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PostPosted: Fri Jan 29, 2016 10:53 pm 
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Prologue to the Mirage War


Keeper's Note:


In the 43rd century of modern Dominarian history, a continent wide war would shatter the ancient nations of Jamuraa. Fought between ambitious wizards and armies, the ages chronicled in the Mirage expansion and its followers would mark history on the tropical continent forever. But every war has its roots in previous strife, and this war was no exception...



THE CONTINENT OF JAMURAA

In the equatorial regions of Dominaria is a gigantic supercontinent ruled by Arabic empires and Viashino tribes. This supercontinent is composed of many land masses, but the most prominent is Jamuraa at its northwest tip: home to the three powerful kingdoms of Zhalfir, Femeref, and Suq’Ata. These three countries are separated from the other cultures of the continent by a great desert in the southeast. All three Jamuraan nations have existed for centuries, but the oldest is the kingdom of Zhalfir, which is one of the oldest civilizations on the planet that still survives to this day.



THE KINGDOM OF ZHALFIR

”Unlike Zhalfir, the griffin needs no council to keep harmony among its parts.”

- Asmira, Holy Avenger



Zhalfir predates virtually all other civilizations of Dominaria today. It has survived for millennia and indeed, became civilized even before the modern calendar began. Before the Brothers War, the Zhalfirin had already mastered the five colors of magic, making them amongst the first Dominarians to use mana in all its forms. With a fertile climate at the equator and generations of wise rulers advised by the planewalker Teferi, Zhalfir was allowed to dominate much of Jamuraa for generations.



During the Ice Age, Zhalfir’s magical protection allowed it to survive the unnatural cold relatively unharmed. Unlike the rest of Dominia, Zhalfir did not experience a Dark Age and was untouched by the Brothers War. The Zhalfirin nation is one of the few in which even the civilians practice magic.



For centuries Zhalfir has had the gift of the planeswalker Teferi. A wise man educated on the isle of Tolaria, Teferi understood the need for balance and order in Zhalfir. However, as a planeswalker the urge of travelling beyond Dominaria became too great and he sought a way to allow his kingdom to remain stable in his absence. This way convinced him to establish the five Guilds of Zhalfir. Zhalfir, with its long history of magic, had established institutions, the Houses of Magic, for each color. Thus, the magic houses bent to Teferi’s will, allowing him to refine them into guilds that would benefit the country as a whole.



The most unusual aspect of Teferi’s guilds was their harmony. Opposing colors worked together, not against each other. With a mutual understanding of each other, the five Guilds of Zhalfir were the greatest pillars of the kingdom and even when the people’s faith diminished in their king, it remained strong in their Guilds. Every city, town, and village had five delegates from the Guild.



  • White became the Civic Guild. The Civic Guild wielded the power of law and justice and used their magic as the arbitrators of truth in Zhalfirin society. Honor, fidelity, and integrity were key principles in the Civic Guild. They were the dispassionate judges and upholders of the nation.
  • Blue became the Shaper Guild. These expert artisans and engineers were named because they molded both matter and society into the shapes they saw fit. Under the Shaper Guild magical paraphernalia such as wands and potions were made, but also large mechanical devices which allowed Zhalfir to mobilize its manual labor force. Many feats of architecture were the works of the Shaper Guild.
  • Red became the Armorer Guild. Responsible for the weapons and warcraft of Zhalfir, the Armorers also worked on strengthening building foundations. Despite their opposing colors, the Armorer Guild and Shaper Guild held cordial relations and worked together to fortify Zhalfirin structures.
  • Black became the secretive Shadow Guild. They were the most distant of the five guilds, and all members wore hooded robes of black and ashen gray to hide their faces. They were responsible for the preparation of the dead, organization of funerals, and all related tasks. They cleared the dead from battlefields and streets, supervised inheritances and wills, and maintained the shrines of ancestors. The Shadow Guild buried the dead in massive catacombs below the cities. However, some in the Guild used their practice to further their art-a choice that would lead to great friction.
  • Green became the most important guild, the Granger Guild. They maintained the fertility of the land, fed the people, and helped with harvests and livestock. The Grangers took great pains to ensure that disease and plague were contained and they have done more for the health of Zhalfirin people than any other guild.

Satisfied that he had stabilized Zhalfir, Teferi left Dominaria for other worlds. Soon afterwards, the capital of Zhalfir, Ki’pamu, erupted in civil disorder as the church denounced the Shadow Guild, which had been given full control of the dead and the ancient crypts. The spiritual leaders went east to the city of Tulumai for a great convocation and, unable to move the Zhalfirin King on the issue, seceded from Zhalfir. Unwilling to create war amongst his people, the King agreed and handed over both Tulumai and Nyomba to the new church-state, called Femeref. The word means “Judgement” in Zhalfirin.



THE THEOCRACY OF FEMEREF

”Want all, lose all.”

-Zhalfirin aphorism



Several years later Femeref expeditions hit gold. Veins were found in the Femeref territories and soon Zhalfir’s attention was drawn to the newfound wealth. Instead of risking war between the two nations over the metal, Femeref shared enough ore to placate Zhalfir and maintain its growing prosperity. Trade burgeoned as the news spread.



After two hundred years of secession, Femeref became a distinct state from Zhalfir. Magic was seen as spiritual and embraced in daily life, contrasting the careful approach of Zhalfirin guilds. Worship of symbols and totems dominated Femeref. The belief that these objects could influence people's lives was prevalent. Every Femeref citizen wore a Sun Clasp, believed to be the container of the soul. Charms were also exceedingly powerful. The church of Femeref declared its worship aligned around the solar disk, a move that many Zhalfirin guilds felt was nearsighted.



THE SUQ'ATAN EMPIRE

The Suq’Atan empire, descended from inhabitants of Rabiah, heard of the discovery. Its traders soon annexed the northern regions of Zhalfir and pushed southwards, encountering dwarven settlements in the mountains. The dwarves, outnumbered, fled south to Femeref, where they were welcomed, as their mining abilities would allow gold production to double. The dwarves established themselves in the Femeref mining town of Terorq and forged an alliance with Tulumai.



The nobles of Zhalfir heard of the increased production of gold in Femeref but knew nothing of the dwarven alliance. Believing that they were being swindled of their portion, the nobles pressured the King to take the mines by force. However, with an invading army of Suq’Ata entrenched along his northern regions, the Zhalfirin King was unable to stage an invasion of Femeref. Also unwilling to take action against the Suq’Atans, the King soon found himself the target of the noble classes’ anger.



A furious Teferi returned fifty years later to find Zhalfir broken. With its ancient might turned against itself, Zhalfir now faced the Suq’Ata, who pressed against its borders. Using his powers, Teferi tracked down a girl who was a blood relation of the Royal line. He mentored the girl in the art of politics and honed her natural ability to lead others. With his still strong reputation, Teferi convened the royal and magical leaders of Zhalfir at the court of Ki’pamu. At this convocation a long forgotten royal mage called Jolrael made a short, inconspicuous appearance.



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The girl, Yormeba, was proclaimed the queen of Zhalfir at the convocation. Soon after her coronation Queen Yormeba brought peace to the country, but failed to reunify it. Tiring of the petty squabbles of his people, Teferi left with a group of trusted advisors, sages, artificers, and sorcerors. They sailed for a hidden realm in the Chaza Isles, where Teferi wanted to manipulate time.



TEFERI'S ISLE

”Stepping through time is like riding a camel. It may get you where you want to go, but the ride is rarely pleasant.”

-Teferi



Inspired by the patterns of flames rising from a common torch, Teferi wanted to control time so he could overcome the difficulties of summoning creatures. By moving creatures through the time stream, he attempted to drop them into battle- “phasing” as he called it. Such a power would allow him to surprise and overwhelm opponents.



The experiments met with limited success and after years of trial and error Teferi realized that the process was inherently unstable. Although creatures could be phased in and out of existence, the moment of departure and reappearance could not be determined, and the duration of phasing could not be controlled.



The problems stemmed from the local time stream. The earliest experiments of Teferi had been clumsy and had damaged the temporal balance. Although he could have moved to another location, Teferi instead sought to right his wrongs and prevent time from unraveling in Jamuraa. He attempted to correct the problem by unleashing a blast of mana to repair the hole in the stream. Although he had anticipated danger, he did not anticipate the results of his “cure”. The unleashed mana burned into all plants, animals, and buildings on the isle. Instantly everything but the bare rock of the island phased out of existence.



The warring nations of Jamuraa knew nothing of what had happened. The Zhalfirin coalition had pronounced that anyone willing to take the land “stolen” from Zhalfir by Femeref would be rewarded. For eight years skirmishes had erupted along the borders of the country.



But there were three who had noticed temporal energies being released from the island. These three powerful wizards, all very different, thus came to Jamuraa and the mysterious island...beginning the story of:





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“How ironic that the greatest forge of civilization is battle.”

-Mangara



First to arrive on Teferi’s isle was Mangara of Corondor. A wise man who was versed in politics and had trained at the feet of the planeswalker Eskil, Mangara was also an ally to the Quirion elves of the White Woods. Mangara understood the desires and vanities of men-allowing him to play political games with impunity.



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The second wizard to come to Teferi’s isle was local. Emerging from the Mwonvuli Forest was Jolrael, an ancient Zhalfirin court mage who had forsaken civilization for a solitary life in a jungle palace. As she frequently tired of her home, Jolrael had by this time summoned a great many natural and supernatural creatures to build her palace after palace in the jungle delta. Jolrael was the controller of all animals in the Mwonvuli and beyond, and had formed alliances with two Viashino warlords, allowing her to command mighty dragons from the Great Desert and beyond.



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Last was Kaervek of Urborg, a powerful mage that hailed from the vicious Burning Isles. Kaervek had formed many alliances with the evil spirits of Urborg and Bogardan, and now led a coalition of Nightstalkers, fanatical spirits bent on murder and mayhem. Kaervek brought with him Purraj of Urborg, the leader of a faction of dark Cat Warriors.



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Within a few weeks all of the mages became aware of each other and the residual energies of the isle. They met on the empty rock but could find no explanation for the blast. Still interested in what secrets the isle might hold, the three wizards agreed to remain in Jamuraa and monitor the isle. Intent on carving a peaceful home for himself, Mangara set upon restoring peace and order to the land. Within a few years his natural gifts of diplomacy and intimidation allowed all three nations to coexist.The first barrier in his attempts was the border between Femeref and Zhalfir, which had been the site for small battles over the past decade. Mangara created a buffer zone in the Uktabi (noted mistakenly as the Unyaro in certain accounts) jungle and summoned the Quirion elves from Corondor. The elves, faithful allies of Mangara, happily populated the forest and soon the city of Salamzuri was raised.



An agreement with Suq’Ata was harder but within a short time the capitals of Amiqat and Ki’pamu agreed to a trade agreement, the Suq’Ata’s favorite type of pact, and peace set in along the northern border. The new golden age of Jamuraa began within a century, and Mangara’s Harmony allowed an era where all races were equal and commerce and ideas flowed easily across borders.



Meanwhile, Jolrael showed the wilder reaches of her homeland to Kaervek. For a long time both mages were unaware of Mangara’s activities but when they returned, they found Mangara now a leader of the allied nations. As time passed by, the strength of the Age of Harmony only increased. Zhalfirins could be found in Femeref working at the mines or praying before the totems. Elves and dwarves could be found in any city of the three nations. This was the age where many philosophers, artisans, and chroniclers reached the height of their arts.



“The fire breathes while the air burns.”



Kaervek was alarmed at Mangara’s control of the continent. While the seemingly peaceful wizard had thousands of people at his feet, Kaervek failed to achieve rulership of a nation, a dream impossible in his former home. Thinking that Mangara had insidious motives for his control of Zhalfir, Kaervek manipulated Jolrael into believing that Mangara was the enemy. Having been isolated from humans for hundreds of years, Jolrael was easily bent to Kaervek’s machinations and together they summoned beast and undead alike to form a massive army against Mangara.



Kaervek worked on destroying Zhalfir from within. He used the ancient trouble spot for the kingdom-its borders-to ruin relations between the three governments in Ki’pamu, Amiqat, and Tulumai. The wizard also provoked infighting amongst the nobles of Zhalfir and as the disputes flared the danger of war became imminent. Blood finally was spilled and Kaervek unleashed a horde of evil spirits against Zhalfir while Mangara stood helpless. Kaervek then finished the plot by inviting Mangara to the Mwonvuli Delta, in “assistance” during the time of crisis. Mangara agreed...and never returned.



Jolrael and Kaervek ambushed Mangara in the Mwonvuli, sealing him in an Amber Prison that was placed in the throne room of one of Jolrael’s palaces, deep in the jungle. Although the stories varied widely-some believed Mangara had abandoned the people, leaving them to civil war; others believed he had perished in the dim forest-within a short time the Zhalfirins turned their backs on the hope of Mangara returning.



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Kaervek seized the initiative and soon his spirits wreaked havoc across the land, alongside Jolrael’s unleashed, feral army. From the Mwonvuli and wild regions of the continent emerged wild cats and dragons. From Urborg arrived Breathstealers, who entered the homes of Zhalfirins and murdered citizens in their sleep. Farmers and herders vanished from their fields. In Femeref, an abundant early harvest was prophesied by the visionary Asmira, who viewed it as a sign of impending war. Her vision would ring true later, but when it was first given it failed to impress any believers and instead caused a religious uproar in Tulumai.



A council was called where the three allied nations discussed the situation. From Suq’Ata came the great storyteller Hakim Loreweaver, who told of what was happening across the land. He attempted to convince the council to put aside territorial squabbles in the interest of restoring order and finding what was wrong. Kaervek, in spectacular bad timing, then appeared before the three nations and demanded their surrender before him. Furious and united, the council refused to pay fealty to him and declared war.



Kaervek chose not to attack the nations immediately with his full force, but rather sent an occasional incursion into Jamuraa. Dragons would sometimes appear suddenly in Zhalfir and destroy villages, but they did not come in any organized pattern. The Uuserk Marshes were blocked after Scout Ekemet of Femeref and her troupe was killed mysteriously in the swamp. However, the greatest blow was yet to come.



From the Burning Isles was summoned the powerful demon known as the Spirit of the Night. Kaervek sent the spirit against Femeref, and soon afterwards the grand assembly of Femeref, the Council of Voices, was struck down in Tulumai. Only one witness, a sewer urchin who had been spying on the governing house, had seen the carnage and reported that a mysterious being with sickly eyes had materialized in the room and slew everybody. Although few gave his story much credence, none could come up with any other explanation.



