RaikouRider243
Lightning Swordsman
- 216
- Posts
- 18
- Years
- Age 36
- Seen Jul 18, 2009
Until I get this story caught up with the other forums, I will be updating very quickly....probably around two to three times a week.
*Cross-posted from...about four other forums*
-----------------------------------
Yes, this is fanfic, and yes, this is based on WOTC's latest world for Magic the Gathering. I became so fascinated with Alara when it came out that I made interpretations and extenuations, using the likely circumstances as a base. After the release of Conflux, I have discovered that there are inconsistencies between my history of Alara and the story to be told, and what Wizards actually created. I try to follow canon as much as possible, but do not point out things that aren't canonical. Bear with me.
Magic the Gathering, Alara, its five shards, and all related characters and indicia are copyright 1993-2009 Wizards of the Coast. I do not claim these items.
Chapter 1-1: Bantian War
Chapter 1-2: War Briefing
The Mending of Alara
--------------------
PROLOGUE: The History of Alara
Far away from Dominaria was a fertile and peaceful world that went by the name of Alara. Rich in mana and natural resources, many considered the land to be a utopia. Vast plains, forests, and oceans covered the plane; there was no sign of anything resembling wasteland. That world died out centuries ago, as a massive magical explosion shattered the plane into five distinct sub-planes, cut off from each other. In the process of being cut off from each other, they were also cut off from two types of mana, and thus, cut off from any magic requiring the missing types of mana. Alara had become five separate worlds: Bant, Naya, Jund, Grixis, and Esper.
Bant, being cut off from black and red magic, was a political and natural utopia. Though there was warfare, it was mainly civil, and battles were often settled by throwing their best men at each other in one-on-one arena combat. Angels flew overhead, glorified in the light reflected off of the many sigils the knights carried, as well as their flashy armor that only protected them from frontal and side attacks. After all, who would employ such a dirty tactic like striking from behind?
With its lush plains, deep jungles, and rolling hills, Naya was a land of paradise at first glance. But first impressions can be deceiving: colossal beasts known as Gargantuans roam the land, crushing trees and buildings in their wake. Most beings would fear them. Instead, the elves revered them as gods, even worshipping them. The leonin, the cat warriors of Naya, pretty much ignored them. The humans revered the beasts to a lesser extent, but they have also harnessed the power of some of the lesser Gargantuans. As such, there is dissent between elvish tribes and human settlements due to humans using these beasts for their own benefit.
Jund was a land of survival, cut off from white and blue magic. If Naya was the gentle side of nature, Jund was the savage side. There was no such thing as the long-term here; humans rarely lived longer than thirty-five years. Alliances were short-lived, and were kept between parties only when necessary for survival. After that, the parties were likely never to see each other again. Jund was tectonically unstable; the land was flooded with volcanic activity, and thus, its populations were very nomadic. Additionally, dragon attacks forced settlements to move to a safer location. Jund was a land where survival of the fittest was the law of the land, and humans weren't the fittest; in fact, they were two steps below the top of the food chain. The viashino, the lizard-people, were above humans, and dragons were above them.
As hard as it is to believe, Grixis was far worse off than Jund for life. Being cut off from both green and white magic, the magic of vim and vigor, the place was a dark wasteland covered in thunderclouds. A playground for necromancers and undead, life force, called either vitals or vis, was a precious resource, dwindling every day. About 98% of the population either utilized necromancy or other forms of black magic as a substitute for life, or was undead to begin with. They hunted the other 2% down. The remaining forms of life not only had to avoid this undead army, but also had to cope with the unhealthy environment. Because of the constant cycle of death, the smell of rotting flesh filled the air almost everywhere on the plane. The atmosphere was anything but healthy to breathe. Even after adapting to the environmental conditions, the reality of mortifying creatures hunting one day in and day out would drive any sane person to suicide.
