Helpind D&D Players understand the world of M:tG [Archive] - Wizards Community

Post/Author/DateTimePost
Obsidianjaerc

08-29-03, 06:34 PM
This is to help the D&D players understand M:TG I myself am a D&D player and do not understand M:TG. This has helped me immensly.

This deserves to be posted here for it touchs on the aspects of our Creation and perhaps it will clear things up. If you want more of this look to the d20 Fantasy Thinktank Board: Dominara d20 : "The world of magic for your favorite system" thread.



Rakhamon


Ok then. Here's a small guide as to what this setting is about.

A primer to the world of Dominaria

Welcome, traveler, to the world of Dominaria. This brief text is meant to present this world in a brief, comprehensive way to anyone who is unfamiliar with it, or anyone who wishes to expand their knowledge. My second purpose is to present this world to the people who might want to assist us with our project – Dominaria d20. Our intention is not only to make a setting for Dungeons & Dragons set in this world, but to adapt the unique elements into a fully working role-playing setting.

Introduction: Dominaria is the setting of many of Magic: the Gatherings sets and storylines. If you don’t know what Magic is, I assume you won’t read this anyway. Dominaria is a world which is a nexus between countless other worlds and dimensions in the greater multiverse of Dominia. The technological development on Dominaria is about equal to the one on earth during the middle to late middle ages (with some notable exceptions, both histroically and geographically) and technology as we know it is not very developed. Magic, however, is the binding force of all of Dominia and is practiced throughout worlds and planes in countless ways by numerous practicioners. The most powerful of these might become Planeswalkers, being so powerful they have been mistaken for gods, and that possess the power to alter the worlds and dimensions to their liking. This, then, is Dominaria.

Planar configuration: As mentioned, Dominaria is a nexus world in Dominia’s cosmology. This means that to those who know how to, access can be gained to a multitude of different dimensions and other worlds. The knowledge and power required for planar travel, however, is not nearly as developed as in some other settings. Only the most powerful of mages or artificers are capable of leaving their home and wander the planes, thus the name Planeswalker. Some few less powerful beings may gain the means for dimensional travel, but this should not be an everyday event.

During a long period of history, Dominaria was locked along with a dozen other planes into a dimensional configuration called the Shard. During this time, planar travel outside the planes of the Shard was impossible to even the most powerful Planeswalkers. The Shard was dissolved during the Ice Age, and after that, planar travel is again as free as it was before.

Dominia’s planar configuration differs slightly from the accepted D&D cosmology. The ethereal plane equivalent is called the Æther, but shares many of the characteristics of bothe the ethereal and astral planes. The Shadow plane does not interact with Dominaria as much, but it’s influence is clearly felt (even more so in the Nightmare Plane of Rath). There are many other dimensions, including the Dreamrealms (where the spirits of some departed mortals dwell) but most are what you would term alternate material realms. Thus the planes of Mercadia, Rabiah and Ulgrotha are material planes in their own rights, but with their own quirks and peculiarities.

One special kind of plane is that created by exceptionally powerful individuals (usually Planeswalkers). Such created planes are not as stable as the “normal” ones, and are prone to decay and destruct after some time (particularily after the death of their creator). Examples of such realms are Serra’s Realm and Phyrexia (Rath is a special case).

Outsiders definently exist, despite any differences. Demons come to Dominaria to ravage it, and angels come offering salvation and there are countless other bizzarre and odd dwellers in the outer realms. Many such creatures come in answer of the summons of wizards.

Gods and religion: The is only one true god on Dominaria, namely Gaea, the personification of nature itself. Note that while most of her (Gaea is usually referred to as female) worshippers associate her mostly with green mana, Gaea probably encompasses all colors, as every aspect of the natural world of Dominaria is connected with her. There are and have been countless other beings who have claimed godhood or simply been deified by mortals. Planeswalkers such as Freyalise and Serra, otherdimensional beings like Gabriel Angelfire or even the malevolent Yawgmoth have all enjoyed periods of worship (more or less openly). While these religions work just like normal D&D religions with ethics, ceremonies and so forth, none of these beings normally involve themselves with the mortal affairs of their respective worshippers.

When such powerful beings actually do take note and intervene, it is usually only in a time of dire concern (such as the Ice Age or the Invasion). None of these beings grant spells in the way D&D deities do, and none but Gaea have any portfolios or spheres of influence other than that which their personal powers give them. Thus there is no significant separation between divine and arcane magic. Also, the forces of Good/Evil and Law/Chaos are not as important in the universal sense as they are in D&D. The conflicts and interactions between colors mostly replace these as far as spells are concerned. Morality and ethics are of course very important in the mortal world anyway.

Magic: The multiverse of Dominia is held together and fueled by the five different colors of mana (the force of magic). The colors are Black, Blue, Green, Red and White, and each has it’s own traits and properties. Together these five colors form the so-called Wheel, which in Dominaria is said to govern all things. The force of mana is generated by the land itself, and different types of lands generate different kinds of mana. The mana flows through all things though, so even some creatures who distill and store these forces can be used as sources of mana, if one knows how to. None of the colors of mana have any special ethical properties (for example, black magic is not necessarily “evil” though the selfish applications of it often make black mages such), despite what the common populace may believe.

Spellcasters are common, and found in most intelligent species. Most low-level Spellcasters concentrate their studies on only one or two of the colors of magic, since it takes greater effort and sacrifice to master more. Some legendary mages master all five colors, but this does not necessarily make them more powerful. Those who specialize in a particular color are often called by particular names: Blue Spellcasters are called Wizards, Black are Necromancers, White are Clerics (maybe), Green are Druids and Red are (_). These all belong to the same character class though, and the names are little but description (though in the cases of Clerics and Druids, they come with special ethics and duties as well).

Another form of magic entirely is the magic of artifice. Artificers are special wielders of magic who use mana to craft amazing devices and technological wonders. Artificers need not use any particular color of mana, as all colors are equally useful. Artificers are rather distant from the other Spellcasters and not as common. During some histroical periods, such as the age of the Thran, and the time of the Brother’s War, artificers were much more common, and much more organized. Artificers are a class of their own. There are also many other specialized forms of Spellcasters in the form of prestige classes and such.

This also means that a lot of the spells and uses of magic are different from the ones in the Dungeons and Dragons game. These changes can be found in our thinktank threads.

Races: Dominaria does not have all the standard player character races. Humans, Dwarves and Elves definently exist, but halflings and gnomes do not. Halfbreeds (such as half-elves and half-orcs) are so rare as to be almost non-existent. In their place, there are other races to choose from, such as Merfolk, Minotaurs and Goblins. These changes are detailed in other postings by me.

Adventuring: Dominaria is full with adventure, if one knows where to look. Knights and paladins fight dragons, the armies of empires clash for superiority, dark forces from other realms invade peaceful everyday life and god-like beings duel and manipulate the world around them. The standard classes of Dominaria are slightly different than the accepted ones. Druids, Clerics, Bards, Sorcerers and Wizards are significantly different or even non-existent. Paladins, Monks and Rangers are only slightly different from their D&D counterparts, while Fighters, Thieves and Barbarians are more or less the same. Prestige classes are also different, but we have not touched that subject yet.

Magic items work differently and are much harder to create here, thus they are much more treasured by spellcasters and others who can use them (at least the more powerful items).

Monsters are also different. No beholders, mind flayers or drow. Demons and devils are simply synonyms for malevolent Outsiders (and even other beings). Dragons are not defined as strictly into good/metallic and evil/chromatic groups (for example, the Shivan Dragon is green in color and breathes fire). Other beings are much the same, like goblins, orcs, minotaurs and many others. Still, one should never be to certain of any established truths in Dominaria. Then there are many, many unique creatures here to challenge the adventurous. Slivers, laccoliths, lhurgoyfs, nantuko, catfolk, phyrexians… the list goes on and on.

History and eras: There are many periods of Dominaria’s colorful history which could be used for adventuring, depending on the will of the DM and players. From the fanatical, magic-fearing times during the Dark to the apocalyptic Invasion, to the jungles and lost cities of Sarpadia, anything is possible in Dominaria. The main historical eras follow:

The Thran: In the distant past. Artifice was much more common and well-known, while magic was not. The terrible threat of Phyrexia and Yawgmoth ended this distant historical period in chaos.

The time of Legends: (actually, since many of these can be reasonably placed in many different eras, and that there is some uncertainty as when many actually occurred, this is an era in only the loosest sense of the word) The time when the great legends of Dominaria was forged, when Elder Dragons flew the skies and titanic warriors strode the world. Many of the events and stories of this time are deemed myhtical in later eras.

The Brother’s War: A new golden age for artifice. On the ancient continent of Terisiare, the hatred between the two brothers Urza and Mishra eventually led to a cataclysmic war that devastated the land and destroyed nations. Many of the rediscovered secrets of artifice were again lost, and later researchers greatly value the powerful and intricate artifacts that survived this time.

The Dark: Following the devastating Brother’s War came a period of religious fanaticism and fear of magic. Morals and ethics dissolved, and the communities to survive the war sank into superstitious fear.

The Fallen Empires: On the southern continent of Sarpadia, zealotous religious orders and racial war escalated the dissolution of a number of ancient empires. As many races struggled desperately to survive, the dissolution came to a peak with the great Ice Age.

The Ice Age: The events set into motion by the Borther’s War culminated in a bitter Ice Age, which enveloped much of Dominaria in bitter ice and snow. The foremost concern became survival, though some new hopes and empires rose to prominence. The Ice Age finally culminated in a number of enormous conflicts between Planeswalkers, who began the dissolution of the Shard. The Planeswalker Freyalise finally managed to reverse the Ice Age, and restored the chance for life to Dominaria.

The Quest of the Weatherlight (yeah, lousy title): A long time after the end of the Ice Age, many new empires and powers had arisen on Dominaria. It is a time of high magic, exploration and adventure. New empires expand and secrets of earlier ages are uncovered. Below the tranquil surface, however, the ages-old threat of Phyrexia threatens to destroy all. Using the seeds planted by Urza, the crew of a flying ship set out to discover the lost pieces of the Legacy, which may hold the power to save the world. This era is suitable for most “normal” role-playing campaigns and adventures.

The Invasion: Despite everything, the dreaded Invasion from the machine plane of Phyrexia finally came. Yawgmoth, who has for millenia thirsted to destroy Dominaria, send his countless servants to kill and taint every living thing. It is again a desperate time, when former enemies must form fragile alliances agains the dark, and everyone must fight to stave off annihilation. The era ends with much of the known world again devastated, and many regions sink into chaos. This era is perfect for cataclysmic, large-scale and epic adventures with the fate of the world in the balance.

Otaria: On the distant continet of Otaria, the horrors of the Invasion are only distantly felt in the form of arriving refugees and small disturbances. Some time after the Invasion, the powers and empires of this area struggle for supremacy. The dark, ruthless Cabal, the calculating Cephalids, the forest-dwelling Nantuko and elves, the noble Aven and the various human groups are now in a conflict that threatens to shatter the fragile peace. This is an era of intrigue and comflict in a decidedly different part of Dominaria.
TolarianFlare

07-20-04, 09:05 PM
Wow... I play Magic and that was very helpful :) I am going to put it in my sig :)
Oops

07-22-04, 03:56 AM
For a more in-depth look than you would ever care to get, take a look at this thread (http://boards1.wizards.com/showthread.php?s=&threadid=266264). It's not finished yet, but when it is, it will be a major encyclopedia on the Magic story web.
TolarianFlare

07-24-04, 01:41 AM
Originally posted by Oops
For a more in-depth look than you would ever care to get, take a look at this thread (http://boards1.wizards.com/showthread.php?s=&threadid=266264). It's not finished yet, but when it is, it will be a major encyclopedia on the Magic story web.

Encyclopedia? Thats the framework of a Magic Story website. I mean its alot of information that if organized well would be a great resource.

Is there a similar thread for any of the ongoing or foregone D&D sagas?

I think it would be nice for structural and mechanical descriptions of the hybrid world to have a story web like that.
Earthworm Jim

05-04-06, 07:04 PM
As I've argued repeatedly on the Magic Novels and Storylines page, there is no direct evidence of Gaea existing. Most Angels in the Magic storylines were created by the Planeswalker Serra.
the_one_true_shea

05-05-06, 03:29 AM
As I've argued repeatedly on the Magic Novels and Storylines page, there is no direct evidence of Gaea existing. Most Angels in the Magic storylines were created by the Planeswalker Serra.

I would like to retain this concept in our world. I am a big fan of "the petty gods" that arn't really "gods" in that they didnt make anything. They were not here prior to creation - they are transcendent (and phenomenally powerful) but not "ye old creator"

Of course they tell people they created everything and allstuff - but by making them petty liars we can have multiple contradictory accounts.

;) Earthworm... be careful reading my posts, for I occasionally slaughter the english language.
I like to call it "descriptive" grammer! :D
Rny2

05-05-06, 03:56 PM
ah, yes, I believe the 'petty diety' theme is heavily recurrent in several parts of the Nameless World: Kaisers, Xochu/Kobe, etc.
Voila!

