Guul Draz is a zone or region. Malakir is a big city. The families (not sure if they are the same as clans) are: Nirkana, Kalastria, Emevera, Urnaav and Ghet.
I agree with Skibo there: what you're doing is just pure speculation without a factual basis. Besides, I would hate if creative makes another Nicol Bolas out of the Eldrazi.
Barinellos: Books are very hard to get here. You see, I can order them in eBook version from some pages (paper version seems not available anymore, at least in my country) but they ask MasterCard, American Express, or Visa, and in my country only a small number of people have those kind of cards. Is terribly stupid because no matter I have the money I can't get the books . Anyways, thanks for your help.
EDIT: The most stupid part is the eBook costs like 8 dollars. I was so hey I will buy this, is much cheaper than the paper version and since my job demands me to pass long time in front of PC I will have time to read but no, they ask those credit cards I told you about.
EDIT II: I got the required credit card but the publishers made the books available only for US.
I'm making a RPG based on Ravnica. The thing is I'm trying to get the books but I can't (at least for now). In my country is very complicated, anyways, the thing is: I want to know if some of you could help me with everyday ravnican stuff like name of months, days, you know, daily life, small things that make the world to be felt as real.
I've read some abstracts I found on the internet: in these forums, other forums, and one some guy made with the same goal as me. Because of that I have some general idea about the way each one of the guilds works and the philosophy behind them and of course the storyline.
Any detail you remember about ravnican style of life or storyline is precious to me, I'm a GM (gamemaster) who loves to describe richfully the world where characters live in order to give them a feeling of what is to live there.
Am I the only one who didn't find this even mildly credible? Seriously, if you have ten thousand years of a single system of government that, for the most part, seems to work, it's not going to end just because the bosses were insane and corrupt. Especially in a city-world the size of Ravnica.
What? Compare Soviet Russia, also, remember the Guildpact was a spell, it didn't end because people said "oh! our bosses are corrupt, let's do revolution and then a new political system!" it ended because the spell was broken due to Szadek and Azorius plans.
Lorwyn is some kind of primeval myth (or fairy tale) about day and night. Plane will just get balanced and be a normal one. No idilyc, no nightmarish. Just a world.
And Ravnica should return. Is the best plane by far.
I think you didnt understand or I wasnt clear. I dont like the old PW concept. Being god-like is a quality I dont want in a hero. I dont like the "Im a god for free" concept behind them either. I prefer the new, and I would like to see them evolve but never to attain an all-powerful status. Like some asymptotic leveling-up process- Clearer now?
Anyways, I think they're kind of doing that now in comics and novels, but I don't like that much the way the story is told, with exceptions. Old PW fans have a point there, but I dont quite understand why they like a monotonous god-like being, except for what it seems to be the excellent narrative qualities of old mtg books authors.
I started to play in the latter days of Kamigawa and maybe I'm much of a newb to this stuff but what I've heard I don't like old-PW concept.. I know the stories about their worlds were cool, but I don't like overpowered beings, especially heroes. Is boring to have as hero a guy who can do anything. I mean, if I played MtG just for that I would go to the church and would admire Jesus.
I prefer more limited heroes, and maybe the new stories are not that good I can understand your critics, but that doesn't make the new-PW concept less interesting, it just make their stories less interesting.
I would like to see new-PW written in the way you say the old novels were written. By the way, I like the idea of leveling-up PW (I mean, PW getting new and deeper knowledge what would make them more powerful).
Is not that simple but helps to guide you as good start to later define details about the characters you're analyzing.
I defined some sorcerer I played with in DnD 3.5 like UBR : individualist, egoist, doesn't like to lose, somewhat temperamental and evil to some extent (he uses those drives against evil enemies) but is smart, a bit of a tricker, and has a silver tongue when needs it, sometimes his mouth gets big and gets in trouble. Is recursive, can improvise but can prepare and foresee things if he sits to reflex and doesn't get driven by its feelings.
Ravnica is the city. Ravnica is the world, and Ravnica is the plane where that world is: planes are not the same as worlds. According to what I've read a plane can have several worlds, no worlds, or just one. In the first case, the main world gives name to the entire plane, same as the main city in Ravnica plane gives name to the entire world.
I think is more probable that the litho is a new PW card not related to the old characters. However there are some (weak) clues that point to Ob. The same you have mentioned + something curious, not very strong though: Ob, Nixilis sounds a lot like Obsydian, Onyx: stones. Nixilis could reference greek word Nix (night) after all is a demon. I'm just speculating a lot here about the design reasons behind its name.
