Corsia – MTG Story Adaptation – Civilizations Part 2

Welcome back, magic players and fantasy fans, to my ongoing adaptation of my fictional universe into Magic: the Gathering cards. In the previous blog, I revealed some of the many civilizations that preside in the world of Kuo. Each one of those were mono-colored civilizations complete with a Home, Wonder, Leader, and Guardian Dragon. This time we are going to be covering the ten civilizations that are affiliated with two colors. The honor and privilege of having a guardian dragon is exclusive to the five prime civilizations, so this time all ten civilizations will solely have Lands, Wonders, and Leaders. Of course there are several spells and creatures that draw their essence from these areas of the world, but those will be covered after I finish introducing you to the rest of the places to see in this world.

Table of Contents

Storyline:

Part 1: Prologue

Civilizations:

Part 1: The 5 mono-colored civilizations of Kuo

Part 2: The 10 dual-colored civilizations of Kuo (YOU ARE HERE)

Part 3: The 10 tri=colored civilizations of Kuo (Coming Soon)

Part 4: The 15 mono-colored and dual-colored civilizations of Corsia (Coming Soon)

Legends:

Part 1: Kuo Legends and Locales

Part 2: Corsian Legends and Locales

Part 3: The Quest Lands – Lotus’ Journey

Part 4: Planeswalkers, Part 1

Part 5: Planeswalkers, Part 2

Mechanics and Abilities:

Part 1: The 25 Kuo Keywords

Part 2: All Color Keywords and other abilities (Coming Soon)

Full Spoiler (Coming Later)

MTG Variant – Walking the Planes (Coming Last)

 

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White/Blue – Ovedin

(All the Kuo civilization dual lands have Peace and life gain)

The bustling city life and extravagant architecture creates a perfect atmosphere for inspiration and invention. On top of that, Ovedin is a city nestled in the sky amongst the clouds that coast over the surface of Kuo. Ovedin coasts irregularly through the sky, and descends upon land only once or twice per year. The average denizen tends to be fearless in mentality, yet weak for actual battle. Luckily they play host to the biggest population of angels in Kuo who serve as the cities finest line of defense. Despite the peaceful semblance of Ovedin’s exterior, there is a strict hierarchy that divides the citizens amongst themselves. There is actually an underside to Ovedin that looks almost like an identical counterpart to the upper side. This lower side is where newer citizens, and lesser important beings are designated to live. It’s not as bad as a ghetto, but there are a fair share of people who think the underside has been shafted for far too long. Most controversially, even the military forces are forced to live on the underside.

(Reminder: Oversee means if that creatures blocks a creature without flying, you may draw a card)

Ovedin Landing is considered Ovedin’s Wonder, even though it isn’t technically on Ovedin. The Landing is a beautiful seaside cliff with a mysterious archway at the highest peak. Many are unaware that this archway serves as a magical compass to the flying civilization of Ovedin. It is also the place where Ovedin will descend to let citizens leave, or allow new people to join, should they prove worthy. Memory magic is used to all those who are unable to join this opportunistic society to send them walking away into the distance, and forgetting what the purpose of the archway is actually for, and those who do know are generally wise enough to not pass the word to those undeserving. It’s a secret that is capable of leaking very easily, but due to the pure mental fortitude of those who know the secrets, it simply hasn’t happened yet.

The “Time-Wielder,” as some denizens call her. Deyva is the Supremess of Ovedin, and has maintained that position for longer than any citizen’s life span. She is considered immortal, extremely pretentious, and devout in her solitude. She isn’t viewed a bad leader, but it is pretty much standard fare amongst the people to see her as a cold personality that you simply don’t want to be around. Of those who’ve glimpsed her in her private chambers, many have said that they’ve seen her crying. Some have theorized that she initially gained the ability to manipulate time by trying to bring someone back from the dead. How long has it been since she gave up and separated herself from public life is anyone’s best guess.

Blue/Black – Blackmoon

Blackmoon is a bleak, crime-ridden city in the middle of a desolate, dark expanse of moors and endless deserts. There are few that live in Blackmoon, but the ones that do tend to be a bit out of touch with the typical human tongue. They don’t like to talk to living creatures as much as trying to find the soul of a recently deceased person of importance. Blackmoon is a place to mourn without having to worry about society trying to force you to move with it’s incessant tides. It’s a place welcome to anyone, as long as they are in the same emotional turbulence as others. To come here with a smile on your face risks your safety as the more insane citizens will grow envious of any happiness that waltzes down it’s deserted streets. It gains the name “black” moon because of how many ravens and crows fly across the sky, peppering the moon with so many dark silhouettes that it appears black.