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The attacks became stronger and more determined. Armies of spirits and feral animals attacked all three nations, ravaging Femeref the most. In Zhalfir, reports reached Ki’pamu of armies of undead rising from the land. Jolrael, with her alliances in the Viashino realms, summoned even more dragons to add to her fearsome jungle army. In desperation, Zhalfir raised its armies against the impending invasion, and Suq’Ata summoned its powerful embermages to its cities’ defense as well as called upon the aid of the Wildfire djinns and efreets.



What went unnoticed, however, was far more important. After two hundred years, Teferi’s isle returned. For a long time its people were unaware that any time had passed, but when one of Jolrael’s dragons, drawn by the scent of people, attacked the isle, they began to realize something was terribly wrong on the mainland. Teferi killed the dragon and began experiments to determine the root of the trouble. He discovered that he was not only two centuries into the future, but also that foreign wizards had infiltrated his land.



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Soon afterwards, all three nations formed a frail pact while Kaervek usurped Jolrael’s authority and took control of her armies. The evil wizard then sent the combined armies against the three human nations. From the Mwonvuli emerged wild animals. From the Uuserk and Burning Isles came dark swamp spirits. And from the Great Desert arrived the Viashino tribes and their fearsome dragons.



Among the first to oppose Kaervek’s forces was Rashida Scalebane. The sole survivor of a dragon attack on her village, Rashida quickly cobbled together an army of commoners and even nobles against the aggression. Legendary for her skill in slaying dragons, Rashida Scalebane soon became a leader for Zhalfir. Offsetting her was Sidar Jabari, a powerful nobleman who controlled the official standing army of the kingdom. During the first years of the war, both sides failed to make an alliance, and Zhalfir remained split between the two armies.



With the collapse of the Tulumai government the highest spiritual leader of Femeref, Asmira the Visionary, became the ruler of the nation. She became sidar of the Femeref armies but continued her role as a spiritual leader to the people. Meanwhile, in Suq’Ata the nobleman Telim’Tor took up leadership of the army against the forces pressing at his country’s southern border. And so, with all of Jamuraa in war, the story of Visions begins...



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PostPosted: Fri Jan 29, 2016 10:56 pm 
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Keeper's Note


Mirage Summary



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The war for Jamuraa has raged for over a year.



Femeref has been invaded. Suq'Ata has closed its borders. The Zhalfirins are being pushed back across the plains into their heartland. Of course, Kaervek feels assured of victory.



But his ally Jolrael has doubts. Originally, she had only wished to prevent Mangara from dominating Jamuraa, but over time she had begun to wonder if her choice of allies was a wise one - Kaervek seemed bent on exterminating all three nations. He used Jolrael's palaces and creatures as if they were his own, and legions of evil spirits roamed the land at his behest. Jolrael had secretly tried to release Mangara from the amber prison that trapped him, but she had been stopped by wards Kaervek had set, a clear sign of his distrust of her. It was only a matter of time before Kaervek discovered her attempt; she had to find help, and she had to find it now.



Searching the lands in spirit form, Jolrael discovered an energy signature from the isle that had first drawn Mangara and Kaervek to Jamuraa. It was the ancient Zhalfirin royal mage Teferi - a planeswalker powerful enough to crush Kaervek. She magically transported her physical self to the isle, and there she assured Teferi that she bore him no ill, confessing her part in Kaervek's invasion and begging for the planeswalker's aid. Teferi refused to intercede: his experiments were very fragile and if left unattended could threaten Jamuraa far more than Kaervek's plans.



Instead, he offered to guide the leaders of Jamuraa through dreams and visions. He would show them the location of Mangara and the key to unlocking the amber prison. Jolrael's task would be to distract Kaervek, and for that Teferi had just the thing . . .



Dreaming of Victory

Within weeks, Asmira, Rashida Scalebane, Sidar Jabari, and Hakim Loreweaver met near the Zhalfirin capital Kipamu. Driven by dreams, none of them knew why they were there - except for the prophet Asmira. She explained that destiny was driving them to rescue Mangara, who was held in enchanted amber in a palace deep in the Mwonvuli Jungle. Asmira's visions were known for their accuracy and clarity; she had been the only person to foresee this war, though her warnings had been ignored.



To free Mangara, the group had to distract Kaervek and his troops. Rashida formed an elite guard for the rescue mission with Asmira as the guard's guide, while Jabari and Hakim set about creating a sufficient distraction.



The opportunity came when Kaervek's armies attacked the Zhalfirin border city of Ufunguo. The attack crippled the city; only the martyrdom of Sidar Mwigo and her troops allowed the citizens to escape. Led by a dream, Jabari led the survivors to Tefemburu, a city already dangerously overcrowded. Soon, Jabari knew, Kaervek would focus his attentions on Tefemburu, leaving a window of opportunity for Rashida's elite guard.



As Jabari had expected, Kaervek's armies of undead, fell spirits, beasts, and dragons pressed at the city gates. Attackers were cast back and any fliers were cut down by archers, but the sheer numbers of the enemy guaranteed the city would not survive the week.



Hakim kept the citizens' spirits up by telling tales of ancient wonders; finally he began a new tale, of how the inhabitants of a city escaped a siege - a tale not even he had heard before, a tale rooted in a dream. The tale wove a spell that caused the creatures besieging the city to vanish completely at dusk. Hakim and Jabari told the gathered people to flee.



In a hurried meeting, the guildmages decided to leave Tefemburu magically trapped. As dusk fell the next day, the armies of Kaervek reappeared. Unaware of the evacuation, they charged into the city looking for the people that should be there. The trap sprang - a sphere of crackling energy enclosed Tefemburu and exploded, destroying the city and Kaervek's armies.



Shocking Visions

Kaervek was awoken from a week of scrying distant lands for later conquest by the psychic scream of the death of his armies. Panicked, he summoned reinforcements with his remaining powers. He knew that the citizens of Tefemburu had escaped the explosion, but he could not divine how, so he magically searched Jamuraa. He found that the isle which had drawn him to Jamuraa two centuries before was newly inhabited, and he knew that those newcomers must be responsible for his defeat. He gathered Jolrael and his remaining forces and sailed to Teferi's isle, leaving Purraj and various minions to guard Mangara.



Kaervek's confrontation with Teferi was short-lived. The planeswalker made short work of Kaervek's armada, sending most of the evil mage's forces to the ocean floor. During the battle, Jolrael turned upon Kaervek, severely injuring the mage in a heated arcane battle. Kaervek's ship was capsized by a colossal wave, but one of Teferi's drakes was able to grab the unconscious Jolrael from the wreckage.



Kaervek managed to crawl ashore and limped to the nearby Uuserk marshes to draw upon its rich mana, but he encountered there a vast floating city controlled by the Shaper and Shadow Guild. The guild had created this city, called Aku, as a portable tomb for Zhalfir's nobility. Sensing Kaervek's presence, the city's keepers assumed he had come to seize the city, and they prepared for a fight.



Meanwhile Asmira, Rashida, and the "Scalebane's Elite" group had ridden hard for the Mwonvuli jungle, but frequent encounters with the enemy had slowed their progress. Asmira feared they would not reach Mangara before Kaervek's return. But hope came from above - Sisay and her flying galleon, the Weatherlight, landed before them. Grounded for repairs after a dragon attack, Sisay had felt the strangest compunction to head in this direction. The others understood, much to Sisay's surprise.



The Cost of Hope

The Weatherlight reached Jolrael's palaces in under a day. The amber prison was guarded by Purraj and a variety of foul creatures, and the Elite closed with them. Asmira could not break the prison, for it had been protected with a relic ward. Rashida saw that she and her troops were losing, so she donned a dragon mask to imbue her with superhuman strength and speed. She was able to strike down Kaervek's forces in a dizzying attack before falling to the ground stunned, horrified at what she had to become to succeed. The only survivor was Purraj, who leapt for Asmira. Asmira ignored the lethal blows and managed to complete the ritual with her final words. Her sacrifice was accompanied by a blinding shaft of light that shattered the prison, freeing Mangara.



While imprisoned, Mangara had continued to scrye upon Jamuraa, so he magically transported himself to the Uuserk Marshes to face Kaervek. Kaervek was taken by surprise. The wizards lashed at one another with spells, but the surrounding abundance of black mana gave Kaervek the upper hand. The mages of Aku released several djinn to attack Kaervek, but he stole control from them and turned the djinn upon Mangara - exactly as they had hoped, for the djinn would allow Mangara to gain strength from their attacks. Mangara summoned a unit of Quirion archers, which cut down Kaervek's forces. Kaervek was downed by the first of their arrows; before he recovered, Mangara pinned the mage and sealed him in the Amber Prison.



Across Jamuraa, the combined armies of Jabari and Rashida drove the few remaining allies of Kaervek towards the mountains. Sensing defeat, the Viashino and their dragons returned to the Great Desert.



With Kaervek gone, his few remaining forces went into hiding. Mangara rebuilt Zhalfir and Femeref, aided by the new trust between the two countries. Suq'Ata appeared to be unchanged except for the presence of the Breathstealers.



The martyred Asmira is now honored with the title "Holy Avenger." Purraj is believed to have died in the explosion that released Mangara, but no corpse was ever found. Jolrael has returned to the Mwonvuli, her only company her animals and the occasional visit from Teferi.



Jamuraa lives on, but the corrupting influence of the Burning Isles remains. The people may see the dawn of a new age, but the shadows in the gutters will be darker still.



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PostPosted: Fri Jan 29, 2016 10:56 pm 
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Note from Pete Venters:


Keeper's Note:


Mirage Pronunciation Guide and Glossary

  • Afari ----•Ah-far-ee ----•Derived from Afi, Ghanan for “born on Friday”
  • Afiya ----•Ah-fy-yah ----•Health, Swahili
  • Akin ----•Ah-keen ----•Derived from Nigerian Akins, “brave boy”
  • Aku - A floating fortress city in the Uuserk marshes, Aku was built by the mundungu, the alliance of Shadow and Shaper Guildmages from Zhalfir. The city was constructed to hold the pillar tombs of Zhalfirin royalty, preventing them from being desecrated by grave-robbers. Thus, Aku was built in the Uuserk, the most inhospitable region of Zhalfir. Its powerful mages and flesh-hungry djinn kept the demons of Kaervek away during the war and were instrumental to his defeat. Kaervek today is buried in one of the pillar tombs of Aku.

    (From Eid's list of various people and locations from the Mirage Wars, as posted on phyrexia. http://www.phyrexia.com/forum/messages/ ... 1063326061 Squeeman described it as "axis information." I'm not sure what that means. Axis of Evil? Axis of Awesome? Axis Bold as Love? At any rate, the information seems to have originally come from Jeff Lee's old site. It is another one of the many older sources that over the years has fallen off the web, but you can access it at the web archive at http://web.archive.org/web/200208080442 ... ndex2.html It should be noted that all of this material is so old that it actually slows or reverses time if you get too close. It is the prerevisioningist of the prerevision materials here, and Jim Lee kept it that way deliberately. That said, it's also one of the few sources for some of this information. Other entries from this source will be tagged "Source: Axis")
  • Ammar ----•Ay-mar ----•Arabic for “builder”.
  • Amiqat ----•Ah-mee-cat ----•Amiq meaning 'deep' (A city in the heart of their lands)
  • Amiqat – The capital of imperial Suq’Ata, Amiqat is the seat of government and military. The vizier Qhattib was based here during his lifetime. Amiqat is heavily nomadic in nature, resembling Rabiah in a great many ways, but it also has unique Jamuraan influences. It is a major port of the continent and is fed both by the ocean and a delta extending out from the Ekundu highlands. (Source: Axis)
  • Aselbo ----•Ah-sel-boe ----•Fictional
  • Asmira ----•Azz-my-rah ----•Derived name from Asima, Arabic for 'protector'
  • Asmira of Tulumai – Asmira was the highest leader of Femeref during the war against Kaervek. Gifted with supernatural powers of prophecy since an early age, Asmira’s gifts were quickly recognized by Mangara. During the early days she wore a combination of Femeref and Zhalfirin clothing in acknowledgement of the royal court in Ki’Pamu. Although this move distanced her from the hardliner faction in the state church of Femeref, it brought about a mutual understanding between Asmira and Mangara. Asmira had plenty of detractors, however, in the vicious subculture of the Femeref church, despite the legends that surround her. One of her childhood teachers avoided being trampled by a runaway horse when she stepped into a doorway to view a pendant Asmira said she would bring luck. When Kaervek began to move against Jamuraa, an early harvest was brought in across the land. Asmira cautioned the leadership, saying that it was a sign of war, but the church erupted in furor as her supporters and detractors were caught up in a whirlwind of fury. There were a few who believed Asmira’s words, but even more denounced her as a charlatan or power-grabber eager to enhance her own position. Her words were lost on the church, and so Femeref was completely unprepared when Kaervek struck. The first incursion—wild animals and spirits attacking civilians—were quickly followed by a stunning blow to the capital. Kaervek summoned from Urborg dark demons against the head of government in Tulumai, the Council of Voices. When the Council of Voices was eliminated by the Spirit of the Night, Asmira was immediately propelled to power as their successor. Soon after becoming the leader of the nation, Asmira was appointed sidar, Zhalfirin for general, of the Femeref armies. However, she continued in her capacity as a spiritual leader wherever she went, and under her the Femeref armies bravely struggled to repel Kaervek’s overwhelming forces. Her victories were won not by experience but by instinct and faith. Asmira as a clairvoyant received the clearest of Teferi’s Visions and led the expedition to recover Mangara from the Mwonvuli. Although Purraj of Urborg slew her while she was freeing the imprisoned mage, her memory continued to live on amongst all the people of Jamuraa. She was given the posthumous title of Holy Avenger, for her brave sacrifice.
    (Source: Axis)

    Typical of the culture of Femeref, Asmira has equal love for nature as she does for the cities. Asmira was raised for entry into the priesthood. Throughout her training, her teachers recognized prophetic qualities in Asmira's speeches. One of her teachers avoided being killed by a runaway horse by choosing to step into a shop doorway to view a pendant that Asmira had said would bring the teacher great luck. Over time what was considered a novelty came to be treated as a considerable gift from the gods. Asmira's reputation grew and she became a welcomed visitor at Mangara's court. She encouraged the peace that Mangara had brought to Jamuraa, and as a symbol she chose to wear a combination of Zhalfirin and Femeref clothing styles--a simple act that distanced her from many Femeref hardliners. Then came the prophecies of doom. An abundant early harvest throughout Femeref was seen as a warning by Asmira that the country should prepare for lean times before the summer was finished. Naturally, many eschewed these notions, the hardliners claiming that Asmira was a sensationalist attempting to expand her reputation. This led to some unpleasant debate between Femeref church and state. In the midst of arguments, no one heard the other warnings that Asmira had to share. Her voice was drowned by the howls of indignation . . . And so it was that Femeref was completely unprepared as the wild animals turned against them and dragons swept into the lands. Femeref took many losses in those early days, the worst loss being the Femeref grand assembly--"The Council of Voices" was slaughtered by a mysterious creature called the Spirit of the Night. The only clue to this creature's existence came from a simple sewer urchin who had been spying on the house. He claimed a great shadow with sickly eyes had materialized in the room, and not a single soul escaped the carnage. Few give the urchin's story credence, but no other explanations have been forthcoming.

