One day, while cleaning out my closet I came across a dog-eared, badly creased and yellowing folder covered with rough pencil sketches of old D+D characters. I cracked it open and start to pour over the items inside. It was full of maps, old characters, scribbled combat notes and rough descriptive narrative for the old campaigns I used to run. In the middle of these items I came across the block of writing I had done as history for a world I called Sithas. It was an attempt at a rich and flavorful campaign idea that encompassed a world steeped in high fantasy. It started out as an experiment in D+D where I would control all of the players die rolls and character sheets. They were not aware in any way of what their AC, hit points, level, etc was. It was all to take place in a world that was magic poor. It would be based on the abilities of the characters classes (with some items of course, but ones that had a place in the story, not just some random +2 dagger on a goblin corpse).
The result was better than I could have imagined. After the first few odd sessions with us all trying to get used to the new way to play, the rules melted away. It became second nature to us and the story started to flow. The players made the campaign take on a life of its own and we all truly felt like we were taking part in a story as it was unfolding. We would go through an 8 hour session without a single die roll, all just roleplaying our characters in a rich world with developing characters and events. They were the easiest adventures I have ever DM'd. They practically told themselves with the characters as the central protagonists. When I looked up from that travel beaten folder it was 2 hours later. In the end, we never did completely finish that campaign, but it wasn't for lack of trying. It ran for 8 months before real life took away the regular sessions. I showed the characters their sheets and the reactions were priceless. This was in D+D 2nd addition, so I'm not sure how it translates over with the new editions, but if you ever get the chance, I suggest you try it.
I sat down after reading the notes and designed the first slew of cards. That was a few years ago now. I designed these cards with no other magic cards in mind, other than when attempting to balance them against existing effects and costs. These cards will likely never be, and were never intended to be, played with any existing, real, magic cards. I would love to hear feedback and have people point out wording errors and rules issues, but if a card I made creates some kind of a broken combo with a card that exists outside this set, I don't care. Inside the set however, I care a great deal.
This set was designed with flavor in mind, lots of top down design. Sometimes, because it is a Fantasy Set, flavor dictates function.
Brief Lore Overview:
Spoiler
Sithas is a brutal and bloody world that is plagued by an event called “The Shroud”. The Shroud is a thick black "fog" that covers the entire known world about once a year for a day or so, and it brings with it horrific creatures bent on destroying all life. It lasts for anywhere between one and three days. The creatures that live in the Shroud can't stand the light of the day and all of them are destroyed in different ways when exposed to it. The races have all adapted to this over the years and have learned how to survive. The elves use magic and secrecy to protect themselves. The humans have built towers that rise out of the Shroud and trained an army to fight the Shroudwalkers. The dwarves lock themselves deep within their city of Rath Tarkun in the Dragonspine Mountains. The goblins live in massive tunnels underground. The militant hobgoblins have constructed their own city in the Dragonspine Mountains they call Barkus. All of them burn their dead into ashes. Over the generations the effects of the Shroud have become more manageable. In times past entire villages were destroyed by the demons and undead that came with the Shroud, but now it is rare to see one of these horrific creatures. The effects on culture and society are still strongly rooted in the lives of the denizens of this tortured land. This is a world that is just starting to reach out to the other races, encountering sometimes for the first time. The cities of each race are very ethnocentric, however it is becoming more common to see dwarves in human cities, and trade has started with the Rutheran clan of elves. The world is largely unexplored and it's call of adventure and riches have started to lure the braver citizens into its depths.
Not all forays into the world have been peaceful. Skirmishes have begun to break out between the races. Worst of all, after years of relative quiet, the Shroud has started to come more frequently, and each time it stays longer than before. Tensions are building as each race starts to feel it is only a matter of time before the Shroud claims them all and are starting to prepare for the confrontations that are to come.
Planeswalkers have sparked on Sithas, but they are not able to planeswalk away from Sithas. They are ancient and powerful beings locked in constant battle with each other. The Hag is a twisted and evil creature that has made a home for herself in Rootwood Forest that offers power to anyone that is willing to pay her price. Hearteater, God of the Goblins has been called to this world by the goblins themselves and smashed the Dwarves ancestral home of Athrad Angren in Eldar forest. Other planeswalkers have come to this plane only to discover that they are also unable to leave.