The Ebony Tomb is the reason people live in Blackmoon at all. Without it, the city would fall prey to the wildlife that haunts it’s moors. The Ebony Tomb is considered the one spot on Kuo where every departed soul must pass through. With the right training and immersion into Blackmoon’s necromantic aura, one can actually converse with a soul by summoning it to the Ebony Tomb. The Ebony Tomb wasn’t always a Tomb, it was a rune. However, due to the number of the victims wrought with depressed insanity only hoping to reunite with their loved ones, millions of people have forfeited their lives at the foot of the rune. Eventually, with so much death occurring because of it, it gained the name “Ebony Tomb.”

(Reminder: Preserve means if it’s exiled from anywhere besides the battlefield, it is returned to your graveyard at the end of turn)

Azuron is the leader of Blackmoon, but many wouldn’t believe that, considering he abandoned the place and now wanders the surrounding landscape in a quest for evil. He was the one who initially spread the word of the ability to converse with the deceased at the Ebony Tomb. As people traveled the world for this miracle, he was thanked, blessed, and received loving praise for his contribution to their happiness. For some reason, Azuron hated this. He hated being praised and thanked. He despised their gratitude. He left Blackmoon in the middle of the night telling only a select few that he was out to regain his evilness back. Some have said that Azuron did something, a long time ago, that makes him feel so much guilt, that he considers himself an evil person. Perhaps he’s so resolute of this image of himself, that he doesn’t believe he deserves to be “good” ever again.

Black/Red – Sikha

Sikha is a series of valleys in a range of mountains located in one of the hottest places on Kuo. At it’s coolest locations, it’s still swamp full of boiling water. Haphazardly made structures show a slight sign of civilization, but generally this place is simply too grueling for anyone to inhabit. However, the undead have turned this into a home because of it’s extreme temperatures that only minimally affect them. Sikha is more of a habitat than a civilization, but amongst the undead, this is considered their most organized dwelling yet. Despite the rather violent nature of the environment, Sikha is in a state of peace, due to the fact that the land is not worth fighting for, and the undead are a bit harder to kill, by default.

Nemasces is the Sikhan throne chamber. It is in the center of a crater-valley atop the highest peak in Sikha. Molten lava and scalding black stone is all that greets any who dare enter. They say that you have to be undead to even make it to the palace doors. Within the palace harbors a deadly gas that will well up in the air above the lava and eventually rise up into a cloud, corrupting it and turning it into a black cloud of famine and disease. This is another reason why Sikha is so hard to inhabit by the living. It is said that whoever sits on the throne will eventually become a god of death.

(Reminder: Horde means for each spell you cast this turn, it lowers the mana cost of this card by 1 colorless or 1 of that spell’s colors)

Degha is considered to be the Grim Reaper by the undead. Anyone with a non-rotted brain would know this isn’t the case, but Degha takes his reputation to heart and declared himself “one with death.” He’s actually a refugee from Mhounen, but since he lacked a shred of honor, he was banished. This is when he traveled the continent and ended up in the Sikhan mountains. He complete the nearly-impossible task of reaching Nemasces and fought the previous leader who tried to rule fairly over the undead. Degha descended upon him, sparing no mercy. He will literally use an undead denizen as a weapon if he wishes to. Because of his role as the grim reaper, the undead are willing to give up the last vestige of life they have for his cause. When one is surrounded by death, then the king of death is absolute.

Red/Green – Mosscliff

Mosscliff is a long stretch of verdant mountainside full of deep forests and high peaks, all alongside the sea’s edge. Despite the abundance of water, the influence of blue mana is non-existent. Rather, the water is viewed by it’s spiritual denizens as a neutral force that strengthens the trees and shapes the mountains. Mosscliff is a civilization of escapism and becoming one with the natural roots of all living things. Anyone who ventures into Mosscliff territory is treated with mutual respect and you are given your privacy. However, should anyone come along trying to invoke violence or desecrate the sacred land, then every inhabitant would become enraged. It’s a holy ground that one would be wise to never tarnish.

