ENAR Project (Completed) Nov 29, 2019 0:06:58 GMT
Post by ourevel on Nov 29, 2019 0:06:58 GMT
Set Code: ENR
Set Size: 409 cards, standalone
Set File: Coming Soon
An Old Story of the World
In the beginning there was only the Man. It lived in peace with nature and the world, for some time it had overcome its periods of crisis, for centuries it had forgotten the war.
The race flourished and progressed to the point of developing and seize the Fifth Element, the ultimate genius, until then only assumed but constantly present in myths and legends: Magic.
Magic brought an immense contribution to the work of Man, but at the same time it marked its ruin.
In fact, by nature man is prone to greed and easy to get carried away by emotions.
Thus, driven by an unquenchable thirst for power, a group of powerful sorcerers used intricate magic plots to take possession of the world, in order to make it their playground and to feel like those gods they themselves worshiped up to a few decades earlier.
Many men opposed them, but their strength and their abilities were too inferior to those of the evil sorcerers and all, from the first to the last, capitulated.
Thus new species of creatures were created to bridge the gap, entities more akin to magic itself: the Elves.
These beings made a great contribution in the new war, but the dark sorcerers responded to this by freeing one of the greatest plagues in the world: the Non-Death.
The war soon became a conflict between arteficiers, masters of creating life and shaping it into creatures that were always different and with particular abilities, up to the creation of all the races known today: Dwarves, Orcs, Gnomes and Halflings, in addition to countless more nowadays forgotten.
All these creatures followed the great cause of their creators, whoever they were, clashing in vast battles of "Blood and Magic".
But at the height of the war, in the midst of the battle that would decide the fate of the world, the evil sorcerers revealed their last trump card.
With profane words they opened a gash in reality, calling to them entities until then only hypothesized, horrors belonging to the most ancient legends.
Such beings had to serve them to enslave the world, but it is known that it is not good to play with what one does not know.
The servants rebelled against the masters and massacred them, drawing energy from them as the fissure that had evoked them widened and more and more horrors escaped.
The armies of Men withdrew, giving ground to these unknown and horrendous creatures that devoured or massacred everything they put their hands on.
Those days were dark, in which humanity and the newborn races were put on the corner and risked extinction.
While valiant heroes sacrificed themselves to postpone the inevitable, thanks to magic fortresses were erected unattainable to evil beings, too high for their winged species, unassailable by their sorceries.
They are the Cities in the Sky, the only domains left to Man, immense rocky spurs supported by monolithic pillars.
Here the races began their new life, coveting their lost territories, their homes, and harboring bitterness for the filthy creatures at their feet, who had torn everything from them.
But alas, even the best memory tends to waver over the centuries, and then of millennia, so what Man was before the war vanished, then the war itself, as well as the creatures that the sorcerers had summoned, began to be wrapped in the coils of legend.
About E.N.A.R. Project:
E.n.a.r. Project has a particular story as a set. It was born as the setting for a Dungeons & Dragons campaign, but over time (and the advancing, and then ending, of the campaign itself) has evolved into an "What if I transpose it into an MTG expansion?" It had everything: a story, lots of characters, different factions ... so I tried, and this is the result.
But let's move on to the setting itself:
The Plane - The whole world is enveloped by a thick blanket of clouds, which prevent even the passage of sunlight, leaving the ground in a perpetual penumbra. Life, after the Great War, has moved on colossal pillars that support clods of earthy crust above the clouds, making them real autonomous regions. Below the clouds, however, the domain is in the hands of its ancient inhabitants, those fairy creatures who always existed, even before Man, and those terrible invaders summoned by the sorcerers: the Elduni.
The Factions - Before the actual story, it is right to introduce its characters. In E.N.A.R. Project (ENAR to simplify), there are five different "factions", each representing a different population of platforms or soil, with its different approaches to the events of history that are reflected in the colors designed for them. They are:
- The Adventurers: Adventurers! These brave boys (and girls) represent all those creatures descended from the survivors of the War, who now live on the platforms, and begin these days to explore what is left under the clouds. Their approach is extremely open to discovery and they are driven by an uncontrollable curiosity.