Heh, someone said Bolas escaped to Alara to protect his power and it was right to a certain point.
Bolas escaped there because he had a plan to make his spark as powerful as it was before the mending (Mending doesnt kill PWs, just makes them weaker) But his plan failed, now he is messing with Zendikar, (he seems to be the ultimate responsible for the Rise of the Eldrazi), maybe is another experiment to attain his old spark power.
Suggestion: The entire idea of the first ability is that your opponent won't be able to cast targeted instant/sorcery spells for a turn (because let's face it, if this ability is active, nobody is going to cast Lightning Bolt.) Why not just be more explicit:
+1: Until your next turn, your opponents can't cast noncreature spells.
Simple wording, generally same effect (if you think this is too much, make it just hose instant/sorceries instead)
The entire idea of the first ability is to reflect the fact Archmages in D&D can take a spell you cast and use it against you (think of it like a counter spell with cost Counterspell + Twincast). I talked about it in my first post, I would like people read the original post before they comment.
With that said should be obvious for you that your option is not useful to the flavor I want for the card. Anyways, I changed the wording. Ill show my new card in the next post.
I don't want to fill this forum with a thread for every card, therefore I will publish some others in this thread:
I use the name Sacnoth XIII in the artist field when I don't know his name, if you by any chance know the artist name your help would be much appreciated.
If you don't know the artist's name, don't use it.
http://www.wizards.com/Magic/TCG/Article.aspx?x=mtg/tcg/zendikar/flavor2
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/stf/55
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/stf/61#one
EDIT: The most stupid part is the eBook costs like 8 dollars. I was so hey I will buy this, is much cheaper than the paper version and since my job demands me to pass long time in front of PC I will have time to read but no, they ask those credit cards I told you about.
EDIT II: I got the required credit card but the publishers made the books available only for US.
Skibo: thanks
I've read some abstracts I found on the internet: in these forums, other forums, and one some guy made with the same goal as me. Because of that I have some general idea about the way each one of the guilds works and the philosophy behind them and of course the storyline.
Any detail you remember about ravnican style of life or storyline is precious to me, I'm a GM (gamemaster) who loves to describe richfully the world where characters live in order to give them a feeling of what is to live there.
Thanks in advance.
What? Compare Soviet Russia, also, remember the Guildpact was a spell, it didn't end because people said "oh! our bosses are corrupt, let's do revolution and then a new political system!" it ended because the spell was broken due to Szadek and Azorius plans.
And Ravnica should return. Is the best plane by far.
Anyways, I think they're kind of doing that now in comics and novels, but I don't like that much the way the story is told, with exceptions. Old PW fans have a point there, but I dont quite understand why they like a monotonous god-like being, except for what it seems to be the excellent narrative qualities of old mtg books authors.
I prefer more limited heroes, and maybe the new stories are not that good I can understand your critics, but that doesn't make the new-PW concept less interesting, it just make their stories less interesting.
I would like to see new-PW written in the way you say the old novels were written. By the way, I like the idea of leveling-up PW (I mean, PW getting new and deeper knowledge what would make them more powerful).
I defined some sorcerer I played with in DnD 3.5 like UBR : individualist, egoist, doesn't like to lose, somewhat temperamental and evil to some extent (he uses those drives against evil enemies) but is smart, a bit of a tricker, and has a silver tongue when needs it, sometimes his mouth gets big and gets in trouble. Is recursive, can improvise but can prepare and foresee things if he sits to reflex and doesn't get driven by its feelings.
EDIT: also, I love Ravnica too.
Bolas escaped there because he had a plan to make his spark as powerful as it was before the mending (Mending doesnt kill PWs, just makes them weaker) But his plan failed, now he is messing with Zendikar, (he seems to be the ultimate responsible for the Rise of the Eldrazi), maybe is another experiment to attain his old spark power.
Necro infraction.
The entire idea of the first ability is to reflect the fact Archmages in D&D can take a spell you cast and use it against you (think of it like a counter spell with cost Counterspell + Twincast). I talked about it in my first post, I would like people read the original post before they comment.
With that said should be obvious for you that your option is not useful to the flavor I want for the card. Anyways, I changed the wording. Ill show my new card in the next post.
I don't want to fill this forum with a thread for every card, therefore I will publish some others in this thread:
I use the name Sacnoth XIII in the artist field when I don't know his name, if you by any chance know the artist name your help would be much appreciated.
If you don't know the artist's name, don't use it.