Without red or green magic, the magic of nature, Esper was a technologically advanced world. Nature had been 99% tamed, and many of its remaining forces were controllable. As such, almost of nature's unruly elements were confined to places away from cities. The sky was always starlit and grey, with white grid lines dividing even the clouds. Without nature to interfere, Esper was a world of aesthetic perfection. Back when Alara was one plane instead of five, Palandius, the largest city on Esper, was said to be the most beautiful sight in the world. Every being native to Esper was infused with a magical alloy called Etherium. The degree of infusion was connected to how good of a mage one was. If one was deeply rooted in the arcane, such as a sphinx, large portions of the being's body were infused with the silver-colored metal. If just a beginning mage, the infusion covered just one limb, or even a part of a limb.
Even cut off from two of the five types of magic, each of the five worlds had reached a point of stability. For over a thousand years, the split worlds existed separate from one another, no idea what the others were up to. Shortly after the Sundering of Alara, the five worlds slowly began to drift back toward each other. It took over a thousand years, but the five worlds became one again; this was the event known as the Mending of Alara. Contrary to most what Esperites expected, the reestablishment of Alara's mana bonds was a quiet affair--so quiet that only those deeply rooted in magic or those who lived close to the borders between worlds would know.
Unfortunately, one of those people was Sedris. Shortly after the Sundering, he sold his kingdom and people to archdemons in exchange for becoming a lich. He quickly rose to even greater power, leading Grixis in a spiral of death and destruction. He terrorized the remaining living beings under his dominion, then sucked the vis right out of them when he had his fun. With the supply of vis dwindling, though, he became content to let the forces of chaos lead the people instead. At least he'd get a laugh out of that from time to time.
After the Mending, Sedris had legions of new victims to prey upon. The only others that even knew about it were the sphinxes of Esper, and their people had not seen combat since before the Sundering. The remainder of the world was completely unprepared for the raid. Even if they knew he was coming, Bant had not experienced true war since pre-Sundering times. Nayan elves and humans were preoccupied with Gargantuan affairs, and the denizens of Jund only cared about their immediate survival. If nothing was done, all of Alara would become like Grixis: a desolate, lifeless landscape.
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever. This is their story.
*Cross-posted from...about four other forums*
-----------------------------------
Yes, this is fanfic, and yes, this is based on WOTC's latest world for Magic the Gathering. I became so fascinated with Alara when it came out that I made interpretations and extenuations, using the likely circumstances as a base. After the release of Conflux, I have discovered that there are inconsistencies between my history of Alara and the story to be told, and what Wizards actually created. I try to follow canon as much as possible, but do not point out things that aren't canonical. Bear with me.
Magic the Gathering, Alara, its five shards, and all related characters and indicia are copyright 1993-2009 Wizards of the Coast. I do not claim these items.
Chapter 1-1: Bantian War
Chapter 1-2: War Briefing
The Mending of Alara
--------------------
PROLOGUE: The History of Alara
Far away from Dominaria was a fertile and peaceful world that went by the name of Alara. Rich in mana and natural resources, many considered the land to be a utopia. Vast plains, forests, and oceans covered the plane; there was no sign of anything resembling wasteland. That world died out centuries ago, as a massive magical explosion shattered the plane into five distinct sub-planes, cut off from each other. In the process of being cut off from each other, they were also cut off from two types of mana, and thus, cut off from any magic requiring the missing types of mana. Alara had become five separate worlds: Bant, Naya, Jund, Grixis, and Esper.
Bant, being cut off from black and red magic, was a political and natural utopia. Though there was warfare, it was mainly civil, and battles were often settled by throwing their best men at each other in one-on-one arena combat. Angels flew overhead, glorified in the light reflected off of the many sigils the knights carried, as well as their flashy armor that only protected them from frontal and side attacks. After all, who would employ such a dirty tactic like striking from behind?