    With its leadership gone, the people have turned to Asmira. She is currently the sidar of Femeref's armies and the spiritual leader of all the people. Such a lofty position has of course made her a prime target for assassination, but three attempts have thus far failed. Asmira is horrified by the very act of war, and her disgust at the killing seems to be forging her into a holy warrior of unparalleled proportions. She leads her armies by instinct, not experience, but her gift of foresight has allowed her to win some incredible victories. (Source: Set Description)

    Homeland: Femeref
    Position: Sidar, Holy Avenger, spiritual leader, oracle
    Alignment: Good
    Status: Deceased (Source: Axis)
  • Azeworai ----•Ah-zay-woh-rye ----• Derived from “he who speaks pleasantly”
  • Azimaet ----•Ah-zee-my-et ----•Azim—great (great blue bay)
  • Bantau ----•Ban-tow ----•Variant of Swahili word for 'luck'
  • Bogardan – The volcanic Bogardan is completely inhospitable due to frequent firestorms that engulf the land. These firestorms shield the horrific beasts that plague the lava covered island as well as the legendary and deadly phoenixes, which are born from the magma heart of the land. Bogardan is populated by many fire drakes as well, and was once the home of powerful enemies of the Burning Isles sorcerer Nevinyrral. Spells such as the Hammer and Anvil of Bogardan are named because they harness the raw magma power of Bogardan, which is the center of red mana in the Burning Isles. (Source: Axis)
  • Brushwagg ----•Brush-wag ----•Fictional cute name.
  • Buleusi ----•Buh-loo-zee ----•(Buluu - Blue, Eusi - Black)
  • Burning Isles – A dark chain of islands that is located several hundred miles to the north of Jamuraa, the Burning Isles is the home of dozens of foul lords, each controlling his or her own area. Also the home to a great many malignant spirits, creatures, and demons, the Burning Isles is inhospitable to all due to its brimstone-laden, intensely hot atmosphere. Although there are more than eighty Burning Isles, only three are large enough to gain recurring note: Urborg, Bogardan, and Steel. The first two are nearly twice the size of any other island and appear in many expansions; the last is a smaller isle populated by clockwork gnomes that were recorded by the Weatherlight crew. (Source: Axis Bold as Love)
  • Chaza Isles - Fanning out from the coasts of Zhalfir are the Chaza Isles. These small islands hide a remote atoll that is Teferi’s isle. The Chaza Isles enjoy a tropical but slightly temperate climate from their position on the shallow, glowing Jaema sea. (Source: Axis, Lee)
  • Daudi ----•Dow-dee ----•Swahili for “beloved one”
  • Daraja ----•Dah-rah-jah ----•Derived from the word for bridge. This plain is the neutral zone between Zhalfir and Suq'Ata.
  • Daraja Plains – The Daraja Plains are calm, tranquil populated by a great many birds and griffins. Located at the base of the Talruum Mountains, Daraja meets the Mwonvuli at its south border and Suq’Ata at its east. (Source: Axis)
  • Drulvurg ----•Drull-vurg ----•Fictional
  • Ekemet ----•Eh-keh-met ----•Derived or real name(?)
  • Ekumet, Scout – A scout sent by Femeref to survey the impending war, Scout Ekemet was to take a fateful trail through the Uuserk—and never return. Her final diaries provided the high council of Jamuraa an idea of Kaervek’s infiltration into Zhalfir and its surrounding regions.

    Homeland: Femeref
    Position: Surveyor
    Alignment: Good
    Status: Deceased
    (Source: Axis. Note the confusion over whether the name is Ekemet or Ekumet and its derivation)

    Leader of a scout troupe, most of Ekemet's mentions refer to water. She and her troop are eventually killed in a swamp by an unknown entity. (Source: Set Description)
  • Ekundu ----•Ee-kun-doo ----•Derived from the word “Red”. Name of a mountain range.
  • Ekundu Mountains – A vast mountain chain that branches off into five other ranges, the Ekundu Mountains are the highest in Jamuraa and cover the center of the continent, or at least what is not covered by the Mwonvuli Jungle. The Ekundu Mountains are a barrier between Suq’Ata and Femeref as well as the Great Desert, and are home to the griffins and dwarves. During the early years of Femeref, Suq’Ata marched against the dwarven denizens of Ekundu and forced them southwards into the Femeref town of Terorq. (Source: Axis)
  • Elbeisi ----•Ell-bee-zee ----•Fictional
  • Femeref ----•Feh-meh-rehf ----•Derived from Fethe – “judgement”.
  • Femeref, Theocracy of – The weakest of the three nations, Femeref is a church state—that has experienced much internal upheaval. Whereas Zhalfir tends to fall victim to its noble classes’ squabbling, Femeref’s church is often contentious and its internal institutions fractious. The Femeref nation indeed was formed due to the church’s protests against the Shadow Guild of Zhalfir. Tulumai is the primary city of Femeref and is the seat of its spiritual leaders and government. The second city of Femeref is similarly ancient, dating from the Zhalfirin periods, and is named Nyomba. (Source: Axis)
  • Ghazad ----•Gah-zadd ----•Derived from Arabic, Ghadah, “beautiful”
  • Gowon ----•Goh-whon ----•Nigerian for “rainmaker”
  • Grahilah ----•Grah-hee-lah ----•Derived from “very expensive”
  • Great Desert – A vast desert ruled by the Suq’Ata and the viashino nations. The Great Desert covers much of Jamuraa’s eastern side and is greatly inhospitable to foreigners. It was from here that Jolrael and her viashino allies called upon the great dragons, and all viashino assaults on the allied nations were launched from this desert. (Source: Axis)
  • Hakim ----•Hah-keem ----•Arabic for “doctor”
  • Hakim, Loreweaver of Suq’Ata – A wise and knowledgeable man, Hakim, Loreweaver, is so named for his gift in telling stories. He can chronicle virtually anything, and his stories have earned just fame throughout the continent. Although Loreweaverer is characterized by some arrogance, especially during conversation, in time one finds that he is kind and good-intentioned at heart. Hakim was the person entrusted with bringing new developments in the situation of the land before the high council. Flying on a blue drake that he has claimed to have raised for years, Hakim was able to witness many momentous events in Jamuraan history. Stories that he had not seen personally he gathered from those who had. When Kaervek’s legions besieged the city of Tefemburu, it was Hakim who, with the aid of Teferi, wove a magical spell around the dark armies, phasing them out of existence while the civilians escaped. Always covered with some sort of enchantment, Hakim is a great collector of artifacts and curios. (Source: Axis)

    Hakim is the primary storyteller of Mirage; he has a gift for finding stories, even mundane ones, and turning them into epics. Much of the rich mythos that underlies this society is seen through his grand eyes. Hakim is a bit of a braggart, but at heart he is a charming man whose visits are always welcomed events throughout Jamuraa. He has even, on occasion, told his tales to the nobility of the land. Hakim also has a huge collection of magical trinkets; he is never without some kind of magical enchantment placed upon himself. Finally, Hakim travels the land on the back of a tame blue drake, one he raised from a young age, or so he claims . . . (This second paragraph comes from the Character Profiles page on the very old Wizards site for each set, still available at http://www.wizards.com/magic/expert/mir ... ofiles.asp Anything from this source will be tagged Souce: Set Description)
  • Hanan ----•Hah-nan ----•Derived from an Arabic name that means 'beautiful'
  • Harmattan ----•Har-mat-tan ----•A real word meaning a hot dry coastal wind
  • Harqkur ----•Hark-koor ----•Suq'Ata desert city (Harq means “burn”)
  • Hellkite ----•Hell-kyte ----•Hellkite refers to a type of dragon. It means ‘one with cruel tendencies’ (3rd ed. dictionary). Commonly used in Magic for very large dragons.
  • Hivis ----•Hih-viss ----•Fictional, name of a Viashino warrior.
  • Hivis of the Scale – An ally of Jolrael of Mwonvuli, Hivis of the Scale is a viashino from the vast reaches of the Great Desert. He possesses an uncanny ability to make dragons loyal to him, while his counterpart Zirilan has the ability to lead the winged serpents. During the war, Hivis was able to lead viashino armies into the three nations but was forced back by the allies after Jolrael withdrew and Kaervek was defeated.

    Homeland: Great Desert
    Position: Viashino Warlord
    Alignment: Feral
    Status: Alive
    (Source: Axis)
  • Imwita ----•Ihm-wee-tah ----•Can’t locate original source.
  • Jabari ----•Jah-bar-ree ----•Derived Swahili name meaning “great”, or “brave”.
  • Jabari, Sidar of Ki’Pamu – Born into a wealthy, noble family in the capital of Zhalfir, Sidar Jabari is one of the most powerful members of the Zhalfirin royal army. Although his intellect could have allowed him to become a philosopher, a highly regarded position in Zhalfir, he chose to lead the army against Kaervek during the war. With experience and ingenuity, Jabari became sidar, or general, of the army. He controlled the largest Zhalfirin force and was a major player in the war game against Kaervek. A grounded, sharp man with a diplomatic demeanor, Sidar Jabari led the armies in defending the city of Tefemburu after Sidar Mwigo fell at Ufunguo. With the aid of Hakim Loreweaver and other figures he was able to destroy Kaervek’s primary army and save the people of Tefemburu in one fell swoop. After Kaervek’s defeat, he led Zhalfirins against the retreating armies of undead and viashino. (Source: Axis)

    Jabari is an uncommon soldier. If he had been a weak and sickly child rather than the strapping athlete he was, he might have become a philosopher--a highly prized position in Zhalfirin society. However, he followed his natural calling and became a soldier. With his wealthy family's backing and a keen intellect, his rise through the ranks was swift.

    Today Jabari controls Zhalfir's largest standing army, which includes several elite orders of askari. His soldiers are almost entirely veterans, and he has routinely repelled far larger forces than his own.

    A coalition between Jabari and Rashida would be incredibly beneficial, though unlikely due to their very different approaches to the art of war.

    Jabari speaks with a philosophical tone, a measured speaker with a soothing demeanor. It is far more important, though, to listen to what he says, not how he says it. He is a firm believer in the right of Zhalfir to rule and will defend his country to the last soldier. (Source: Set Description)

    Homeland: Zhalfir
    Position: Sidar
    Alignment: Good
    Status: Alive
    (Source: Axis)
  • Jaema Sea - The Jaeama sea is the warm, shallow body of water that extends along the coasts of Femeref and southern Zhalfir. (Source: Axis)
  • Jamul ----•Jah-mool ----•Derived from Arabic, Jamil meaning “beautiful”
  • Jamuraa ----•Jah-moo-rah ----•Fictional
  • Jolrael ----•Jol-rail ----•Fictional
  • Jolrael of Mwonvuli – Jolrael is one of the oldest surviving Zhalfirin. Generations ago she was a court mage at the royal houses of magic in Ki’Pamu, capital of Zhalfir. After enduring the taunts and imposed isolation of her peers, Jolrael forsook humanity and ordered an expedition to take her into the Mwonvuli. Although the thick vegetation forced her companions to turn back, she alone continued. Thought dead by many, she in fact lived off her magic and the wildlife for a long time before ordering the animals and native spirits of the forest, now loyal to her, to erect her a palace. A capricious soul at heart, Jolrael soon tired of her home and ordered another one built. And so today a myriad of beautiful dwellings dot the Mwonvuli, most vacant. Jolrael, however unawares of human nature after centuries of isolation, did emerge from the Mwonvuli to witness the return of Teferi. She had served in the royal court while he advised the Zhalfirin king and of all the people she ever met, Jolrael revered Teferi the most. She stayed to watch Teferi crown the new Queen Yormeba ruler of the nation and after he departed Ki’Pamu, she returned to the Mwonvuli. Until the two foreign sorcerers arrived. She allowed Kaervek to see the wilder reaches of the continent, but was very surprised to find Mangara ruling Zhalfir upon her return. Her natural distrust of humans allowed Kaervek to manipulate her into declaring war on Mangara. But eventually, she overcame that distrust and sensed the truth—Kaervek was only using her to further his ambitions against Jamuraa. She rebelled and attacked Kaervek while they were sailing in the Kukemssa Sea, and although she was knocked unconscious she managed to damage the Urborg mage severely. After Kaervek lost the war, Jolrael retreated to the Mwonvuli once more, with only the occasional visit by Teferi. Jolrael is a very reticent person. Her concerns lie with the health of the land and its inhabitants, and with maintain a balance on the continent. Centuries of isolation, with no human contact, have rendered her incapable of understanding the nuances of other humans but at the same time she possesses a great affinity for the land and the wild animals of the jungle. She also harbors a great guilt for the wrongs she inflicted upon Jamuraa during the war. (Source: Axis)

    Jolrael is probably the least understood of the mages caught up in the present war. She apprenticed as a mage within Zhalfir some hundred years after Teferi departed for other planes. But after attaining an unusual level of power and suffering the jealousies of other mages, she quit Zhalfir and hired an expedition to take her deep into the Mwonvuli Jungle. Eventually the expedition had to turn back due to the increasingly hazardous terrain, but Jolrael continued. For a time she lived rough and communed with the creatures of the forest, but used to the luxuries of Zhalfir, she soon became dissatisfied with the outdoor life.