The main flavor of this set is defining the world, with exploration and travel and under tones of the rising tensions between the different races.
The Races of Sithas:
Spoiler
Humans
Spoiler
Human have been badly beaten down in the rather horrific world of Sithas. The humans live mostly in a massive city called Maldrus built on the banks of the Annuvin River. Their population numbers around 1.5 million in total. There are a few smaller settlements deeper inland, with Llunydell as a waypoint for this travelling to Ravenblight or Rath Tarkun, and a few estates collectively called Asper Woods reserved for the wealthy. Pirates, bandits, thieves, slavery, pit fighting, noblemen, guilds, assassins, soldiers, guards, gangs are all part of the low. Maldrus is a dangerous place for the unwary. The divide between the rich and poor is atrocious, with people literally dying of hunger while the rich hold lavish parties and eat like kings. Their king, Lord Evan Maldrus is a good man, but he is military minded, looking to expand and cement the human presence and tends to leave the running of the city in the hands of his councilors.
Dwarves
Spoiler
The dwarves once lived in a massive mountain range city in the Eldun Forest they call Athrad Angren, but during a war with the Goblins, their ancestral enemies, the Goblins called down their God, Hearteater, and routed the dwarves from the halls of Athrad Angren. They fled to the elves of Theranji in the Eldun Forest, and the elves tried to help, but Hearteater followed them and destroyed much of Theranji as well. During the aftermath, many elves shunned the dwarves for bringing this tragedy, while others still insisted on helping. The Dwarves were banished from Eldun Forest by the elves of Theranji, and many elves left with them, ashamed of the dwarves treatment by their bretherns hand. The dwarves eventually settled in the Dragonspine Mountains far to the north and created a new home they called Rath Tarkun.
Goblins
Spoiler
The goblin races lived underground for eons before they started attacking the dwarves in the bowels of their tunnels at Athrad Angren. They did not call down Hearteater, as he drove them from Athrad Angren as well. Now they have divided into factions and live mostly in Rootwood, an ancient and mossy forest millions of acres in size. There are three distinct tribes: The Bloody Fang live close to the Gentlerun Downs and are the most tribal, the Evil Eye live in the foothills of the Dragonspine, ruthless and stealthy, and the secretive Spider Clan lives to the north of the Moors, masters of necromancy and dark magic. The hobgoblins live in the Dragonspine as well, having built the city of Barkus. The ogres and the orcs have settled in Ogre Valley, living underground to avoid the humans as much as possible. The ogres in the natural caves and the orcs in warrens they have built. All of them are considered ‘goblins” mechanically on Sithas.
Elves
Spoiler
There are two clans of Elves. Clan Rutheran (BG), a nomadic, shamanistic clan that lives closely with nature. They are green, occasionally straying into black. Clan Theranji (GW) are the scholars that live in one place, an elven city of trees called Theranji. Theranji is the homeland of the elves. Clan Rutheran broke from Clan Theranji about seventy years ago due to the events that destroyed Athrad Angren and most of Theranji. When Hearteater attacked it was only through the use of powerful magic that the elves were able to save their home. To this day Theranji is still protected behind this barrier that hides it from detection. After Theranji was saved, many elves wanted to exile the dwarves from their home in case it brought Hearteater back down on them. The elves that found that attitude abhorrent ended up leaving with the dwarves in their exile and became Clan Rutheran.
Zombies and Demons
Spoiler
The Shroud is a towering, black wall of impossibly thick "fog" (for lack of a better word) that feels oily, icy cold and is difficult to breathe. It roars across the surface of Sithas approximately once a year. It brings death with it. Zombies and demons of all sorts stalk the Shroud, looking to destroy all life they find. The people of Sithas have learned to live with it. Life attracts the undead. They can sense it. Over the generations, the races of Sithas have learned a few tricks that make it easier. They burn all their dead immediately. There are no graveyards on Sithas. This was impossible to properly portray in the card game unfortunately. So cards still reference the graveyard. I tried, but I felt it took away too much from the game. Plus it would only have been for flavor reasons. As the years have passed, the races have learned their own ways of surviving. The living races either band together to drive back the dead, or the rich in Madrus party in their towers that stand above the Shroud, oblivious to the plight of the poor.
