The Planeswalker’s Guide to Andora
Community Set
Polaris
18 January 2012
2543 views
18 January 2012
2543 views
Andora. The youngest plane of the ever-changing Multiverse. Created by a planeswalker of unknown origin, began its existence as five shards: Chavest, Irindu, Morglen, Sorok, and Ulgris. Each contained two of the allied colors of mana, as well as their shared enemy color. At their creation, the shards were lifeless. They were populated by Bagan, a wandering planeswalker outcast from his own kind. Bagan was obsessed with the study of life, and collected specimens of all kinds of races and species, bringing them to his own small plane, a place he called Bagan’s Ark. Here, he studied and experimented on the creatures he found, even going so far as to create new species of his own. He chanced on the split plane soon after it was created, and realized it was his opportunity to make the ultimate test of his skills. Working from the ground up, he constructed entire ecosystems for each shard, and the history of the peoples of Andora began.
The main sentient species on Irindu are Elementals, Humans, Shapeshifters, and Weirds. The conditions on the plane have brought their cultures together as a necessity, and they are ruled by a council comprised of all four races. All of them worship the shard's ever-shifting elementals. Due to the chaotic nature of the shard, civilization on Irindu has never developed beyond a tribal level; the villages are built of primitive clay huts and larger tent-like structures. The council meets at Volerien, the largest and most secure of the sheltered areas, and has several larger buildings, including an intricate solar calendar.</ br>
Outside the safety of the villages, nature rules supreme. The wilds are a constantly fluctuating sprawl of forests, peaks, and rivers; creatures hunt and flee, the food chain frequently shifting as small animals evolve into giant monsters and predators become harmless, although most changes are more subtle. On Irindu, today's prey might be tomorrow's predator. Hunters who leave the safety of their villages always come back changed, though how much depends on the length of time they spent away. Elementals abound, some elusive and others colossal, as do shapeshifters, who seem to glory in constantly assuming new forms. The plants on Irindu also grow into bizarre shapes with unique properties, twisted by the currents in the Flow.</ br>
Life and land are not the only things subject to the mutating nature of the Flow; spellcraft is as well. A spell may take on a different effect by the time it reaches its target, and relics lost in the wilds have unpredictable powers. Some shamans, known as flowmages, have learned to harness the Flow, riding and directing its power while remaining unchanged themselves. They are generally mistrusted and live secluded lives, far from civilization. The insular sluice mages are the only advanced culture on Irindu; they observe and document the world around them from their academy of Venifucia and provide the tribes with weapons and artifacts to help them understand and survive their world. They are also the only ones who understand the true source of the Flow, and the scope of the threat their world is under.</ br>
Deep in the wilds of Irindu lies Naissae, the source of the Flow. A yawning rift that mysteriously never changes, few have seen it, and fewer still have returned able to reveal what they found. Several flowmages have reached it, as well as some of the most powerful sluice mages. The path there shifts erratically, as if something were trying to discourage seekers. Buried beneath Naissae, there sleeps an ancient evil of unimaginable power; even in slumber the Flow radiates from it, a fraction of its true strength.</ br>
Is Naissae the same as Bagan? Or is it another entity (planeswalker?) that may be native to Irindu?
The sluicemages know about the rift, but should they understand just how powerful the being is? I think that gives them too much credit.
January 18, 2012 1:24 p.m.
none yet, but it is a community set. Who knows what they will make. I would assume goats could live in parts of Andora, but they are not integral to anyone's way of life.
January 18, 2012 2:33 p.m.
mozerdozer says... #6
I was referencing the fact that Andorra is already a place in the real world.
More on topic, shouldn't the shards be busying themselves attempting to destroy the other shards? That was most of the conflict in the Shards block.
January 18, 2012 2:43 p.m.
this shard has quite a different story. The shards are all separate at first and stay that way through the first set of the block
metalmagic says... #1
and they are ruled by a council comprised of all three races.
Should say four races.
January 18, 2012 1:02 p.m.