Nandulah’s Shrine is an abandoned temple on top of one of the highest peaks of Mosscliff. Those who discover it, and pray at it’s base are granted the energy to return home safely as well as the intuition to find their way to their destination. Nandulah, the god of exploration, is said to be the subject of the shrine due to it’s usefulness for those who have become lost. Nandulah’s shrine predates the actual civilization of Mosscliff, and was actually the catalyst that made Mosscliff what it is today thanks to it’s current leader.

(Reminder: Escalate means if a creature with escalate attacks, you gain an additional combat phase this turn, but this creature can’t attack for the rest of the turn)

Rengha is the founder of Mosscliff. When she came across Nandulah’s Shrine, instead of using the magical energy and intuition to return home, she started shaping the land around her to her benefit. As she made repeated trips to the shrine, she came to know the wildlife, and eventually communicated with them. This area used to be plagued by hunters, but Rengha taught the wildlife how to use the environment to their advantage. As more explorers attempted to travel through Mosscliff, Rengha approached them and invited them to join her community. She is considered a peaceful person who only teaches the means to survive, not to win.

Green/White – Diisima

No castle in Kuo quite matches the majesty of the castles that dot the low plateaus in Diisima. This is a civilization made of small castles spread far and wide across the scattered remains of a mountain range. The sheer size of Diisima is comparable to Mosscliff as far as the land that falls under it’s influence, though only a very small percentage of it consists of actual castles. Due to the large amount of land, full to the brim with untapped mana, and the relatively small size of the castles, Diisima is attacked more than any other civilization in Kuo. Because of this, Diisima is a civilization that has learned how to defend itself. It’s castles are built for the most defensive advantage possible, and the large swaths of land between castles acts to slow down their progress of making it to the center. Most uniquely to Diisima, is that to live amongst it’s people, one must be invited. There are no exceptions to this rule, and those who try to sneak in with false citizenship are also treated as enemies.

There is a legendary grotto that is said to be directly to the south of the central Diisiman castle. This grotto has never been seen by enemy forces, despite the number of times they’ve been invaded. It is said that the fertility of the grotto is what charges the land with so much magical power. It’s also said that it attracts wildlife, and once they sip of the water from the grotto, they become protective over the castles as well, bolstering their defenses.

(Reminder: Conscript means when you cast this card you reveal X cards from the top of your library, reveal a creature and put it into your hand)

Vhent is an assassin with leadership sense. While most assassin’s work alone, he is able to use minimal communication to order his closest comrades around and use group assassination to great effect. They say that it will simply look as if people drop dead of their own accord as he walks through the battlefield. He has a strong sense of honor and duty to the Diisima castle, even though he was originally sent here to assassinate the previous leader when he was a young teenager. Instead of going through with it, the leader managed to talk him out of his cheap life of assassination and raised him like a son. Ever since the leader was killed in a recent battle, Vhent has taken over the throne, grief-stricken, and more merciless than ever before.

White/Black – Ghintu

Welcome to the world of immortality. Ghintu is a a beautiful region full of mountainous swamps covered with thick mana-infused fog that hums with a dim glow. This fog contains a curse that entice many people to enter it, and mages all over Kuo have been trying to figure out just how it works. Some say if you enter the fog, you gain immortality. Others say that’s a false rumor, and that it actually sucks your life away and gives it to the denizens within, making them “seem” immortal. Once you enter Ghintu, you cannot leave. No one even thinks about Ghintu in terms of military conquest. It’s a cesspool of supernatural myth that draws only people with enough curiosity to enter it’s fog.

(Text Change: “-3/-3 until end of turn”)

The Harvest Moor circles the entire perimeter of Ghintu. It is this swamp that enacts the curse of the Fog. This swamp shows how much life has truly been ripped from the wildlife. If anything stirs within the mist, it is most likely close to death. One can see little ebbs of life force leave your body and get pulled through the swamp. It is then projected toward Ghintu, which also acts as a guiding light to find Ghintu without getting lost. No one knows why the Harvest Moor tries to sap your energy, except for the leader of Ghintu.