With its lush plains, deep jungles, and rolling hills, Naya was a land of paradise at first glance. But first impressions can be deceiving: colossal beasts known as Gargantuans roam the land, crushing trees and buildings in their wake. Most beings would fear them. Instead, the elves revered them as gods, even worshipping them. The leonin, the cat warriors of Naya, pretty much ignored them. The humans revered the beasts to a lesser extent, but they have also harnessed the power of some of the lesser Gargantuans. As such, there is dissent between elvish tribes and human settlements due to humans using these beasts for their own benefit.
Jund was a land of survival, cut off from white and blue magic. If Naya was the gentle side of nature, Jund was the savage side. There was no such thing as the long-term here; humans rarely lived longer than thirty-five years. Alliances were short-lived, and were kept between parties only when necessary for survival. After that, the parties were likely never to see each other again. Jund was tectonically unstable; the land was flooded with volcanic activity, and thus, its populations were very nomadic. Additionally, dragon attacks forced settlements to move to a safer location. Jund was a land where survival of the fittest was the law of the land, and humans weren't the fittest; in fact, they were two steps below the top of the food chain. The viashino, the lizard-people, were above humans, and dragons were above them.
As hard as it is to believe, Grixis was far worse off than Jund for life. Being cut off from both green and white magic, the magic of vim and vigor, the place was a dark wasteland covered in thunderclouds. A playground for necromancers and undead, life force, called either vitals or vis, was a precious resource, dwindling every day. About 98% of the population either utilized necromancy or other forms of black magic as a substitute for life, or was undead to begin with. They hunted the other 2% down. The remaining forms of life not only had to avoid this undead army, but also had to cope with the unhealthy environment. Because of the constant cycle of death, the smell of rotting flesh filled the air almost everywhere on the plane. The atmosphere was anything but healthy to breathe. Even after adapting to the environmental conditions, the reality of mortifying creatures hunting one day in and day out would drive any sane person to suicide.
Without red or green magic, the magic of nature, Esper was a technologically advanced world. Nature had been 99% tamed, and many of its remaining forces were controllable. As such, almost of nature's unruly elements were confined to places away from cities. The sky was always starlit and grey, with white grid lines dividing even the clouds. Without nature to interfere, Esper was a world of aesthetic perfection. Back when Alara was one plane instead of five, Palandius, the largest city on Esper, was said to be the most beautiful sight in the world. Every being native to Esper was infused with a magical alloy called Etherium. The degree of infusion was connected to how good of a mage one was. If one was deeply rooted in the arcane, such as a sphinx, large portions of the being's body were infused with the silver-colored metal. If just a beginning mage, the infusion covered just one limb, or even a part of a limb.
Even cut off from two of the five types of magic, each of the five worlds had reached a point of stability. For over a thousand years, the split worlds existed separate from one another, no idea what the others were up to. Shortly after the Sundering of Alara, the five worlds slowly began to drift back toward each other. It took over a thousand years, but the five worlds became one again; this was the event known as the Mending of Alara. Contrary to most what Esperites expected, the reestablishment of Alara's mana bonds was a quiet affair--so quiet that only those deeply rooted in magic or those who lived close to the borders between worlds would know.
Unfortunately, one of those people was Sedris. Shortly after the Sundering, he sold his kingdom and people to archdemons in exchange for becoming a lich. He quickly rose to even greater power, leading Grixis in a spiral of death and destruction. He terrorized the remaining living beings under his dominion, then sucked the vis right out of them when he had his fun. With the supply of vis dwindling, though, he became content to let the forces of chaos lead the people instead. At least he'd get a laugh out of that from time to time.
After the Mending, Sedris had legions of new victims to prey upon. The only others that even knew about it were the sphinxes of Esper, and their people had not seen combat since before the Sundering. The remainder of the world was completely unprepared for the raid. Even if they knew he was coming, Bant had not experienced true war since pre-Sundering times. Nayan elves and humans were preoccupied with Gargantuan affairs, and the denizens of Jund only cared about their immediate survival. If nothing was done, all of Alara would become like Grixis: a desolate, lifeless landscape.
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever. This is their story.
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