    And so it was that in the large delta set deep in the Mwonvuli, Jolrael built her first palace, where she resided for some years accompanied only by the creatures of the jungle that were allowed to freely roam through the palace. Being a fickle creature, Jolrael eventually tired of the palace and built a new one. Having continued this process for centuries, her home is now dotted with numerous overgrown palaces.

    Her alliance with Kaervek is an unusual one. Having spent so much time in the company of animals, which are free of such human frailties as greed or ambition, she was poorly prepared for his machinations. It was Kaervek who persuaded Jolrael that Mangara's control of the human nations was the first step towards Mangara attempting to seize the mysterious isle (of Teferi) for himself. And it was Kaervek who pushed Jolrael to take arms against Mangara. As the war proceeds, Jolrael has begun to question the wisdom of her alliance with Kaervek. Eventually, she may turn upon him, and the war will come to a brutal and sudden end.

    Jolrael has an earthy wisdom regarding animals and nature, but her understanding of people and their machinations are limited, allowing Kaervek to railroad her so successfully. (Source: Set Description)

    Homeland: formerly Zhalfir
    Position: Former royal mage
    Alignment: Good
    Status: Alive
  • Jotoka Mountains – The Jotoka Mountains are the southernmost branch of the Ekundu chain and meet the Great Desert and the Maumivu Wastes. The Jotoka and Kitu are the primary eastern border for the nation of Femeref. (Source: Axis)
  • Kaervek ----•Care-vek ----•Fictional.
  • Kaervek of Urborg – The fair-skinned Kaervek comes from one of the states of Urborg. Ambitious and talented in magic at an early age, Kaervek harbored dreams of ruling a kingdom. But in a realm as harsh as the Burning Isles, there were dozens of lords capable of thwarting his goals of ruling. Thus, he brought his allies from the Isles with him and sailed to Jamuraa when he picked up on energy released by Teferi in the Chaza Isles. Meeting with Mangara and the White Woods and Jolrael of Mwonvuli, Kaervek settled in Jamuraa and quickly allied with Jolrael. When they returned from a survey of the continent to find Mangara in control of the kingdom of Zhalfir, Kaervek immediately jumped to conclusions and told Jolrael that Mangara had one purpose: to take over the continent. Together they planned their assault, and the war began. Kaervek lost after months of hard fighting, and was imprisoned in amber and buried at Aku. Kaervek is a perfect example of the Burning Isles’ effect upon humans. He is hard, willing to put anything on the altar so long as its sacrifice benefits himself. He is also extremely intelligent, arrogant, and capable of manipulating others, although he lacks the political grace of Mangara and Teferi.

    Kaervek is evil . . . period. He grew up in the harsh Burning Isles, where all you need to survive is ruthlessness. Naturally blessed with arcane abilities, Kaervek was able to realize a great deal of ambitions early. If it were not for the fact that this region was filled with very powerful entities, Kaervek may have become its ruler instead of one heavy hitter among dozens.

    Kaervek immediately recognized the danger that Mangara represented to his plans of domination within Jamuraa. He twisted Mangara's peace-making attempts into a sign of a general amassing his army.

    Kaervek is a bully; his tone is generally threatening and often arrogant. He severely lacks a sense of humor, common among those with inflated egos. (Source: Set Description)

    Homeland: Urborg
    Position: Renegade mage
    Alignment: Evil
    Status: In stasis
    (Source: Axis)
  • Kamau ----•Kah-moe ----• Swahili name for 'quiet warrior'
  • Kasib ibn Naji ----•Kah-seeb-ib-en-nah-jee ----•Arabic - “the safe fertile son”
  • Kiingal ----•Keen-garl ----•Zhalfirin Port City (Kiingilio – “admission”)
  • Kiingal - The northernmost bastion of Zhalfirin rule, Kiingal is a large city located at the northern coast between Zhalfir and the Kukemssa Sea. It is connected to Kiingal by a south-running river. The loss of Zhalfirin forces on the plains forced them to flee back to Kiingal during the war. (Source: Axis)
  • Kifimbo ----•Keh-feem- boe ----• Swahili name for 'thin baby'
  • Kipamu ----•Key-pah-moo ----•Zhafirin capital city (Kikapu – “Basket”)
  • Ki’Pamu - Ki’Pamu is the capital of Zhalfir and the heart of its government, military, and culture. The city stands at the edge of a vast lake and rivers that feed into Buleusi and connect with Kiingal. During the great wars Ki’Pamu was a stronghold for Zhalfirin resistance against Kaervek and withstood attacks by Jolrael’s dragons. The northernmost bastion of Zhalfirin rule, Kiingal is a large city located at the northernmost bastion of Zhalfirin rule, Kiingal is a large city located at the northern coast between Zhalfir and the Kukemssa sea. It is connected to Kiingal by a south- running river. The loss of Zhalfirin forces on the plains forced them to flee back to Kiingal during the war. (Source: Axis)
  • Kipkemboi ----•Kip-khem-boy ----•Fictional
  • Kitu and Jotoka Mountains – A small mountains chain that extends out from the Ekundu, the Kitu range ends northeast of Tulumai. The Kitu and Jotoka are the primary eastern border for the nation of Femeref. (Source: Axis)
  • Kukemssa ----•Koo-khems-sah ----•A sea heated by nearby volcanoes. (Kuchemsa - "boiling")
  • Kukemssa Sea - The Kukemssa is a vast ocean that lies to the west of Zhalfir. A deep ocean populated by serpents and fearsome sea creatures, the bane of Kukemssa are the pirates, whose blood colored sails inspire fear in any sailor. Across the Kukemssa’s depths are the many islands that form the Burning Isles. (Source: Axis)
  • Makht ----•Mah-kut ----•Fictional
  • Mangara ----•Man-gah-rah ----•Fictional (an anagram of the word 'anagram') (Keeper's Note: AHAHAHAHA)
    Mangara of Corondor – The White Woods are home to many magical figures. The planeswalker Eskil makes his residence there, and the powerful Kristina, one of Dominaria’s native guardian planeswalkers, also hailed from that region. The White Woods are inhabited by many elves of the Quirion clans. With his Quirion allies Mangara came to Jamuraa in response to the explosion on Teferi’s Isle. Mangara set out after settling Jamuraa. He immediately brokered peace between Zhalfir and the other nations of the continent and soon earned the respect of the people. Ruling Zhalfir with an honest, pure hand, Mangara brought about a new age of equity, the Golden Age of Harmony. But when Kaervek turned on him and lashed Zhalfir apart, Mangara was helpless to prevent the continent’s side into chaos and his subsequent imprisonments. Mangara was able to fight Kaervek immediately after being freed, for he had not been idle inside the Amber Prison. He had scoured Jamuraa during that time and knew Kaervek’s deeds and his whereabouts. With the aid of his Quirion friends and the mages of the Zhalfirin city of Aku, Mangara was able to turn the tide and trap Kaervek in the Prison. He left Jamuraa soon after. (Source: Axis)

    Mangara is a wizard who has spent many years living in Corondor, predominately in the Region of the White Woods. He has close allies with the Quirion elves, and it is rumored that he was a pupil of Eskil, a planeswalker resident in the woods.

    Mangara left Corondor for Jamuraa some two hundred years ago (Mangara, Jolrael, and Kaervek are all sufficiently powerful that they have reduced their aging process to a crawl) where he quickly used his understanding of politics and his considerable ability to intimidate to return Zhalfir, Suq'Ata, and Femeref to a state of relatively peaceful co-existence.

    Mangara is prone to brief but poignant statements. Many of his maxims are double edged; they have a second meaning that is related to his experiences in politics and nation building. (Source: Set Description)

    Homeland: Corondor
    Position: Foreign mage
    Alignment: Good
    Status: Alive
    (Source: Axis)
  • Maro ----•Mah-roh ----•Fictional (MArk ROsewater, developer)
  • Maumivu’ ----•Mar-mee-vu ----•Derived from word for pain
  • Melesse ----•Meh-leese ----•Derived from Ethiopian word for “eternal”.
  • Minarbirr ----•Min-arh-beer ----•Suq'Ata Frontier City (Minaebbih – “alarm”)
  • Mosi ----•Moh-see ----•the first born, from Swahili
  • Mtai ----•muh-tie ----•Real name
  • Mtenda ----•meh-Ten-dah ----•Derived from Mtinda (“buttermilk”). It’s Zhalfir's breadbasket; the plains where their crops are grown.
  • Mtenda Wilds - The Mtenda Wilds are vast plains that stretch along the heart of Zhalfir, from Tefermburu to Ki’Pamu and meeting the Mwonvuli border. Home to a vast variety of wildlife, the Mtenda is also the home of the Ntatsu Plains, the ancestral land of Rashida Scalebane’s family. The Mtenda are the primary plains location during the Mirage War. (Source: Ack! Sis!!!)
  • Mwani ----•mu-Whan-nee ----•Derived from Mwamini, Swahili for “honest”
  • Mwigo, Sidar of Tefemburu – One of the first leaders of the Zhalfirin army to directly fight Kaervek, Sidar Mwigo would be remembered forever as the martyr of the border town of Ufunguo. As Kaervek’s forces swept past the elven realms of Uktabi and Salamzuri, Sidar Mwigo and her troops ordered the people of Ufunguo to evacuate. The refugees fled to the sanctuaries of cities such as Tefemburu and Salamzuri while the sidar commanded her army to ride forth and attack Kaervek’s troops before they arrived in the city. Although they were ultimately killed in battle, Sidar Mwigo and her army allowed the people of Ufunguo to escape and bought the other Zhalfirin cities precious time.

    Homeland: Zhalfir
    Position: Sidar
    Alignment: Good
    Status: Deceased
    (Source: Axis.)
  • Mwonvuli ----•mu-Whon-voo-lee ----•Derived from word for “umbrella”. Name of a jungle where it rains constantly!
  • Mwonvuli Jungle – The gigantic Mwonvuli Jungle spreads across the center of Jamuraa. From the base of the Ekundu and Teremko Mountains to the Daraja and Mtenda Plains, Mwonvuli is a lush and verdant forest. Although it was taken over by dark spirits during the war, Mwonvuli has since returned to its feral but rather benign state. Across the deep forest stretch many fortresses and palaces, the work of the fickle Jolrael. The Mwonvuli is fed by a great many rivers which extend from the Suq’Ata coast all the way down to Salamzuri and Ki’Pamu. These rivers have formed a large delta. (Source: Axis)
  • Nabil Alamat ----•Nah-beel-ah-lah-mat ----• Arabic
  • Naimah ----•Nay-mah ----•Derived from Arabic. Nailah - “one who succeeds”
  • Najat ----•Nah-jat ----•A name derived from Arabic word for “safety”
  • Nuru ----•Nuh-roo ----•Swahili for “light,” or “born during the day”
  • Nyomba ----•nu-Yom-bah ----•Femeref City (Nyumba - “home”)
  • Okwera ----•Okk-wer-rah ----•Warleader Okwera.
  • Paka ----•Pah-kah ----•Swahili for “pussycat”
  • Panya ----•Pahn-yah ----•Swahili for “tiny mouse”
  • Pashad ibn Asim ----•Pah-shad-ib-en-ah-seem ----•Derived from Arabic name. Rashad is a North African Arabic name meaning “integrity of conduct”; ibn Asim means “son of the protector.”
  • Qhattib, Vizier of Amiqat Suq'Ata Male
  • Pashad Ibn Asim, Trader Suq'Ata Male
  • Qhattib is the cautionary voice of the leadership of Suq'Ata. He is offset by Pashad, who is a much more street-level character. (Source: Set Description)
  • Purraj ----•Pur-rahj ----•Derived from cat warrior linguistic style (Keeper's Note: This is a lot of words which ultimately boil down to "She's named after the sound a cat makes!")
  • Purraj of Urborg – The panther warriors are exiles of the cat warrior legions. They sometimes serve dark forces and are led by Purraj, an ally of Kaervek’s that came with him to Jamuraa from Urborg. Purraj helped oversee an infiltration of both the Mwonvuli and Uktabi Jungles and was perhaps the most powerful friend of Kaervek’s during the war. She supervised the invasion of Femeref and Zhalfir and was a guardian of the amber prison at the ending weeks of the war. A cold-hearted, quiet killer, Purraj speaks often of the Song of Blood—a murderous rampage that suits her bloody tastes. She has sacrificed her soul to the dark spirits of Urborg and thus nothing touches her except the pleasure of slaughter. Although Purraj disappeared the second Mangara was freed from his prison, no body has ever been found despite her being immediately next to her victim, Asmira. Reliable sources, however, say that she did survive the blast from Mangara, although she may appear only in time.

    Homeland: Urborg
    Position: Panther Warrior leader
    Alignment: Evil
    Status: Alive (unconfirmed)
    (Source: Axis)
  • Qhattib ----•Qhaht-teeb ----•Real Arabic name
  • Qhattib, Vizier of Amiqat – The ruler of the Suq’Ata government during the wars, Vizier Qhattib was the legislative voice that offset Telim’Tor’s military command. His considerable knowledge of the djinns and efreets of Jamuraa can be attributed to his links with the Wildfire plane. Although Qhattib survived the war, he was assassinated by a breathstealer soon after as the dark clasn of Urborg infiltrated his country. (Source: Axis)
  • Quirion ----•Quih-ree-on ----•Elves from Corondor.
  • Rana ----•Rah-nah ----•Name of a Suq'ata street fool.
  • Rashida ----•Rah-shee-dah ----•Derived name meaning “mighty”
  • Rashida Scalebane of Mtenda – Born in the Mtenda Plains of Zhalfir, Rashida led a placid life as the daughter of her village’s wardens. As the Zhalfirin government in Ki’Pamu collapsed along with Mangara’s capture, Jolrael’s dragons, led by the crimson hellkites, descended on the countryside. Rashida was the only survivor, as she had been sleeping on a nearby hillside and escaped when dragonfire scorched her village off the map. After burying the dead of the village, which included her family, Rashida declared a blood oath against the dragons and dropped her surname as an honor to the dead. With her family’s Banesword, a weapon that became the dragonslaying Scalebane, she set off the waste all dragons in Jamuraa. She managed to amass a rather large army in a short time. With the aid of commoners and a few noble houses, she led her troops against Kaervek’s army of undead. Slaying almost a dozen dragons, Rashida soon became a legend for the common people, and her name was confused with that of her sword. Thus, she was called Rashida Scalebane by her followers. With the power of the Scalebane, Rashida has been able to dispatch dragons many times her size and strength. Her army carries the heads of every dragon she has killed, and recycles their bodies for use as medicine, armor, and magical paraphernalia. In the final battles of the war, she personally led the army against Kaervek and then joined an expedition to recover Mangara. With the power of a Dragon Mask, she succeeded, passing on into legend. Sinc ethe time she was forged from the ashes of her home, Rashida Scalebane has killed several dozen dragons across the northwestern region of Jamuraa. (Source: Axis)

    Rashida was born into a relatively wealthy family who were wardens of a Zhalfirin village. Rashida had a fairly comfortable childhood and grew to love a very simple, if not a little lazy, lifestyle in the beautiful Mtenda Wilds. All that changed when the dragons arrived. Even as the first rumors of trouble at the capital of Kipamu reached the village (accompanied with even more fanciful tales of Mangara being captured by other wizards!), several dragons descended upon the village. The dragons were led by the crimson hellkite, and the entire village--including Rashida's family--was slain. Only Rashida survived--she was taking an afternoon doze on one of the distant hills. Awakened by the smell of smoke, she rode to the hilltop to witness the dragons taking flight from the smoldering ruins of her home. Rashida spent several days in the ruins, burying those dead who had not been reduced completely to ash. When she had completed this grim, task she was no longer the same woman . . .

