bit of balancing would be good. It'd make for more varied races and "cultures".
Like my new guys. They're close to lifeless, and are all about practicality, efficiency, and order.
Amazing banners made by Brofaux.
couldn't you've just replaced your first race instead of posting a new reply?
Your race is one of my favorites for some reason. It kind of reminds me of the strange city-races of Final Fantasy games. You ever played any of those?
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel