1: Goat. Always goat. But in all seriousness all goats to this day are red and goat people would be really cool. Think of all the cool art you make with those horns
Isn't that what the satyrs are?
Don't talk to me.
OK so I went on gather and looked at the Viashino. From what I'm able to infer, the Viashino were originally very civil and had a structured society, but when they came back in the likes of Alara and both of the Ravnicas, they were shown mostly violent bloodthirsty lizard-men (all except that one from boros). It's really actually kind of sad because mtg originally did a super cool thing in which they all spoke in Shakespearian english.
1: Goat. Always goat. But in all seriousness all goats to this day are red and goat people would be really cool. Think of all the cool art you make with those horns
Isn't that what the satyrs are?
Don't talk to me.
OK so I went on gather and looked at the Viashino. From what I'm able to infer, the Viashino were originally very civil and had a structured society, but when they came back in the likes of Alara and both of the Ravnicas, they were shown mostly violent bloodthirsty lizard-men (all except that one from boros). It's really actually kind of sad because mtg originally did a super cool thing in which they all spoke in Shakespearian english.
No U.
So sayeth the bey.
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Any resemblance to actual persons, living or dead, is purely coincidental.
This is only going to be amusing if one of you turns yandere. *slides knife across the table*
I don't care which one.
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
This thread has progressed just as intelligently as I expected it to. [nods]
...is what I would say if this wasn't how literally all our threads eventually progress. Eventually either someone kisses or someone gets killed. FA&S: we play hard.*
*But not Magic. None of us actually play Magic.
I miss old Viashino. This modern "they're scary lizard men" thing doesn't do it for me, partly because, well, Viashino are actually relatives of DRAGONS, not lizards...
This thread has progressed just as intelligently as I expected it to. [nods]
...is what I would say if this wasn't how literally all our threads eventually progress. Eventually either someone kisses or someone gets killed. FA&S: we play hard.*
And that's an "OR", not a "XOR".
Also, I agree with the Viashino thing. They used to be a lawful red race, but apparently that isn't a thing.
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Any resemblance to actual persons, living or dead, is purely coincidental.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
After their first molt, a Dragonborn will eat a blend of herbs from the Dragon Seas. The Dragon Seas are areas where the dragons live; as a result the landscape is constantly shifting and changing. The Dragonborn that eat the dragon-sea herbs gain an enhanced perception of reality. Under the drug’s influence, the Dragonborn will feverishly pen a theory from whatever it observes. At the ritual’s end, the Dragonborn will shift into an androgynous state and leap over five juvenile sauropods. At the height of the drug-trance, the Dragonborn will see a tether running from the sauropod to one of the dragons in the dragon-seas. The Dragonborn will grasp the tether—to a sober observer, it appears as if the Dragonborn uses its tail and neck muscles to throw itself off course—and land before the sauropod.
The Dragonborn will fight the sauropod to sever the tether—the casual observer will see the Dragonborn leap atop the sauropod and sever its spinal cord—and bolt into the wilds. Within the dragon-seas, the drug-entranced Dragonborn will seek out one of the mutated sauropods that most closely resemble the dragon that it believes held the tether of the sauropod it killed. After the mutated sauropod has been killed, the Dragonborn will harvest the cerebellum and forebrain from the carcass before it is consumed by the unstable elemental matter of the Dragon Seas. Those Dragonborn that are too slow are mutated by the dragon-seas into Dragonborn Elementals; failure at the Rite of Passage has led them to embrace a nihilistic philosophy.
Dragon Sea" is the dragonborn name for Red Chaos. The dragonborn view dragons as purely elemental forces of destruction. They do not believe in the Elemental Titans; rather, they believe in the Mountainsoul Dragons. During the Afterbirth, five dragons rose up against Tiamat and Bahamut (a devil and angel posing as dragons), striking down both of the gods and giving dragons freedom to do as they please. Dragonborn teachings say that as they died, Tiamat and Bahamut cast a spell that robbed Blodheim's dragons of their wit, intellect, and majesty. In their place are the sauropods that the dragonborn hunt. By slaying the sauropods, the dragonborn believe that they are rebuilding an army of elemental dragons that possess all of their worldly predecessors' sentience, sapience, and none of their worldly flaws. None of this has been proven, mind you. It's simply dragonborn belief.
Dragonborn and the Path of the Dragon
The ghost of the sauropod and mutated sauropod that the Dragonborn slays to reach adulthood haunt the Dragonborn. Outsiders believe that the drugs a Dragonborn will take before the Rite of Passage causes damage to the area of the brain responsible for visual processing. The sauropod ghosts drive the Dragonborn to dedicate them to the theorem that they penned during the Rite of Passage. Thus the sauropod serve as the drive for the Dragonborn that is on the Path of the Dragon.