Dopplegangers
Spoiler
There is a race of beings that have the ability to change shape. Some can switch at will, while others become permanently fixed once a form is taken. They have managed to remain mostly a secret, watching and learning from the other races, and struggling to discover their place in this world. They are whispered about by the other races, and stories filter back to the civilized world about these strange creatures and the horrible fates adventurers have fallen to at their hands.
Vampires and Werewolves
Spoiler
In other to fight back the Shroud, a Vampire by the name of Septimus Ravenblight has created a city and military society that has been built up around an area that is highly susceptible to the effects of the Shroud. In order to bolster the soldiers and try to get more of a foothold he has turned to creating werewolves and vampires out of the humans.
New Mechanics:
Disclaimer: I didn’t want to do anything too crazy with mechanics for the first set in the block so I played it nice and safe, while still trying to keep it interesting.
Spoiler
Animosity for <whatever>(This spell costs colorless less for each <whatever> opponents control).
Sithas is a world gripped by ancient grudges and racism. This brutal world has been a constant fight for survival for all the races and they have clashed many times in the past. Animosity is a driving force for much of the conflict around this story. The goblins hate the dwarves, elves and humans. The elves dislike the dwarves and hate the goblins, the dwarves hate the goblins and distrust the elves, and the humans are leery of every one. The creatures of the Shroud despise all life and all living creatures hate the Shroud. I wanted to find a way to build tension and tie into game play. It’s a fixed Affinity that punishes an opponent for overcommitting. It exists in all colors.
Berserk(If this creature would be destroyed, it is destroyed at the beginning of the next end step instead).
I dislike Indestructible because it is too good. There are many flavorful and fun keywords that could have been used, but indestructible invalidates them all, and because it is so strong it has very limited design space. I created Berserk because I wanted to open up this effect in a flavorful way that would make it accessible to many different cards and all rarity levels. I expect this mechanic to be the most maligned, but it fit the function I needed. After experimenting with lots of revisions, this one was the simplest and most playable. I tried all kinds of crazy stuff like "State based actions are not checked for this card until end of turn." and the such, but the rules headaches. If anyone has a better idea, I would love to hear it. It exists in all colors but Blue.
Resonance(You may cast cards in your graveyard that share a name with this card. If you do, exile them.)
Sithas has a life force that surrounds and binds life. Think of it as a pool. The more life there is, the smaller this pool is and the less power it has to draw from. The less life, the more there is to go around. Many good creatures have learned to accept this as proof that all life is sacred, and that once something returns to the pool it will one day return. Evil creatures have also learned this unfortunately, and it motivates them in different ways. It exists in all colors.
Stalwart(This creature may block any number of creatures).
Nothing to see here. Just keywording an old magic standby. I wanted it to show the desperate plight of the armies of Ravenblight fighting off the hordes of the undead with very little in the way of resources. White is the only color with this ability at this time.
Settle <cost>(<cost>: Attach to target land you control. Settle only as a sorcery.)
I wanted to show the nomadic nature of many of the races, as well as the fact that many of them have been forced to move. Plus I just thought it would be cool. The design space is limited, but I had fun with it.
Notes:
Spoiler
CREATE: I got this one from the forums. It's been grandfathered in as far as I am concerned. It's easy to understand and an excellent addition to Magic. The keyword Create replaces “put a x/x blue bird token with flying onto the battlefield. For instance, the text “Put X 1/1 blue bird creature tokens with flying onto the battlefield becomes: “Create X 1/1 blue bird creature tokens with flying.”