    Rashida vowed to wipe the dragons from the face of Jamuraa, and she discarded her family name as a tribute to the dead. To this end she managed to find her family heirloom, a Banesword, a weapon able to attune its enchantments to kill those that the wielder hates most. This sword became Scalebane.

    In the opening year of the war, Rashida has become a hero to the Zhalfirins. People have mixed up her name and now commonly know her as Rashida Scalebane, a name she readily accepts. She is believed to have killed more than a dozen dragons, and those who have witnessed her conflicts say she is possessed of superhuman strength and speed and an amazing ability to strike a fatal blow to a wurm tens of times her size. The dragons that have fallen to her have been dissected, their scales providing incredible armor and their innards, all manner of peculiar medicines. In a time when Zhalfir has few leaders due to the loss of Mangara and the decline of the royal house, Rashida is one of few people to draw together a powerful standing army, mostly of commoners. A few noble houses have joined her banner, aiding her army with training. Rashida's army is rough, but passionate and well equipped.

    Rashida's tone is stern, clipped, and often threatening. Don't tangle with her! (Source: Set Description)

    Rashida Scalebane of Mtenda
    Homeland: Zhalfir
    Position: Army leader
    Alignment: Good
    Status: Alive
    (Source: Axis)
  • Rhirhok ----•Rear-hokk ----•Fictional
  • Salamzuri ----•Sah-lam-zuu-ree ----•Elven city (Salama – “peace”, Zuri – “beautiful”)
  • Salamzuri - The elven city of Salamzuri was built in the Uktabi by the Quirion that accompanied Mangara to Jamuraa.
    Although their influence spread throughout the jungle before the war, the elves were forced to flee into Salamzuri when the invasion began. With the jungle increasingly dangerous, Salamzuri, which never fell, stood as a beacon of sanctuary to those unlucky enough to be caught out in the open. (Source: Axis)
  • Sefu ----•Seh-foo ----•Swahili name meaning 'Sword'
  • Shadimir ----•Shah-dee-meer ----•Derived from Arabic Shadi, “singer”
  • Shauku ----•Shor-koo ----•Derived from “night”
  • Shauku, Endbringer – An evil vampiress that awoke against the Jamuraan people during the war, Shauku’s appearance primarily speaks of the realms of the dead, with which she is familiar. She is a dangerous creature, capable of draining the life from all other beings to assist her undead existence. (Source: Axis)

    Shauku was an ancient vampire of Femeref descent. Her past is shrouded in mystery and that's unlikely to change, as she's the only one woho knows and she's not telling. She was actually approached by Kaervek to aid him in his conquest of Jamuraa, and she declined. A xenophobe, Shauku dislikes strangers and crowds and was underwhelmed by the notion of being involved in an open conflict; she was actually more savvy about the powers of her opponents than Kaervek and knew better than to get involved. Shauku maintains an ancient and unpleasant library with the aid of a few attendants. Those who wish to read the texts found there have to study under her for a year and must donate blood to her regularly. Shauku uses the blood to divine much about the students, and while they may leave Shauku's home in one piece, she will always own and control a piece of them. One of her attendants can be seen gathering Shauku's due on the Visions card Vampiric Tutor. (From Pete Venter's Dominarian FAQ in Duelist 22, reposted by Matthew Manley on Phyrexia http://www.phyrexia.com/forum/messages/ ... ?985284736)

    Position: Vampire
    Alignment: Evil
    Status: Undead
  • Sisay ----•Siss-say ----•Derived from “good omen”
  • Sisay of Weatherlight – Sisay is a Femeref woman who survived the destruction of her homeland and went on to ally with the Zhalfirin. In her flying ship, she was able to spy on enemy positions, an ability greatly appreciated by the Zhalfirin armies. However, Sisay had another purpose—to seek out the Legacy, a magical collection of artifacts left behind by the artificer Urza. When her trail on a Juju Bubble, a Legacy piece, led her to sail towards the ruined city of Oneah, a volcanic dragon attacked her and forced her ship to land in the Mwonvuli. Dreams sent by Teferi compelled her, her crew, and her newfound ally Tahngarth of the Talruum to rendezvous with the force led by Asmira and Rashida. Together, they freed Mangara, and Sisay continued on her way, a story chronicled in subsequent portions of history. (source: Axis)

    The pilot of a flying galleon, Sisay has traveled almost as much as Hakim and tells a great deal of stories and anecdotes. Although she lacks the grandeur and style of Hakim, she has a coarse honesty. To a few regular and trusted passenger, she imparts a small and unusual gold ring, a sign to her other regulars that this is a person trusted by Sisay. (Source: Set Description)

    Homeland: Femeref
    Position: Allied scout
    Alignment: Good
    Status: Alive
    (Source: Axis)
  • Siti ----•See-tee ----•Swahili name meaning “lady”
  • Suq’Ata ----•Sook-ah-tah ----•Derived from Suq meaning “market”. A merchant nation.
  • Suq’Ata, Empire of – This once nomadic nation is one of the oldest and most powerful Jamuraan empires. Extending beyond Jamuraa and into the supercontinent, Suq’Ata owes much of its culture to its ancestral Wildfire and Rabiah. Of the three kingdoms of Jamuraa, Suq’Ata sustained the least damage during the Mirage War. It has a great many natural borders. The Talruum Mountains, Ekundu Mountains, Daraja Plains, and Great Desert all close around the kingdom. The two major cities, Amiqat and Wayraqa, are both trading centers and ports. (Interestingly, Jim Lee's original text was somewhat different. It was edited to change "This Arabic nation" to "This once nomadic nation." I unfortunately cannot be sure of just when these edits took place, but The Wayback Machine's copy of Lee's document only shows the original Arabic version. Compare this to Arabian Nights. Source: Axis)
  • Talibah ----•Tah-lee-bah ----•Derived from “seeker of knowledge”.
  • Talibah of Emberwilde – Talibah is one of the Embermages. Powerful wizards that have learned the power of fire, the Embermages comprise the main group of the Emberwilde Order. Those of the Emberwilde owe their allegiances to the plane of Wildfire, a world ruled by djinn and efreets that is adjacent to Rabiah the Infinite. Wildfire was instrumental in defending Suq’Ata against Kaervek when it commanded its sorcerers, djinn, efreets, and spirits against the dark legions. Indeed, as the Suq’Ata shrank into their empire, it was the power of the Emberwilde that helped maintain their closed border. Wildfire embraces djinn and efreets of most colors—particularly red and blue—but not white, as King Suleiman, the archenemy of Wildfire and Rabian spirits, dominates that color. (Source: Axis)

    Wildfire is the realm of djinns and efreets, and Emberwilde is the name of the order of mages dedicated to the Wildfire realm--it is a commonly used compression of the Mages of the Emberwilde Order. Talibah is a thug with power. However, her tone becomes very enlightened and "less aggressive" when referring to Wildfire. (Source: Set Description)
  • Talruum ----•Tarl-room ----•Derived from minotaur linguistic style
  • Talruum Mountains – The Talruum mountain chain extends from the Ekundu and Mwonvuli down to the Daraja and Suq’Ata lands. Home to tribes of fierce minotaurs, the Talruums are inhospitable and its residents tend to be xenophobic and aggressive. (Axis: Source)
  • Taniwha ----•Tah-nee-wha ----•Means “giant serpent”
  • Taraneh ----•Tah-rah-nay ----•Derived from Arabic. Tarafah, a kind of tree
  • Tarub ----•Tay-roob ----•Arabic for “merry”
  • Teeka' ----•Tee-kah ----•Name of a female character from 'Distant Planes' anthology.
  • Teferi ----•Teh-feh-ree ----•Derived name meaning “one who is feared/respected”
  • Teferi, Planeswalker – The only known Jamuraan planeswalker, Teferi is an ancient, wise man who has watched over his homeland for millennia. Once a Zhalfirin royal mage, Teferi left Dominaria to planeswalk to other worlds of Dominia while his five guilds upheld Zhalfir. When he returned, he reuined the chaotic nations under Queen Yormeba and proceeded to experiment with time on his residence in the Chaza Isles. Teferi had trained at the Tolarian Academy in his younger days, and thus his fascination with time was hardly new. However, his experiments were, and their disastrous result was that Teferi and his island were phased out of existence. He returned centuries later—and it took a dragon to attack him before he realized something was wrong. Teferi’s aid was enlisted by a similarly ancient Zhalfirin mage, Jolrael of Mwonvuli. Unwilling to help her personally while he was preoccupied with the task of his phasing creatures, Teferi instead implanted visions in the leaders of Jamuraa so that they could fulfill their quest against Kaervek. He was successful and Kaervek was sealed into Aku. Soon after the war, Teferi was forced into another conflict in Mangara’s homeland, Corondor. Today, Teferi resides in the Chaza Isles, playing little active part in the affairs of Jamuraa besides reconstructing the ruined nations. He occasionally visits Jolrael in her jungle, but has learned the folly of playing god with time. (source: axis)

    Teferi is the only known planeswalker of Jamuraa. He was once the counsel to the ancient kings and queens of Zhalfir. His final act before his departure was the creation of the Guilds of Magic, which ultimately resulted in the secession of the Femeref some thirty years later. Teferi remained oblivious to this and continued his research until the day he and all the inhabitants of his island vanished from Dominaria. Returning many decades later to find his beloved land at war with two upstart wizards, he has chosen to refrain from confrontation until necessary. The indirect approach is one of Teferi's trademarks--he's not a coward but a diligent master of insidious tactics. Teferi's tone is quite measured. He is an ancient being who has seen a great deal of things. He is a philosopher and scientist. He eschews violence and will attempt to deal with opposition via the control of its allies and the eventual removal of its powerbase. (Source: Set Description)

    Homeland: formerly Zhalfir
    Position: Planeswalker, former royal mage
    Alignment: Good
    Status: Alive
    (Source Access)
  • Tefermburu - A city once located south of Ki’Pamu on the Mtenda Wilds, Tefemburu was situated on the Buleusi coast.

    During the invasion of Zhalfir, Tefemburu was the second city forced to stand against Kaervek after the fall of Unfunguo. At the Siege of Tefemburu, the heroes of Jamuraa organized an elaborate trap to destroy Kaervek’s army. Hakim Loreweaver wove a spell around the besieging forces, phasing them out of existence and allowing the civilians to flee safely. At dawn, the allies used a sorcery spell to destroy both the abandoned city and the enemy armies. (Source: Axis)
  • Telim’Tor ----•Tel-lim-tor ----•Fictional
  • Telim’Tor of Amiqat – Telim’Tor is the military leader of the Suq’Ata. Youngest of four sons born to the Tor, a wealthy and large clan, Telim’Tor and his brothers all joined the Suq’Ata military. Only Telim’Tor and Husam’Tor survived the second year in the army. Telim was a bully, a coercive personality characterized by neither wit no ingenuity—a great contrast to Husam, a man of strategy and cunning. Telim was constantly in Husam’s shadow, something that caused him no end of resentment. A royal caravan had been attacked by goblins and a hoard of priceless maps had been looted. Husam’Tor led a strike force into the Ekundu Mountains to recover the maps, but was killed in battle. Telim’Tor seized control, recovering the maps but decimating the troops to one-tenth their original number. Returning to Amiqat, he deceived the government by telling them that Husam had led all to near disaster and that only his quick actions had saved the day. The survivors were silenced by their expectations of a comeuppance, which they received when each was executed the following day. Telim’Tor seized the initiative and soon became the leader of the imperial army. Curiously, he possessed a love for small trinkets and relics and under the imperial artificers of Amiqat produced a variety of compact artifacts that had aesthetic and tactical value. Telim’Tor is famed for his brutality. Amongst the popular legends of Jamuraa is that any campsite of his can be identified if a headless corpse is buried there. Indeed, Telim’Tor has a strict credo: the smallest resistance to his orders warrants death. Hence, his edict of public execution in the army—Telim’Tor’s theory on displaying execution is simple: it ingrains a lesson into those who might rebel. (Source: Axis)

    Telim'Tor was born to a large Suq'Ata family of noble blood. The family had made its wealth through crusades and expeditions, and as such Telim and his three brothers were expected to join the army. Only Telim and Husam'Tor lived beyond their second year in the army. They were the youngest of the two and missed out on some of Suq'Ata's more hazardous campaigns. Husam was a great strategist while Telim was rather dull and unimaginative but had an ability to get good results through threats and brutality. Throughout their careers Telim worked under Husam--a position he deeply resented.

    Then came the expedition to the deep Ekundu mountains. Husam led a large number of troops into the mountains to recover a horde of priceless maps lost in a goblin attack upon a royal caravan. Things did not go well for the expedition, and Husam was fatally injured. Telim eagerly took command and was able to save the maps but at the cost of 90 percent of the expedition. Upon returning to Amiqat, Telim told of how Husam had led them to near disaster and how Telim had saved the expedition and the few remaining troops. The survivors maintained their silence, expecting a big reward. This they received a few nights later when each one died a grizzly death. Telim, however, was promoted and given access to the army's personal artificiers.

    Telim always had a love for toys; he instructed the artificiers to produce a small array of strange but devious weapons and trinkets, which became his trademark in the following years.