(Reminder: Aspire means that at the end of each turn, you do a check to see if you have more life than you did at the start of that turn, if you do, this creature gets a +1/+1 counter)

These two lovers who had to escape due to their original village’s discontent of a same sex relationship, are the only two who truly understand the nature of the cursed fog. When they were young, they stumbled upon the fog in utter desperation for a new home, and they held hands and ran towards it at the same time. As they approached, a disembodied voice told them if they asked for a wish, it would be granted by walking into the fog. Tis almost spoke a wish aloud, but Rona just pulled her along and said that if they have each other, they didn’t need a wish. This is the secret to the Ghintu fog. To ask for a wish to the Ghintu fog, does indeed make it come true, but only for those already within the fog, who didn’t ask for a wish in the first place. Then the original bearer of the wish is trapped in the fog to provide the magic and life support for whatever wish they enacted. In Tis and Rona’s case, one of them gained immortality, while the other did not. A cruel fate that they are seeking to undo because they wish to die together.

Blue/Red – Dawntree

Dawntree is one of the most unstable habitats in Kuo. Mana runs in a constant flux there creating a truly breathtaking vista. It all circles around the Dawntree, the massive floating tree that is said to have it’s influence represented all over Kuo. The civilization around the Dawntree are all master magicians seeking to expand their craft, or gain some sort of enlightenment by being in the presence of such a raw and pure source of mana.

The Dawntree spreads it’s seeds like any other tree: through the wind. However, these seeds are far from normal. Each of them act as a portal from one to another, and blossom into big chunks of land that float around in the sky all around the world. They say that if you can ever learn the maze of the Dawntree Seeds, you could access any location in the world, even hard to find locations like the flying empire of Ovedin. Unfortunately, some of these seeds end up in truly hazardous areas, killing map makers or explorers who accidentally take the wrong portal.

Lyadara is considered the ruler because she’s mastered more of the unstable mana around the Dawntree than anyone else. It is also said that she has gained such a familiarity of the Dawntree portals that she can access mana from beyond the portals while residing in Dawntree. When it comes to pure magic spellpower, she is one of the strongest wizards in Kuo. She likes to take on more than she can handle. She revels in risktaking. In fact, she appreciates the risk and discovery of new magic so much, that if anyone can outperform her, she would gladly give up her throne. There is a strange rumor going around about her, however. One that states that she didn’t simply discover the Dawntree seeds and their portals. It’s that she created them in order to travel the world in search of someone. Which means, maybe her public invitation to outperform her for the throne has a more personal and useful reason to Lyadara herself.

Black/Green – Levyr

Levry is the land of legends. This is an area where necromancers and shamans work together to revive old heroes of the past. To the other civilizations, they pose little threat because the success rate of their actual legendary revivals is incredibly low. More useful to others is the vast amount of lore and knowledge they have of legends all around Kuo. Like the mono-blue civilization of Nerath, they deal in information, but while Nerath deals in hard truth, Levyr deals in myth. Levyr has beautiful architecture, designed to impress the legendary heroes they are attempting to bring back.

The Nexus is the key to the entire civilizations effort. The nexus is used as the gateway to where the mythic spirits reside, and this world. It’s a one way passage. Walking into the Nexus from Kuo is literally walking into the spirit world. After which, you only have a blinking moment to pull yourself out before you are stuck forever. Only one trick has been found with these foolish attempts at entering the Nexus. If a soul has yet to leave a body after it dies, you can “dip” it into the Nexus to retether the soul. This is kept as a very contained secret because Levyrians know the greediness of the people of the world, and many would travel here to revive bodies whose souls have long since departed, to which they would have to go to the Ebony Tomb at Blackmoon.

(Reminder: Lore means whenever you cast a legendary or planeswalker spell, this creature gets a +1/+1 counter)

Ulthu is the chief necro-shaman of Levyr. He is a legend himself, in a very special way. He was originally named Galhn, and was nothing but lowly shaman for Levyr. Due ot an accident, he was killed, but his friends took him to the Levyrian Nexus and dipped him into the spirit world. A one in a million chance occured, and instead of Galhn’s soul retethering to his body, the soul of the legendary necromancer, Ulthu, took his old soul’s place, and tethered to his body. He has both memories of being Ulthu, and of being Galhn. Thanks to Ulthu’s powers, he’s able to use the Nexus to keep his close ones alive as well as having the most success at bringing legends back to life.

Red/White – Fourdin

Fourdin is a city of endurance and resoluteness. They don’t adapt or change with the times, and remain steadfast in the purity of their combative magic. The more the world has advanced, the more they fight to resist the change and fight the new opposition. Fourdin is located across a range of snowy mountains. The living is tough, but honorable, and though fights will break out over small reasons, no one does anything to truly harm one another. It’s true comradery in Fourdin, provided you don’t try to talk them into changing anything.