GOBLIN TYPES: I homogenized Orcs, Goblins, Hobgoblins and Ogres all into the creature type – Goblin. For instance, a card named Ogre Berserker has the type Creature – Goblin Warrior. In Sithas they are all under the same sort of rule and live together in many circumstances.
LEGENDS: There are a lot of Legendary permanents in this set. This set originated from a D+D campaign we played for about 8 months. Many of the characters in this set were characters and npc's from that campaign.
The actual story of Sithas is a novel (50,000+ words so far) I have been working on and there is just too much to possibly list in one forum post. So I'm not going to try. I will add some text after a card if I think it needs special note.
Set Stats:
Each color has: 20 Commons 12 Uncommons 8 Rares 3 Mythics
I fiddled around with a few sub themes…keywords matter and "if this happened this game" templating, but I kept it to a minimum.
I likely have wording errors, possibly some rule breaking in these cards. I would love feedback, plus I have no ego when it comes to card design. If you hate it, say so, but say why. Thanks! Oh, and tell me if you like it too .
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Last edited by Dudibus on Tue Jul 02, 2019 7:59 am, edited 3 times in total.
Awesome! Sets are popping up left and right! If you allow, I'd be honored to add this to NGA Constructed.
I would be honored to be included in NGA Constructed. It is very possible that I missed a few things in my posting of cards, so bear with me. . Plus people might have some good suggestions for changes.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Wow Dudibus, this looks amazing. I'm going to have to give it a serious look when I get some free time, but I'm already exited about it just based on the history and lore of the set.
I'm not a fan of Resonance requiring 3 or more copies, as the ability is nearly useless in Limited, requiring you to find LOTS of copies of a specific card to see use. Wouldn't it be more interesting if it counted number of Resonance cards in your graveyard instead? Like "As long as there are five or more cards with Resonance in your graveyard, you may return a card with Resonance from your graveyard to your hand during your upkeep." - and rule it as a special action rather than a triggered ability so that only 1 card is returned.
_________________
Quote:
"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums
Okay, going through all your Commons, I think the Ambassadors and Animosity need some tweaking. Ambassadors don't actually "turn on" Animosity in most cases. They do for *some* racial-based ones, but the main ones are the "animosity for creatures". Now, animosity for creatures is a-okay, and in fact is probably the best ones, because that's something that your opponent is always likely to have (and have lots of), but I think that's showing the problem. Animosity is too "spread out" amongst your commons. It's good to have (and red gets the lions share of animosity), but is targeted against so many things that it doesn't feel unified. Perhaps other rarities should have animosity for other, more infrequent, things, but not in common.
For example, you have "animosity for enchantments", but there are NO common enchantments. So how likely is that going to work?
You have "animosity for artifacts", but again, there are NO common artifacts.
If you have animosity for something, then that something should be appearing frequently at common. You've got tons of creatures, so animosity for creatures is pretty good. Animosity against a certain race is okay IF you have that race. But again, your most frequent animosities are for races that tend to show up pretty rarely. The "every creature type and color" shapeshifter (that certainly doesn't feel common) is a total trap because of this, and why does it care about color when NO COMMON animosities care about colour?
I think the strongest animosity should be against colours, since that's what your opponent is MOST likely to have, and it will hone "animosity decks" a lot more as a "color hoser" mechanic rather than just a super-random cost-cutting mechanic.
_________________
Quote:
"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums
This is why I'm glad I posted it. I'll keep making changes as I need to to tweak the set and I really appreciate the input. Mechanically I am much weaker than Flavor. I wish I had time to properly comment, but it will have to wait till tonight or tomorrow as work has me hopping today. Thank you for the feedback. I take it very seriously and will take all comments into consideration when I make the necessary changes.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Massive overhaul for some of the issues identified.