    Telim'Tor is currently a respected and feared figure in Jamuraa. His armies are brutal and famed for taking no prisoners. The merest infraction of protocol in his legions results in death, and it is said that any abandoned campsite can be identified as Telim'Tor's if it has a headless corpse buried there. Telim's success is not associated with military genius but pure brutality. The current war has been a trying time for Telim'Tor, for he fights beasts and dragons who are not cowed by his reputation. Still he struggles on, and his brutality has lent him the element of surprise on many occasions.

    Telim is certainly not the brightest of characters, and much of his flavor text reflects this. He is easily impressed by the smallest of artifacts but is difficult to impress with anything else. (Source: Set Description)
  • Teremko ----•Teh-rem-koh ----•Derived from word meaning “steep grade”
  • Teremko Mountains – The Teremko Mountains shoot from the central range of Jamuraan mountains. They are a natural boundary between Zhalfir and Femeref and fork into two small chains, with the Uktabi jungle in between. (Source: Axis)
  • Terorq ----•Teh-rawk ----•Femeref Mining City (Teruworq – “good gold”)
  • Tetlok ----•Tet-lok ----•Fictional
  • Tulumai ----•Tuh-loo-my ----•Femeref City (Tumai - hope)
  • Tulumai – An ancient city that was originally Zhalfirin, Tulumai became the center of the spiritual exodus from the Zhalfirin kingdom. Unwilling to start a holy war, the Zhalfirin king ceded Tulumai and Nyomba to the secessionists, forming the new state of Femeref. During the war, Tulumai was the last city that stood against Kaervek’s legions. Despite having its grand assembly slaughtered, the Femeref government stood firm in Tulumai, although in the end every other city in the country fell to the dark armies. (Sauce: Axis)
  • Tywanna ----•Tie-wahn-nah ----•Can’t locate original source
  • Ufunguo ----•Uh-fun-gwoe ----•Zhalfirin City (“key”)
  • Ufunguo - Ufunguo, a city immediately west of the Uktabi jungle and fed by a forest river, was the first Zhalfirin city to fall to Kaervek. When his evil army stormed the border and attacked Ufunguo, the Sidar Mwigo and her troops bravely held the city, allowing its civilians to flee. Their sacrifice allowed the citizens to take refuge at Tefemburu, but the city was badly damaged afterwards. (Source: Axis)
  • Uktabi ----•Ook-tah-bee ----•Fictional
  • Uktabi Jungle – A small jungle south of Teremko and Mwonvuli, the Uktabi is located east of Ufunguo and is the domain of the Quirion elves. Foreigners who arrived with Mangara, the elves have colonized much of the forest, and their indomitable city of Salamzuri stands as its capital and as a beacon of sanctuary for refugees. (Source: Axis Note the lack of an explanation for the crazy monkey sex that apparently takes place there.)
  • Unyaro ----•Unn-yah-roh ----•Derived from “foot”. Relating to its position and flatness
  • Unyaro Plains - The Unyaro Plains stretch north-south at the west coast of Zhalfir, bordering the delta surrounding the Ki’Pamu and Kiingal. Although there are many Zhalfirin towns and villages on the plains, there have yet to be any major settlements on this wildlife-dominated region. (Source: Axis)
  • Urborg – Centuries ago Urborg, a swampy island divided into several states, was ruled by the great seductress Gwendlyn di Corci. Today, many foul creatures claim the realm as their domain. Urborb is the home of the nightstalker clans, the three great species that serve the Spirits of the Night. It is also the residence of a wide variety of demons and evil spirits, as well as the panther warriors, the ostracized dark race of the cat warriors. Kaervek, Crovax, and many other characters all hail from this large and unpleasant island. (Source: Axis)
  • Uuserk ----•Ooh-zerk ----•Derived from Usiku meaning “night”
  • Uuserk Marshes - An inhospitable region of swamps and quagmires, the Uuserk Marshes were quickly settled by dark demons raised against Zhalfir. The trails leading to the marshes were quickly closed when the Femeref scout Ekemet and her troupe mysteriously died in the swamp. Soon afterwards, the city of Aku closed its gates, until the final magical duel in the swamp where Kaervek was defeated. (Source: Axis)
  • Viashino ----•Vee-ah-shee-no ----•Reptilian race in 'Prodigal Sorceror' book.
  • Waffa ----•Wahf-fah ----•Derived from Arabic. Wafa meaning “faithfulness”
  • Wayraqa ----•Way-rak-ah ----•Suq'Ata City (Waraqa - “bank note”)
  • Wayraqa – The secondary city of Suq’Ata is the northernmost settlement of the three kingdoms. Located at the tip of the Talruum Mountains, Wayraqa is a port of Suq’Ata and survived the war intact. (Source: Axis)
  • Zhalfir - An ancient kingdom more than five thousand years old, Zhalfir sprawls along the western plains, forests, and coasts of Jamuraa. Long ruled by the royal family in Ki’Pamu, the capital, Zhalfir has benefited from its magical strength. The Zhalfirins pioneered the five colors of magic on Dominaria and unlike the rest of the planet escaped the ravages of the Antiquities, Dark, Ice, and Flood Ages. (Source: Set Description)
  • Zuberi ----•Zall-feer-rin ----•Derived from Khalfani meaning “destined to rule”
  • Zirilan ----•Zeer-ree-lan ----•Extrapolated from Viashino linguistic style.
  • Zirilan of the Claw – An ancient viashino warlord, Zirlian of the claw is the ally of Jolrael and Hivis. While Hivis bends the dragons of Jamuraa to his will, Zirilan has the ability to lead them into battle. He is a very ingenious commander, knowing how best to exploit the mighty strength at his command, and his wisdom in leading the serpents against Jamuraa would have spelled certain doom for the allied nations of Jolrael had not withdrawn, forcing Zirilan back into the Great Desert.
    Homeland: Great Desert
    Position: Viashino Warlord
    Alignment: Feral
    Status: AliveI'm the king of the world!
    (Source: Axis)

Obscure English Words
  • Aleatory ----•Ah-lee-ah-tor-ree ----•English word, means gamble
  • Baobab ----•Bah-oh-bab ----•Real tree
  • Benthic ----•Ben-thick ----•English. Water currents at ocean floor
  • Cerulean ----•Seh-roo-lee-an ----•English. It’s a color.
  • Ersatz ----•Ur-zats ----•English word
  • Ignovomous ----•Ig-noh-voh-mus ----•Literally means fire-spitting
  • Imbroglio ----•Im-broh-lee-oh ----•English. State of confusion leading to conflict
  • Patagia ----•Pah-tahj-ee-ah ----•English word
  • Sirocco ----•Seh-roc-coh ----•Real wind.
  • Ventifact ----•Ven-tee-fact ----•English. Means 'shaped by wind'
  • Wadi ----•Wah-dee ----•English. A term meaning 'dry wash' (geographical feature)
  • Yare ----•Yair ----•English. Means speed.


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PostPosted: Fri Jan 29, 2016 10:58 pm 
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The Cards of Mirage

A Guide by Jeff Lee

Acidic Dagger
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As can be seen by the architecture in the background, the Acidic Dagger is found in the hands of Suq’Ata assassins. Famed for their deadly skills, these assassins have carried both stealth and magic from their homeland in Rabiah.

Afiya Grove
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The afiya is a lifegiving tree to the Zhalfirin. Its fruit is precious to the people and its trees grow relatively tall. Hence, the fortifying abilities of this card.

Afterlife
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Some Jamuraan faiths place a belief in life after death. Instead of a full reincarnation, the soul is reborn in only a fragment, a shadow of itself.

Amber Prison
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An enchanted stone capable of sealing virtually anything, the Amber Prison is coveted by sorcerers throughout Jamuraa. Those trapped by the jewel are held in stasis. Although they are in suspended animation, the imprisoned are still perceptive of their surroundings.

Ancestral Memories
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The quote on this card refers to the ancient philosophers, storytellers, and chroniclers of Zhalfir. During Zhalfir’s golden ages, the times when the country was united and at peace, the dominance of the kingdom over the continent was undisputed. Since then, however, Zhalfir’s power was eroded first by the threat of Suq’Ata and then by the secession of the Femeref state.

Armorer Guildmage
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The red members of the united Guilds of Teferi, the Armorer Guildmages serve every Zhalfirin settlement by supervising the art of war. They are the forgers, the blacksmiths, and also the generals: seeing that the steel weapons of the country are forged and then overseeing the progress of battle. There is no Armorer delegate in the card environment.

Asmira, Holy Avenger (see biography for more information)
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The quote on this card refers to Asmira’s greatest prophecy, that the early harvest of Femeref was a harbinger of war. It was a vision that would never be appreciated. As for the art, note what Asmira is wearing. The headpiece, taken after a Roman design, is a Zhalfirin noble’s crown. However, the muted oranges and thick cloth of the rest of her outfit are Femeref in nature. This is due to her choice to wear a combination of both styles in a sign of peace. Note also that her Visions necklace is missing from this portrait.

It has often been suggested that this beautiful painting by Rebecca Guay is an allusion to the Virgin Mary and child. In any event, it should be noted that Asmira never achieved the title of Holy Avenger until after her death, and that it seems interesting that she is never noted to have the ability of flight.

Auspicious Ancestor
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The people of Zhalfir are particularly ancestor-conscious. Shrines to the illustrious members of one’s family are common in Zhalfir, and are supervised by the Shadow Guild. The painting on this card, interestingly, depicts the two moons of Dominaria. Also equally interesting is the fact that the woman is wearing what appears to be a Sun Clasp- perhaps indicating she may be Femeref in origin.

Barbed-Back Wurm
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As Kaervek’s alliance with Jolrael allowed him to manipulate her with increasing ease, he soon began to take command of her legions. Under his dark reign the many forests loyal to Jolrael rebelled against Jamuraa and from them emerged feral creatures that joined Kaervek’s dark legions.

Bay Falcon
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The bay portrayed in this image has been named as Buleusi Bay.

Bazaar of Wonders
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The Suq’Ata are people devoted to the art of trade and commerce. And of no wonder: they are descendants of Rabian immigrants that arrived on Jamuraa generations ago. Rabiah is home to Arabic cultures that boast great achievements from architecture to military might. However, one of the most famous symbols of Rabiah is the bazaar. More than just a group of vendors and shops in an open area, the bazaar is the meeting place for an intriguing mix of cultures and races. The greatest bazaars of Rabiah are found in the cities of Baghdad and Bassorah.

Benthic Djinn
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Jamuraa’s oceans are heavily populated, be they with fish, merfolk, or serpents. However, there are also underwater demons, the benthic djinn, that kidnap young women and bring them to their grottos and dwellings.

Blighted Shaman
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Renowned for their dubious, malicious skills in witchcraft as well as their lack of personal hygiene, the blighted shamans are disdained, feared, or avoided by the vast majority of Jamuraans.

Breathstealer
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The Breathstealers are the highest of the three Nightstalker orders on Urborg. They have refined many evil arts including summoning fell demons, leeching mana from the land, and the skills of the assassin. Each Breathstealer carried a sacrificial knife, face mask, and generally avoids footwear to enhance their contact with the earth.

The Breathstealer race is divided into five great clans: Panther, Night, Iron, Serpent, and Shadow. Each clan is led by an elder who teaches the principles, magic, and deadly arts of the Breathstealers. Fanatical priests that accompanied Kaervek to Jamuraa, the Breathstealers are also controllers of the other nightstalkers of Urborg-the feral shadows and cats. They wield great magic but their most feared ability is that of the assassin. It is said that a Breathstealer can kill a man without waking his sleeping wife, and indeed, many a Zhalfirin has been found dead in his bed with only an expression of horror on his face. However, the main part of Breathstealer invasion in Jamuraa occurred in Suq’Ata, where massive amounts of the dark clan have infiltrated Amiqat and various other cities in an attempt to spread Urborg influence.

Brushwagg
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The Brushwagg is a spiny, porcupine-like creature. However, it possesses a high intelligence and is even used as a messenger by civilian mages. It scratches its messages on the ground for the recipient.

Burning Shield Askari
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The Askari are the special order of soldiers sworn to patrol the borders, defending against magical or military dangers. They are troops that generally stay outside of the large cities, unless they are forced to fall back due to a massive invasion. The Burning Shield Askari are named for their bright, golden shields. During the war the askari were crucial as scouts, guides, and saboteurs for the main army, as the border cities were the first to fall.

Canopy Dragon
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Amongst the native inhabitants of the Mwonvuli Jungle are the canopy dragons, which infest the top layers of the forest and can dive down at the unwary. These dragons are closest to Jolrael, as most others come from the Great Desert or elsewhere in Jamuraa.

Catacomb Dragon
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The vast, extensive catacombs of various Jamuraan cities are good homes to these fearsome creatures, which are a combination of cave-bat and dragon. A deadly predator, the Catacomb Dragon can emit a high pitched scream that reduces opponents unfortunate to hear the sonic attack. Underground caverns are also home to the widely fabled dragons, which are rarely seen.

Celestial Dawn
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The Femeref revere the sun as a symbol of truth, purity, and life-giving. The theme in this picture is sunlight transforming the beast into human, as can be seen in the contrast of the feet and the rest of the central figure’s body.

Cerulean Wyvern
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Relatives of drakes, the cerulean wyverns are nearly invisible against the backdrop of the clear blue Jamuraan skies. Their hides and wings match the color of the heavens exactly, so that they are easily masked by their surroundings.

Choking Sands
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Sandstorms are frequent in Jamuraa. Indeed, sand is a dangerous element: it has been known to bury the unwary alive; quicksand creates treacherous ground in certain regions of the continent; and the spread of sand encourages desertification, quickly making lands barren of life.

Civic Guildmage
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The five guilds all supervise an aspect of Zhalfirin society, and the Civic Guild is no exception. These mages are the judges and mentors, police and administrators of government. The full force of the law is behind them, and so each member follows a strict code-literally let those without sin cast the first stone. Civic Guildmages are known to be dispassionate-a requirement of their duty. Mtai is the Civic Guildmage featured in the card texts (and is the only male guildmage featured).

Crimson Hellkite
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The Crimson Hellkite belongs to the hellkite race. The hellkites are amongst the largest Dominarian dragons and are all extremely powerful and adapted to fire. The crimson hellkites are known to hunt territories dozens of leagues from their homes and entire villages have been destroyed by rivals fighting each other. The hellkites prey on large mammals and during the war led the dragon armies of Jolrael and Kaervek.