- The Empire of Acante: The glorious Empire of Acante comes from the rapid expansion of a platform in the east of the plane (Acante in fact). It has unified a large number of platforms under its dominion, hegemonic and subservient to an iron law. Acanthus citizens love their empire, and worship their Emperor, who is said to possess the gift of immortality. The Empire viscerally hates magic, and it is feared and fought, mindful of the danger it carries with it.
- The Old Clock: The protagonists of our adventure! Those chosen by the Old Clock are those who are said to bring light under the clouds, and who will return the land to its rightful owners. Guided by fate, in their exploration they take on irrevocable decisions, and several are the unlikely allies they find on the ground: from undead warlords redeemed to ancient living weapons whose nature hides tremendous secrets.
- The Wild Court: The original inhabitants of the plan, those who were there well before the Man, but who on his appearance saw their territories and their influence drastically reduced. Wild, resentful, and with a long memory, these creatures have claimed their ancient territories and only a few are willing to come to terms with the inhabitants of the platforms.
- The Elduni: The real evil of the plan, the elduni are fierce and malevolent; dark and violent creatures do not originate from the plane itself, but their history is definitely more troubled. Their mission, and their passion, is one: the hunt for mortals, of which they never seem to be satiated.
- The Ancients: Dead for some time, true, but their creations still populate the ground, and above all the pillars! Deadly machines and ancient spells represent what remains on the plane of the Human Ancients and the Evil Sorcerers.
The Mechanics - Each faction can be identified by its own mechanics, which represent their essence or line of thought, making them different and quite distinct. They are:
- The Adventurers with Surging Adventure: Adventure is the key to claiming land! No matter the difficulties encountered, a good adventurer knows how to exploit them and use them in their favor. Surging Adventure exploits the disadvantaged condition brought by possessing less permanents than any opponent to claim an advantage with the spells that use it, often overturning the cards in the field.
- The Empire with Arcane Tribute: The law is law, and it proclaims the banishment of arcane forces! Acante is well equipped to fight sorceries, and they have no mercy for those who oppose them with such means: use the magic released on the field to overwhelm your opponents by clever tricks or unique abilities.
- The Old Clock with Vow & The Pact: Oaths and agreements, describe well the compromises you have to make and the will to pursue your mission, at any cost. Find allies and take advantage of what they have available at that moment, regardless of adversity. Decide who swear allegiance and which agreements to redeem, every spell you cast can become your decisive one, and even some extremely powerful allies can join your ranks if you manage to make advantageous pacts with them!
- The Wild Court with Primal Calling: Call your fellows, invoke the ancient magic that still resides in the corrupt land. Every creature can become multitude in a short time, their wild call will echo in the deserted lands, causing terror in your adversaries.
- The Elduni with Smoking Shroud: Characteristic of the elduni, besides their malevolence, of course, is the thick and oily cloud of smoke that envelops them perpetually, black and dense, suffocating almost for those who surround them. And like everything else, the elduni know how to turn this into a powerful weapon on the battlefield too! Smother your enemies and put them in continuous advantageous positions with the mere presence of your creatures!
- The Ancients with Scry: The Ancients possessed unimaginable technologies, incredible weapons and magic unrepeatable today: it releases these arsenals on your opponents by exploiting the ancient knowledge left on the ground, represented by peculiar uses and alternatives to the normal Scry.
The mechanics of some cards are deliberately interlaced however, to represent the strong connections with certain factions or their history.
Planeswalkers? Theros-like Gods? It wasn't a D&D setting?
Yeah, well, it IS. BUT! I never said it is a simple one! The campaign lasted almost five years, and many things really happened until its end, and some of these ... "things" were planeswalkers, which were in fact integral elements of the campaign, especially in its final arc.
Now, I didn't want to create an endless and boring text, so I don't put EVERYTHING what should be put, but the basics just to introduce the set (with also the links to all the other cards of course! But they are really too many to post one by one here immediately).
Google Drive, Set ordered numerically
Any question, comment, curiosity, or anything that may come to mind ... tell me!
I hope I have been entertaining enough and that my ideas can please!
(I also apologize for any errors in my English: I am not a native speaker and may have missed details)