06-26-06, 08:45 PM
For other sources of material, there are the Magic novels themselves. I have read only a fraction, but each has been immensely fascinating thus far, particularly the anthologies. The Colors of Magic was amazing. For online sources, there is the Magic the Gathering d20 (http://boards1.wizards.com/showthread.php?t=431122) project, as well as MTGSalvation's MagicWiki (http://wiki.mtgsalvation.com).
Carwyn_Nhung

07-11-06, 08:20 PM
This is my first post, so I'm not sure if I'm doing this right, but I think this may help with the discussion:

http://www.wizards.com/default.asp?x=books/magic/thegods

.....
So unless consensus in wiz-land has changed, the Gods of magic are its true creators and maintainers; the story writers, the continuity people, R&D and the DCI!

Since that was written however, the situation has become more complex, as there are creatures of planeswalker level (in that they cannot be put on cards) that cannot planeswalk, such as O-Kagachi from Kamigawa, (although Yawgmoth and Gaea are similar), and creatures of lower power that can , such as Kamigawa's Myojin. But this is not too much of a problem, as the planeswalker ring can simply be reinterpreted to mean entities of sufficient power that players must approximately treat them as equals, and cannot simply summon them in games.

More recently Scott McGough, who wrote the above and the Kamigawa novels, gave the following explanation, filling up some of the space between the “wizard” and “planeswalker” rings:

http://www.mtgsalvation.com/forums/showthread.php?t=38959


The only entity that fulfils that fantasy staple; the god given power by belief, is Karona, who was an Avatar of the magic of an entire plane, but she was explicitly titled “False God”.

But this should not stop divine magic, as planeswalkers and other high power entities can provide power to weaker ones, generally in return for services; this is not different to any natural form of magic, except that the receiver of the power might have to act a certain way to retain it. (Actually though, in the card game, when you give a creature power through an enchantment, removing it generally requires another spell, so there could be situations where a character betrays their benefactor but keeps their new powers for a period.)
the_one_true_shea

07-14-06, 06:49 PM
hmmmm, that brings an interesting question to bear (roar).

Should we make cards for gods? I mean - we have a few dieties listed down there in the depths .. oooh god listing is a good idea for the summary.. (among others) and! Yeas - the question again:

"Gods" like Shin-La and King Kaiser and Last Kaiser - they are gods - capable of investing divine power (divine rank) but are not what I would call "planeswalkers" - I think that would hold true for pretty much most of the "dieties" that we have thought up. More Memnarchs than Karonas.

From my reckoning.. anyone think of any of the personalities that would qualify as "planeswalkers?" that we have come up with so far?
TolarianFlare

08-18-06, 11:28 AM
Planeswalkers don't seem to need to cast a spell or use a mechanical portal to do such, also their affinity for magic seems to be a large part of the equation. Even those that can cast a spell to 'walk seem to need extreme power and an affinity for magic that is cliche of "spark" bearers.

The only true deity in M:tg so far seems to Gaea in a broad sense. Other worlds and realms seem to have their myriad diverse nature as is associated with the definition (http://www.wizards.com/leaving.asp?url=http://www.wizards.com/default.asp?x=mtgcom/asksearchablearchive&term=definition_of_a_'plane'&origin=) of a Plane that we have been given on ask wizards, I can only assume that as mentioned Kamigawa may have powerful beings and such that could be considered gods and never make it to planeswalker status and others that do regardless of power but usually based on affinity.

Gaea is an odd ball in this one. We don't know here role in creating sparks and their distribution. They seem to be shards of her power it seems. I will use an analogy.

Say a god was a carpenter who went about sawing and hammering his world together and he put together all of the framework for his world. Lets say that some shavings or bits of his power manifest in his creations and they give his creations access or an affinity to his power which is probably ingrained in the World itself and its mechanics.
Gaea is seen as :g: green, the birth of everything magical and non-magical in all directions ( on Dominaria ) the current Nexus of use, I suspect Ravnica is another Nexus.

I think Spark is a good term too , most planeswalkers are much like fires in a sense. I think they can give a bit of their spark to others or even heat up a non-ascended spark to almost guarantee ascension. So is it a flame? is it a Seed? is it a Virus in the M:tg matrix?
the_one_true_shea

08-30-06, 12:49 AM
That kinda puts Gae "out of game" - but plainswalkers are a different story.

what do you think Flare?
plainswalkers a template?
(including divine rank, and epic spellcasting, or the epic ability to alter reality)

basically, right now I'm thinking that planeswalker is like a "divine template" it comes with rank 1 divine spark at least, as well as a few other things.
TolarianFlare

12-09-06, 11:43 AM
Hmmm after the range of scary stuff I have seen ....

Planeswalkers have issues ( story and otherswise )

But I think you could risk setting up a template ... and quite a crazy thing though ... it would have to be one of those ... shoot for the moon kind of things that crazy PCs can do