Crypt Cobra
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These skeletal creatures infest the ancient tombs underneath Zhalfir. Their bite is poisonous and painful, due to their large, bony fangs. There is very little flesh, if any, on these eerie serpents.

Crystal Vein
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Most Jamuraan wealth is derived from precious metals, particularly gold, but jewels are also a rare commodity. The markets of Suq’Ata, the nobility of Zhalfir, and the clergy of Femeref have all created markets for crystal and precious stones, particularly the first.

Cursed Totem
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The people of Femeref are heavy believers in symbols and totems. Totems are decorated effigies representing divine or evil power (in the theology of Femeref, all good comes from the sun, while all evil comes from the shadow. Although many totems in Femeref are of spiritual, not magical value, there are totems that possess the ability to exert magical influence upon those that kneel before them in worship. The Cursed Totem is an example of such a relic: a stone pillar carved by magic, intended to paralyze the magical abilities of normal civilians.

Daring Apprentice
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The notion of an apprentice to a wizard is hardly a new one, but this card mocks the concept. Note the designs of clothing and background by Kaja Foglio-the djinn, Arabic style, and vibrant colors seem to indicate that the card is Suq’Ata in nature.

Dirtwater Wraith
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Although the denizens of the Uuserk Marshes have always been hostile to Jamuraa, Kaervek’s invasion and summoning of evil spirits across the land gave them the audacity to attack Jamuraa and Zhalfir directly. The immediate result of this was the closure of the Uuserk borders after the death of Scout Ekemet and her troupe.

Discordant Spirit
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One of the evil spirits summoned against Jamuraa by Kaervek.

Disempower and Divine Offering
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These two cards represent a matching set of quotes. The first, from Disempower, is apparently from the scene where Kaervek challenges the council of nations, demanding their surrender. Divine Offering is the now united council’s response.

Dwarven Miner
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The mountain-dwelling dwarves of Jamuraa have always had a natural affinity for mining. When Suq’Ata pushed against their Ekundu home, the dwarves were forced into Femeref, where they allied with the Tulumai government. Their considerable mining expertise led to the doubling of Femeref’s metal output. The dwarven nations are divided into clans, and although they enjoyed equity under Mangara, have traditionally been outcasts of Jamuraan society.

Early Harvest
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In the year before the war against Kaervek, Femeref experienced an early harvest when its crops ripened and matured far ahead of schedule. Simultaneously, however, Asmira was to receive visions that strenuous times were approaching Femeref. She encouraged the kingdom to save the harvest and view it as an omen of war, but instead the Tulumai church rebuffed her, calling her a charlatan and fraud and refusing to believe her prophecy. She was proven correct when the war arrived soon afterwards and devastated the nation.

Ebony Charm
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Magic is so commonplace on Jamuraa that anyone from a commoner in the Zhalfirin fields to a Femeref spiritual guide practices one form or another of mana. The Charms are an example of common magic. Used often in Femeref and in Zhalfir, Charms are enchanted objects that have the power to convey an ability using mana. The Ebony Charm, for instane, is a talisman that can drain life, remove dead, and instill fear.

Ekundu Griffin
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Known and revered by the Suq’Ata especially, the griffins of the Ekundu mountains are large, pale-colored and carnivorous. They tend to attack cattle and flocks of sheep, from their perches in the vast Ekundu chain. Zuberi, Golden Feather, has been theorized to be Ekundu in origin.

Emberwilde Caliph
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The Wildfire plane is composed of a complex hierarchy of djinn and efreets. Those spirits loyal to the magical orders of the Wildfire plane are called Emberwilde. The Caliph is the royal leader of the Wildfire djinn and so far has been the highest ranking djinn or efreet to appear in Magic. It is a possibility, however, that Wildfire is also home to godlike beings such as planeswalkers, but the Emberwilde Caliph is the highest rank we see.

Emberwilde Djinn
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Although Wildfire is home to a wide spectrum of spirits, the Emberwilde Djinn are the bulk of the plane’s population. Unpredictable to the extreme, these powerful spirits carry high prices of energy-mana or life-for loyalty.

Energy Bolt
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The Energy Bolt is a common enough spell in Zhalfir. It is used both to heal and to destroy, depending on the intent of the user that channels its power-which reflects both the chaos of red and the serenity of white.

Enlightened Tutor
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Note the restrained Femeref clothing in the card art-as well as the five colors in the headband. Femeref has a shorter literary history than Zhalfir due to its youth as a state and culture but the Femeref are also people who revere both spiritual and didactic sides.

Ethereal Champion
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This card is the only mention of the second Femeref city, Nyomba. Like Tulumai, Nyomba was formerly Zhalfirin, although it was ceded by the Zhalfirin throne to help Femeref establish itself.

Fallow Earth
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This card refers to the practice of leaving portions of land unfarmed and then rotating the areas of cultivation. By allowing parts of the land to be fallow, Jamuraans can ensure that the environment is balanced and that they have a food source the entire year.

Femeref Archers
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The text of this card refers to the intense spiritual devotion of the Femeref people. As their very country was created to acknowledge the holy church, Femeref tend to disdain those with “lesser” beliefs-infidels in their eyes. Although Zhalfir and Femeref have maintained a steady relationship (constantly threatened by infighting on both sides) there are many cultural and religious differences between them, partially due to the length of time Femeref has been independent of Zhalfir. In any event, Femeref archers are as effective as their Zhalfirin counterparts.

Femeref Scouts
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Although their famous member was the late Scout Ekemet, the scouts of Femeref were instrumental in bringing the chronicle of the pre-war days to the Jamuraan high council. Even afterwards, they helped spy on Kaervek’s doings across the continent. Unfortunately, many met with early ends, including Ekemet and her troupe, who were killed in the Uuserk Marshes.

Feral Shadow
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The Feral Shadows are the lowest of the three Nightstalker Clans of Urborg. They are furtive, stealthy creatures who were sent from the Burning Isles to Jamuraa by Kaervek’s command. While the Breathstealers infiltrated the Suq’Ata cities and the Urborg Panthers took over the Zhalfirin plains and jungles, the Feral Shadows spread across Femeref. Indeed, it may have been their presence in Femeref that drew the Spirit of the Night to Tulumai.

Fire Diamond
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In Jamuraa, even the common farmer knows a bit of magic-and in Zhalfir, every settlement has a representative from the five Guild houses of civilization and magic. These Guild mages are qualified to use many sources of magic, including the energy-filled diamonds that can be found throughout the continent in mana-lined regions.

Foratog
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A devastating pest, the foratog preys exclusively on wood. Like all atogs, it possesses a voracious appetite, capable of consuming everything in its path to further its twisted growth. Fortunately, Jamuraa possesses extensive forests, but the foratogs are more than willing to decimate tree after tree in their hunger.

Forbidden Crypt
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Pictured in this card are three members of the Shadow Guildmage. Note their ashen and black hoods and cloaks- unmistakable signs of the Shadow Guild. In every Zhalfirin settlement, there is a Shadow Stairwell that descends to the catacombs and tombs underneath the city. As the Shadow Guild is responsible for maintaining the ancient crypts, they have a tendency to remain underground and out of sight.

Forest
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Jamuraa is home to a great many jungles, each vast and filled with life. The Uktabi forest in the south has been populated by Quirion elves from Corondor and is the only Jamuraan forest that has a significant center of civilization. However, the largest forest of all is the Mwonvuli, a gigantic jungle that sprawls across the heart of the continent. Fed by an alimentary river delta, the Mwonvuli is home to Jolrael and her army of wild animals.

Forsaken Wastes
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The Maumivu Wastes are a barren expanse to the southeast of Femeref. They block the immediate southern border between the Viashino nations in the Great Desert and the three allied civilizations of Jamuraa. With the sparse, arid regions of the Great Desert, the wastes are a potent barrier against extensive contact between Jamuraans and the other cultures of the supercontinent.

Giant Mantis
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Jamuraan plains have a talent for growing large insects-take both the Giant Mantis of Mirage and the Giant Caterpillar of Visions into account!

Granger Guildmage
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The nourishing arm of the five Guilds of high magic and civilization, the Granger Guild is responsible for the basic element of food. They are the mages that tend crops, livestock, destroy plague and disease, and ensure that none in the kingdom starve. With their healing green magic, they can nurture valuable plants and ensure that Zhalfir’s lifeline is constantly complete. The Granger Guild is the most valuable of the five Guilds of Zhalfir.

Grasslands
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The grasslands of Jamuraa occur in several regions, particularly inside and around the many plains of the continent. A combination of both flat expanse and a few trees, the grasslands are notable in Mtenda, homeland of Rashida Scalebane and of a well-developed Zhalfirin villager culture.

Grave Servitude
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Although Kaervek brought many spirits from the high clans of the Burning Isles to Jamuraa, most of his army was composed of either forces from the Mwonvuli or from the undead. With dark magic, Kaervek summoned from the grave a great many animated skeletons and zombies to serve him in conquering the continent.

Gravebane Zombie
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Although they were the last primary troops to arrive in Kaervek’s army, the zombies caused some of the most panic as Zhalfirin, Suq’Ata, and Femeref civilians witnessed the dead rising and joining dark Urborg and Bogardan spirits against the people.

Grinning Totem
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The Femeref belief in totemism is such that certain totems are imbued with magical powers. The gilt, Grinning Totem is a symbol for both the entire expansion set and the Femeref culture. Its magical abilities allow its controller to literally pick the mind of another for information and spells.

Hakim, Loreweaver(see biography for more information)
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Hammer of Bogardan
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Bogardan’s power revolves around its volcanic heart. Magma surges through the underground of the large Burning Isle, fueling the general heat in addition to the frequent firestorms. Those wizards capable of harnessing this power find themselves in control of a force of pure red mana-capable of searing and burning directly at opponents.

Harbinger of Night
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The Harbingers were amongst the first to appear of Kaervek’s servants, spreading fear and weakness amongst the people of Femeref and the other allied nations. Paving the way for the dark days of the Spirit of the Night, the Harbinger’s ability to weaken all unfortunately did not exclude itself.

Harbor Guardian
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Although Suq’Ata relied greatly on its alliance with Wildfire and its ties to Rabiah for defense, it also had the help of the Harbor Guardians. Suq’Ata’s most important cities, Amiqat and Wayraqa, are both ports, and so both have Guardians stationed and ready to defend against aerial assault.

Harmattan Efreet
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The Harmattan Efreets are hideous, devious creatures that enjoy taking the unwary for a spin in the high atmosphere- and are known to drop their “victims” soon afterwards.

Healing Salve
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The bright costuming of Healing Salve’s art is due to the fact that the art was originally intended for the card Vigilant Martyr. During assignment phase, several cards had switched pictures, so Healing Salve’s original, intended artwork appears today on the card Elixir of Vitality. Although the card itself is hardly new, its text provides the best glimpse into the Femeref philosophy as well as the root causes of the rift between the Shadow Guild and the Tulumai Church.

Hivis of the Scale(see biography for more information)
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Island
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The islands of Jamuraa are spread throughout the Kukemssa and Jaema seas but the main archipelago is the Chaza, a fanning group of small land masses that lies beyond Zhalfir. The Chaza Isles are in general tropical regions that enjoy the confluence of Jaema and Kukemssa; their most important member is a remote atoll that is home to the wizard Teferi and his entourage.

Ivory Charm
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Magic is common enough in Jamuraan life, and charms are worn on the necks of people as diverse as the lowest commoner to the highest nobleman. In Femeref, symbolism is extremely important. The Ivory Charm shows examples of this, particularly in the sun symbol at the top-Femeref people worship the sun above everything else.

Jabari’s Influence
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A powerful sidar of the Zhalfirin royal army, Jabari’s greatest strength is not his ability to fight or lead others, but rather his diplomatic tongue. Capable of delivering a dialogue with even the most implacable foe, Jabari long ago realized his natural talents-hence, he makes every effort to utilize them to his benefit.

Jolrael’s Centaur
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The centaurs are sentient beings that are half human and half horse. Those centaurs that inhabit the Mwonvuli Jungle form the only vestige of humanity in Jolrael’s army, as all of Jolrael’s other forces

Jungle Troll
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Although they are carnivorous, isolated beings, jungle trolls have been known to keep small animals as pets. They have also been known to eat humans, a fact which keeps them popular as urban legends in Jamuraa.

Jungle Wurm
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Large serpents that inhabit the verdant forests of Jamuraa, the jungle wurms are noted for being easily distracted-and for their rather low intelligence.

Kaervek’s Torch
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The phrase “lion’s eye” refers to a situation of great danger and is a popular reference in Zhalfirin society. Indeed, it was one of the original names for Visions expansion.

Karoo Meerkat
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The meerkat is a pest, a mongoose that prowls along the dry, dusty and flat karoos of Jamuraa. These quick, sharp creatures spend much of their time digging and scratching the earth in search of their food-which consists of various small creatures such as insects and snakes. They are also very alert to other sources of food, such as from humans, and are very aggressive in that pursuit.

Leering Gargoyle
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Ashen, stony creatures that possess the gift of flight, these gargoyles have the ability to drop from the sky and become animate statues. They are constantly in search of a fight, but despite their belligerence and hideous appearance, they are not inherently evil.

Lion’s Eye Diamond
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A large jewel that rewards those who empty their mind by providing a rich source of mana, the Lion’s Eye Diamond is so named for its radiance and for the fact that those who use it are often in the “lion’s eye”-in a situation of danger. The Lion’s Eye Diamond is a prismatic jewel, meaning that it is neutral and can side with any color-hence its usefulness to any Jamuraan mage with little knowledge to lose.

Locust Swarm
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The biblical plagues are freakish on the realms of Jamuraa. They are capable of despoiling crops, coming in large and repeated waves, and their seeming ability to regenerate has earned them a place in infamy to both the Granger Guild and the general populace.

Mana Prism
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Artist Margaret Organ-Kean is well known for using tiled patterns in her artwork-usually squares and rectangles. However, the theme of Mirage revolves around the use of more unconventional shapes such as triangles, so Margaret chose to use a triangle tile for all of her Mirage pieces.

Mangara’s Blessing
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It was Mangara’s blessing that would do what even an ancient planeswalker failed to do-heal the wounds of the three Jamuraan nations and bring about an age of new harmony and enlightenment. It was also his blessing that would spark a fatal war.