Patch Notes:
Removed all Ambassadors in all colors. Resonance changed to Resonance (At the beginning of your upkeep, if there are five or more cards with Resonance in your graveyard, return a card with Resonance from your graveyard to your hand.) Abandon Sanity Changed from being broken to being strong. Scavenged Bones name changed to Patchwork Minions. Zenith of Creation removed because I found a better use for the effect to appear in a later set. Replaced with a new rare creature. Maldrus paladin changed because of its similarity with Dungeon Geists. General wording updates. Soldier of Ravenlight gets vigilance instead of lifelink because the set had lots of lifegain and very little vigilance. Removed Hidden Agenda so I could give it ability to Inner Peace, bringing it more in line with the rest of the set. Changed Inner Peace to Can't attack instead of granting Stalwart which was way to good with Resonance. Added Bloodsworn Bayer to replace Hidden Agenda. White needed more Animosity and it needed a bigger creature at common. Added Cantrip to Combat Experience. Laying ground work for the next set. Path to Anarchy name changed to Post Traumatic Stress. Removed Consumed by Hatred for redundancy with Inner Rage. Added Ogre Valley Raiders to replace Consumed by Hatred. Lord Rutheran text changed to reducing Elves by instead of by their colorless component for clarity sake and just Epicness upgrade. Added needing a forest to play Leo for free. Removed Berserk from Leo. Removed Prey on the Weak. Added Return Balance to replace Prey on the Weak. Added Crushing Wurm at common from green after removing Ambassadors. Wife Swap name changed to Mind Meld. Removed the Tribal component from the Dual Lands. Its a fun idea and I will be exploring it again, however it's a feel bad ability in a set with Animosity. Modified Surge of Vitae to be more fun by making it an Aura instead of having to blow all the counters on one turn.
Hopefully that is the final update. Thank you very much to everyone that helped me out. Special credit goes to Yarium, Chinkeeyong and Theatog for the amazing feedback.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Last edited by Dudibus on Mon Oct 06, 2014 2:09 pm, edited 1 time in total.
Enjoyed the lore on this one, and I'm normally rather skeptical about homebrew. Nicely done.
So one idea I had was a change to Berserk. Instead of just having it die at the next endstep (which I think is problematic and can get broken with certain combos) to instead go something along the lines of this:
"If a creature with Berserk would be destroyed it instead gets 2 rage counters. During your endstep remove a rage counter from this creature. If it has no more rage counters on it, bury this creature."
I think this would give you some more design space to play with, such as creatures that get more rage counters and thus can last longer after before biting the dust or even creatures that come into play with rage counters and thus are on a short fuse.
Thanks for checking it out. There is tons more lore throughout the actual cards, especially the Mythics, if you wanted to read any more. I like where your going with Berserk, the only problem is if it keeps getting damaged it keeps getting Rage counters and makes it almost just like indestructible especially if your blocking. Maybe:
If this creature would be destroyed, if it doesn't have a Rage counter, put a Rage counter on it. ~
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Life Boon G Instant Target player gains 4 life. Resonance (Whenever you cast ~ you may cast cards that share a name with it in your graveyard. If you do, exile them.)
So if I have 2 Life Boons in my graveyard and I cast a third, I could spend G to cast one, or GG to cast them both from the graveyard and exile them. This would mean 12 life at the cost of GGG and three cards.
I think this is better than the current version and not as difficult as the initial iteration because you only need 2 copies to make it work.
I thought about having it just be "Whenever you cast a card with Resonance you may cast cards with Resonance from your graveyard. If you do, exile them." meaning all Resonance cards work together. Is that too good? So far all Resonance cards are at common with fairly minor effects.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Dunno, resonance still sounds a lot like the kindle effect. Not bad, kindle is awesome, but dunno if it's enough for a keyword effect. Especially at higher rarities.
Not quite sure how good an effect is that can't work on its own.
Here's a thought. Would it absolutely have to be synergy with it's own card type? How about something like this. I'm thinking of a harder to abuse storm type mechanic:
Resonance X When you cast this card you may cast X cards from your graveyard that have Resonance. Cards cast from the graveyard this way are exiled afterwords.
I modified JB's version of Resonance to: Resonance (You may cast cards in your graveyard that share a name with this card. If you do, exile them.)
It plays better and is a lot more limited friendly since the keyword is being kept in check by the abilities on the cards. It encourages player to play their cards instead of horde them as a reward later for doing so.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
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