The Path of Dragon describes the Dragonborn’s quest to harness the cosmic energies in the Dragon Seas. Harnessing this energy allows the Dragonborn to reach the last stage of maturation, Ur-hood. The Path of Dragon describes the Dragonborn’s thaumaturgical practices and includes voyages to distant continents. The cosmic energies refers to raw red mana. At Ur-hood, the Dragonborn's talents are turned toward: Chaos, Destruction, Barbarism, Impulse.
Dragonborn Pastimes
The Dragonborn are artisans. They like to fashion monoliths, dynamos, and power stones from the mana-rich landscape of their homeland. Their voyages to distant lands are done to further develop and refine their skills as artisans. Their works are judged based on strength and resilience; it’s not uncommon for a Dragonborn Stormroarer to cast elemental magic to kick off a bout in the Artisan’s Arena. The magic saps the spirits from the Arena and soaks into the Dragonborn, burning their mental connection to the spirit-land, called the Bonfire Mountains. All the four specialities of the Dragonborn--Chaos, Destruction, Barbarism, Impulse--gather in the Bonfire Mountains to test one another and come together in orgies of firey creation to give birth to new passions. It is up to the Dragonborn to rely on their artworks as outlets of spirits and passions in their Arena battles.
Dragonborn Voyaging
Dragonborn are frequently sought out by engineers and physicists for their scientific insight. Traders who were able to afford decontamination devices brought back spent Dragonborn artifacts and sold them for profit. Many of these artifacts are now found in universities all over Blodheim—automated carriages (currently a luxury for the rich), automatons (mostly owned by the wealthiest industries), power stones—are all derived from Dragonborn artistry.
The Dragonborn will barter the secrets of their art that have gone out of vogue or lost popularity on the Dragonborn homeland in exchange for human, orochi, merling, and nezumi tomes, spellcraft, clothes, and tools. Dragonborn find inspiration from the urgency present in the crafting of these items. Some Dragonborn that fail their Rite of Passage have been known to flee the homeland in the company of mana-warped aberrations in order to find a place within the Merling Pods (undersea mafia families). They gain entrance by offering their skills as druggists and engineers. Popularity of the Dragonborn Rite of Passage drugs has led to the stereotype that the Dragonborn are harbingers of civilized society’s downfall (among the conspiracy theorists and loons).
The Path of the Dragon
This is essentially a political game in which the Dragonborn plays rulers and courtiers against one another to canonize the theory that they devised during the Rite of Passage. The Dragonborn can use only his or her artistry to achieve this goal. Under no circumstances may the Dragonborn engage in direct hand to hand or magical combat. It is perfectly acceptable for the Dragonborn to take on a fighter or spellcaster on the Path. The Dragonborn aims to free his or her pawns from their inhibitions; the pawns must give themselves over to their passions and fight to master those passions. The pawns must develop a willingness to indulge those passions whenever they wish. Finally, the pawns must accomplish the Dragonborn’s endgame goal of canonization. The Dragonborn recognize the canonization of their theories when some new invention or structure is erected that bears a distinctively Dragonbornish touch.
This definition of canonization is a celebration of the Dragon that the Dragonborn revere. They believe that the Dragon are manifestations of cosmic energy that went to war against The Chill and won independence. The Chill—a nebulous entity—receded into the depths of space and left the Dragon free to create the various planets. According to Dragonborn spiritual texts. Some say that the Chill is another name for the Maridrazelah.
The Dragonborn see themselves as lesser creators to their Dragon deities
These seafaring cutthroats like attack ships bearing different peoples' religious iconography, important personages etc. They take the statues, totems, ceremonial suits of armor, garments, and don them. The dwarves cloak themselves in the illusory guises of gods, priests, social, industrial, and political figures. In disguise the dwarves infiltrate the various nations' most sacred temples, libraries, and industrial plants/foundries. After looting engineering secrets, weapons blue prints, and other gems/treasures too value to risk transporting on the open seas, the dwarves return to their ships and kill their prisoners. Again, using blue's penchant for illusion, the dwarves make it appear as if figures of Law/Justice were responsible for the murders. All of this is done in search of the blue prints for the perfect weapon; their myths speak of a legendary weapon, the plans of which have been scattered and hidden throughout the world.
...is what I would say if this wasn't how literally all our threads eventually progress. Eventually either someone kisses or someone gets killed. FA&S: we play hard.*
Why not both? *grabs knife*
About viashino: I'm currently working on a set with them as one of the main races, and they will most certainly be smart Shakespearian Gentle-Dragons.
Dwarf Pirate... that's something Barinellos will have to add to his menagerie if he ever starts it up again.
I'm kind of surprised nobody is touching on the alternate Ravnica thing...
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
We need better Anarchist cards. I get that that one is Ravnican, but there should be cards that high-light the non-violent side of anarchy as well. Although I guess I don't really care. I'm not one of those people that believes a card game for children necessarily has to make statements about politics, sexuality, race, or religion. *wink*
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