Mangara’s Equity
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The Age of Harmony under Mangara revolved not only around seeking truth and light but also an equity for all. It was Mangara who liberated the oppressed races from their chains of prejudice-and so in the Age of Harmony elf, human, and dwarves shared their cities and knowledge. All this was ended by Kaervek and Jolrael.

Marble Diamond
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A cool, white stone that is charged with pure mana, the Marble Diamond is the white representative of Zhalfir’s six magical jewels.

Maro
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Nature spirits that continually change in both strength and appearance, the maro are a mystery to many Jamuraans. Multani, a Jamuraan sorcerer, was a mage that specialized in dealing with these spirits.

Mind Bend
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Note the use of all five colors in the center to upper right streaks.

Mist Dragon
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The Mist Dragons are powerful denizens of the wasted, fogged regions of Jamuraa. Capable of shifting in and out of existence as well as gaining and losing the power of flight, the mist dragons were among the first of Jolrael’s forces to attack Zhalfir.

Moss Diamond
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A jewel imbued with the force of Jamuraan forests and jungles, the Moss Diamond is the green representative of Zhalfir’s six mana stones.

Mountain
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The mountains of Jamuraa vary greatly in their appearance and environment. Some are lush, forested and verdant-while others are blasted rock, sand, or ice. The main mountain chain of Jamuraa is the Ekundu, which stretched from the Great Desert and branches into many smaller ranges.

Mountain Valley
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Aquifers, great reserves of water, are known to feed into the higher regions of Jamuraan mountains, creating oases of life in the midst of high rock.

Mtenda Griffin
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The Mtenda Griffin is a graceful, Zhalfirin creature that has relatively unusual coloration for a griffin-its wings are green, in keeping with its jungle environment. The quote from Asmira is particularly fitting for Zhalfir, a country constantly divided by its squabbling internal factions.

Mtenda Herder
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Trained inhabitants of the Mtenda Wilds that have had their skills passed on from previous generations, the Herders are trained in both small magic and even have some training in fighting. For every village, the Herders are the life support, maintaining the livestock.

Natural Balance
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When she first came to the Mwonvuli, Jolrael was a stranger to the concept of natural order and balance. But after centuries of living amongst nature at its primordial state, Jolrael became attuned to the land and its need for maintenance and respect. But Kaervek’s arrival would change all that-for although she understood nature more profoundly than any other Jamuraan, she failed to understand her fellow humans.

Nettletooth Djinn
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These feral demons inhabit the forested and brushlands of Jamuraa. Brightly green in skin tone so as to conceal themselves, they take great pleasure in attacking with their forked, razor-sharp teeth.

Nocturnal Raid
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The art and flavor text of this card are very fitting to each other. The former depicts a settlement in Suq’Ata being burned, and the latter refers to the Breathstealer invasion of that empire.

Pearl Dragon
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The legend of the Pearl Dragon as quoted by Hakim is actually Chinese in origin.

Phyrexian Purge
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Phyrexian Law ordains that all lower forms of life-especially animate artifice-must be perfected or destroyed. Those artifacts and organisms that cannot evolve along the Phyrexian scale are executed in what is called a “purge”. Legend holds it that Yawgmoth, dread ruler of Phyrexia, is preparing for the day when he will unleash the Demons of Phyrexia in the Great Purges, the day that Dominia is prepared for Phyrexian conquest.

Phyrexian Tribute
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Their long awareness of magic has made some Jamuraans aware of the presence of Phyrexia, a dark plane ruled by clockwork and black artifice. Those loyal to Phyrexia will pay it a tribute-of blood, metal, knowledge or sanity.

Phyrexian Vault
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There exist caches of Phyrexian weaponry from the age of the Brothers War and even before. Although most of these caches were found and opened in Alliances-era Terisiare, it appears that Phyrexia has managed to seep its presence into Jamuraa as well.

Plains
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Jamuraan plains are wide, grassy expanses populated by a great many wildlife ranging from gazelles and zebras to birds. Many of these plains are Zhalfirin-the major region being the vast Mtenda Wilds.

Political Trickery
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If one card could sum up Mirage, it would most likely be Political Trickery. The nations of Jamuraa have been founded, strengthened, weakened and destroyed by this powerful weapon. Teferi, Jolrael, Mangara, Kaervek, Qhattib, Rashida, Asmira-all have had need to call upon the ability to declare war in a diplomatic tongue.

Purraj of Urborg(see biography for more information)
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Quirion Elves
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These Elves are not native to Jamuraa, but rather come from the White Woods of the Quirion Realm. Quirion is located in the southwestern quadrant of Corondor, a large continent to the northwest of Jamuraa. When Mangara arrived in Jamuraa, he brought his allies from Quirion, who quickly populated the Uktabi Jungle. Within this forest they constructed the great city of Salamzuri, which stood as a stronghold against Kaervek during the war.

Rashida Scalebane(see biography for more information)
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Reality Ripple
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This unusual card depicts the exact moment Teferi and his island phased out of existence.

Reckless Embermage
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The Embermages are powerful wizards skilled in the Wildfire disciplines-which allow them to call upon the power of the djinn, efreets, fires and water. They tend to be loyal to the Suq’Ata (under Wildfir
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e). As one can see, their style of dress identifies them not with Zhalfir or Femeref.

Reign of Chaos
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On the Burning Isles, dozens of powerful beings vie for control of the various realms. In the states of Urborg, Kaervek was unable to exert any power-being opposed by so many others skilled in magic-but in Jamuraa, he found a land ripe for plucking.

Sabertooth Cobra
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Powerful snakes, the sabertooth cobras of Jamuraa possess some of the deadliest venom found on the continent. This poison is prized by assassins for its properties. Sabertooth cobras have a tendency to starve to death due to the fact that small animals are hard to kill with the size of their large fangs and that large animals are difficult to catch and swallow.

Sacred Mesa
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There exists a hidden realm, bathed in sunlight and dawn, where the mysterious Pegasus dwells-but to most Femeref, it is but a legend...

Sand Golem
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These artificial creatures are born of sand and mineral and can appear and disappear as quickly as the desert sirocco and as treacherously as a pit of quicksand.

Sapphire Charm
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The blue Sapphire Charm represents the facets of its color-the ability to deceive, shift, and grant the power of flight.

Savage Twister
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These devastating tornadoes are magical in nature and are exceedingly destructive when their path collides with an unwary Zhalfirin village...

Searing Spear Askari
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The Searing Spear Askari, so named for their intricate weaponry, are soldiers of the Zhalfirin army that are trained to resist enemy invasion for as long as possible. They are always the last bastion of defense at the Zhalfirin borders.

Seedling Charm
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The facets of green represented in the seedling charm are the abilities to dispel illusion, revitalize the dead, and to give the power of destruction-adequately revealing the three faces of this color: sanity, life, and fury.

Seeds of Innocence
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The careful observer will note the unusual placement of Dominaria’s two moons, apparently visible even during the day. The people pictured are Zhalfirin, and the quote comes from Jolrael’s first meeting with Kaervek.

Serene Heart
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Serene Heart is the first of a triptych by D. Alexander Gregory that represents the planeswalker Teferi in his domain.

Sewer Rats
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Vicious creatures that infest the Suq’Ata sewers, these rodents often tend to get only stronger when infuriated.

Shadow Guildmage
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The Shadow Guild has the dubious honor of being the parent of the Femeref Schism and the City of Aku. The presence of the Shadow Guildmages and their gradual control of the crypts and dead of Zhalfir infuriated the leaders of Femeref, leading to the internal fracture of the kingdom. The Shadow Guildmage has always worked well with the other four members of Zhalfir’s Guilds, but it has a strong alliance with the Shaper Guild-together they comprise the Mundungu, the guild that oversees the dread city of Aku.

Shaper Guildmage
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The Shaper Guildmages are the hands that mold Zhalfirin society and seek to change the rest of the world. The Shapers possess strong alliances with the Armorer Guild (a testament to Teferi, as the two guilds are of rival coloration) and the Shadow Guild. They are the mechanists, the artificers, the inventors, and the shapers of technology and people.

Shauku, Endbringer(see biography for more information)
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Sidar Jabari(see biography for more information)
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Sirocco
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The Sirocco is a dry, western wind that parches the land and is regarded as symbol of honesty, judgement, and revealing by the Femeref.

Skulking Ghost
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These shrouded ghosts are extremely common in Jamuraan cities, where they are called “spiritual vermin”. If exposed to light or magic, they are destroyed instantly, vanishing without a trace.

Spatial Binding
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This spell holds Teferi’s isle and its phasing creatures in place.

Spirit of the Night
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A powerful demon from Urborg, the Spirit of the Night leads the high clans of the Burning Isles-the Nightstalkers. A combination of the Breathstealer’s murderous hand, the Shadow’s stealth, and the Panther’s strength, this creature was summoned to Jamuraa to dispose of the Femeref government. It has had few recorded appearances on Dominaria and reports tell of a shrouded monstrosity that was half-cat and possessed glowing, sickly eyes.

Swamp
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Swamps are relatively rare in Jamuraa as compared to plains and forests. The major swamps are in the Uuserk Marshes region, the most inhospitable area of Zhalfir. Although wild entities, many evil, prowl the marshland, in its midst is the bastion of Aku-the city of the royal dead.

Talruum Minotaur
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The Talruum tribes inhabit a chain of mountains extending into Suq’Ata. These minotaurs are xenophobic, aggressive, and rarely have any contact with humans. They follow the cults of Kindeya and Torahn, gods of knowledge and justice, and are known for their fighting power and will.

Taniwha
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The Taniwha is the largest of Teferi’s creatures and is a destructive one at that. Its massive bulk is legendary in the Jamuraan seas and indeed, it was one of the many compelling reasons why Teferi stayed out of the war in favor of guarding his creations.

Teeka’s Dragon
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This four armed metallic dragon is imbued with exceptional ferocity and strength.

Teferi’s Curse
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A spell that can shift matter in and out of time, what was once the product of Teferi’s experiments soon became a curse. Du
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ring the war against Kaervek, it was this spell that saved the city of Tefemburu and led the allies to victory.

Teferi’s Drake
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These benign, high flying reptiles are servants of Teferi. Intelligent, they phase in and out of existence. When Jolrael fought Kaervek in the Chaza Isles, it was one of these drakes that saved her from drowning.

Teferi’s Isle (see locational file)
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Telim’Tor (see biography for more information)
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Telim’Tor’s Edict
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Telim’Tor is famed for his brutality. Amongst the popular legends of Jamuraa is that any campsite of his can be identified if a headless corpse is buried there. Indeed, Telim’Tor has a strict credo: the smallest resistance to his orders warrants death. Hence, his edict of public execution in the army-and the text of the card, which is a letter from one of his soldiers. Note the card art: the troops are standing while the dissenter is executed. Telim’Tor’s theory on displaying execution is simple: it ingrains a lesson into those who might rebel.

Teremko Griffin
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These large creatures inhabit the Teremko Mountains. They can actually fly with riders, being large and strong enough to carry soldiers for the allied armies.

Tranquil Domain
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The second in the Teferi triptych, Tranquil Domain’s quote is from the Afari chronicles. The irony of the text is that although the guilds were harmonious with each other, they failed to prevent internal fracturing in the state they upheld.

Tropical Storm
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These storms are extremely destructive and afflict Jamuraa due to its tropical location. They have a tendency to develop into hurricanes or typhoons.

Uktabi Wildcats
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These wildcats are native to the southern Uktabi jungle, a habitat to which they are very suited. Drawing strength from their environment, the wildcats are capable of rapid expansion and healing-a reason why the elves constructed Salamzuri.

Unyaro Bee Sting
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The sting of a bee costs it its life-hence the text. Note the dress of the Zhalfirin woman portrayed-her headress is Roman but the gold jewelry appears to be influenced by African design.

Unyaro Griffin
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The Unyaro Griffins are strong, loyal beasts that inhabit the plains of Zhalfir.

Urborg Panther
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The second of the three clans of Urborg, the panther tends to run ferally-until summoned by a higher being. Although the panther is sentient, it obeys hunger first-and then its duties as a servant of the night.

Vaporous Djinn
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These water elementals can appear and disappear at will so long as there is a source of water or vapor around them.

Viashino Warrior
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The Viashino rule the Great Desert, a vast expanse of arid rock and sand that prevents many Jamuraans from crossing elsewhere on the Rabian supercontinent. Viashino are descended from dragons and are cousins to many reptilian species-hence the text.

Village Elder
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The elders of the village hold the knowledge and wisdom of times long passed-which is why they are revered by others as invaluable.

Volcanic Dragon
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Dragons are most powerful in regions of red mana, and the Volcanic Dragons of Bogardan are no exception. Born of molten lava and fire, these creatures are quick, strong, and aggressive.

Volcanic Geyser
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Volcanoes are common in Bogardan, where they fuel the island’s immense reservoir of red mana. They also contribute to the vast firestorms of the land, which in turn hide the phoenixes, dragons, and beasts that Bogardan is so famous for.

Wall of Resistance
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Like the Wall of Opposition, the Wall of Resistance is magically constructed. However, instead of gaining strength to fight its enemies, this wall continues to fortify itself, ensuring that it only gets stronger with each attack.

Ward of Lights
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The Ward of Lights is a prismatic spell-capable of granting protection against any of the five colors of magic.

Wave Elemental
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Water spirits that inhabit the seas of Jamuraa, the wave elementals are able to jump up and ensnare the unwary with their sheets of water.

Wellspring
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Susan Van Camp’s artwork is the epitome of the average Zhalfirin village, with its simply dressed folk, wild animals, and wells.

Wildfire Emissary
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These efreets are Wildfire’s representatives to Suq’Ata and Jamuraa. They are powerful, built of fire, and immune to white magic.

Zhalfirin Knight
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The Zhalfirin Knights are the vanguard of the royal army and are trained for years, making them incredible opponents in battle. Before battle, their foreheads are adorned with the red and gilt Triangle of War-a symbol recognized by every Zhalfirin.

Zirilan of the Claw(see biography for more information)
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Zombie Mob
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Kaervek’s strength came largely from summoning the undead across the land-and these zombies helped form his immense armies.

Zuberi, Golden Feather
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Zuberi is a legendary leader of the Jamuraan griffins. Although like all griffins he is built strong, with the body of a cat and the head and wings of a bird, his distinguishing features are his feathers-large and golden, and believed to be blessed by the gods.


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