Fourdin Peak is where the throne room resides. Due to it’s location atop a snow-covered mountain, the Fourdin people have learned to trigger avalanches from the peak to stop their oncomers or give their soldiers snow cover near the base of the mountain. The face of Fourdin peak is sculptured to the image of the current king, and is re-sculptured every time a new king takes the throne. To open the door, or the mouth, one must demonstrate a spell that impresses the current king. Many foolish travelers, spies, and rogues fall victim to this simple test because they assume it takes something extravagant or a high level spell that only his closes soldiers know. What truly impresses the king, is purity. He wants to see a spell that hasn’t been changed with the times, or uses fancy new tricks. A pure and simple fireball will please him more than a magma disc with homing pepper bombs revolving around it cloaked with a hexproof aura.

Greant is the current King and definitely lives up to his name as merciless. Greant upholds the nobility of ancient Fourdin with incredible fortitude. He also despises planeswalkers with a passion. These new mages that manipulate things that shouldn’t be trifled with have always got under his skin. Many outsiders think the king is a fool who simply harbors envy because he’s not as powerful as a planeswalker, but he has spent years mastering his basic craft, in order to use it just how he needs to should a planeswalker ever knock on his door. The reason for Greants hate towards planeswalkers is normally attributed to his pride as a Fourdin King, but some think that it’s something a bit more personal.

Blue/Green – Faustia

Faustia is a bountiful civilization that has a masterful economy and the utmost synergy among it’s people. It ranks among the mono-colored cities as to the productivity and union of it’s citizens. However, unlike the mono-colored cities, Faustians are among the greediest people on Kuo. They don’t share knowledge like Nerath, or offer important services like Blackmoon. Faustians would rather be like the civilization of Ovedin and separate itself from Kuo. Because of this, Faustia is among the most despised from all the other civilizations. However, this doesn’t mean they are laid under siege. Because of Faustia’s immense wealth and power, many civilizations are trying to appease to Faustia and gain it as an ally.

The number one thing every civilization wants from Faustia is it’s marvelous aqueduct, Veraquis. This aqueduct is the pinnacle of Faustian research and effectively makes them the civilization with the most mana production, even over Dawntree. Veraquis is a feat that many other engineers have tried to replicate, but to no avail. Faustia has maintained such a favorable position among the civilizations because they will offer to use Veraquis for another civilization’s benefit, if they help them fend off another invading civilization.

(Reminder: Flourish is active during your extra turns, or turns that you played more than one land)

(Rule Change: He doesn’t have the Untap creature ability)

Karais is the mastermind behind the diplomatic proceedings in Faustia. He is an archer with an honorable attitude, but because of the pride he holds in his people, he upholds the selfish demeanor the Faustia’s known for. He is beloved by his underlings and Karais is open with the fact that he would gladly give his life to save his people. True wise men believe that when a person is capable of manipulating the civilizations of Kuo, it wouldn’t be that hard to manipulate his own people. Therefore some people do feel like they are being used by Karais. Karais himself is indeed willing to lay his life on the line, but he has seemingly always avoided a situation that would require that of him. Is it really offering your life if you know you never actually have to?

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That’s all ten! I hope you’ve enjoyed this peek into the world of Corsia. Well it’s all been Kuo so far, but Corsia will have it’s moment later! These ten civilizations have a lot more to them amongst the cards, so stay tuned for those. Next, however, will be to continue looking at the rest of the civilizations and leaders of Kuo and Corsia. Do you guys have a favorite so far. A leader that you find yourself identifying with or a civilization you’d see yourself choosing to live in? Please let me know in the comments, and I thank anyone who took the time to read one of the nerdiest things I’ve ever attempted to create!

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4 thoughts on “Corsia – MTG Story Adaptation – Civilizations Part 2

  1. Pingback: Corsia – MTG Story Adaptation – Storyline, Part 1 | A Simple Lotus

  2. Pingback: Corsia – MTG Story Adaptation – Planeswalkers, Part 1 | A Simple Lotus

  3. Pingback: Corsia – MTG Story Adaptation – Mechanics and Abilities, Part 1 | A Simple Lotus

  4. Pingback: Corsia – MTG Story Adaptation – Civilizations Part 1 | A Simple Lotus

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