18 October, 2023

SHORT STORY | DAY OF RECLAMATION

I woke up that day with my mom shaking me off my bed.

It was early in the morning - and she was extremely nervous.

Where is dad ? - I asked

All she could say is that we were going to meet up with him later

I had to go with her

I didn't have time to take any clothes of my stuffies... She shoved me in the car and took off like crazy

The road were packed with people doing the same, some didn't managed to pass through the traffic jam and ran with their kids - mom was ruthless and bumped everything off our way

I was tired and scared, before I fainted, i looked up the back window and saw what i could only describe as hell.

I woke up by noon, at some sort of shelter - mom was no more, and they said i was a brave survivor, well, they were too... The military always full of brave men and women, the best of the best of our people - despite the positivity in their words, their faces showed they had already accepted defeat...

Not even before the end of the day they turned their radios off - the screams and distress calls were too much...

By the next morning, we all had to leave because they had found us, but for the rest of the day - it was eerily calm as we traveled in trucks to a countryside bunker with better security and more food...

We were being invaded, by who - i would found out a couple of weeks later.

When I was testimony of the most beautiful and terrorising scene to this day... They outnumbered even the darkest swarm of locusts, but in opposition to that, they had the grace of a dancer, always knowing where to hit, where to move

Always moving forward

Never stopping to celebrate

Or mourning their dead

They did take little of any damage or casualties in that macabre ballet

Despite our best efforts in the battlefield

We moved to the countryside, where we once heard there was no incidents over there... Which held true for a year... The surprise massacres became more of a routine

We could barely stay on the same place for over a month, we were reduced to scavengers and gatherers - and as they pierced further into the land, we attested to their true nature...

Their mere sighting was enough - not to cast fear or terror but to summon Chaos itself.

The generations after me canonized them as unrelenting forces of nature, as if it was natural...

They had little to no respect for any living being, that flew, crawled, or swam... Little did matter to us what they wanted, dialog was futile in this new world that had taken over our holy land, be it with the invaders or our own kind, now divided...

Now, thirty years later, the most powerful of our survivor groups have gathered together, and today is the day of reclamation, the day we will avenge our fallen parents, brothers, and children, and purge for once - these Humans off what once was our beautiful home!

13 October, 2023

TECHNICAL SHEETS | STAR SYSTEMS | ERTHA

THE ELUSIVE HAYDEE HOMESTAR

There are as many interesting places to visit within the former Chelok Empire as within the borderlands of the Dominion, let's take a look at some info about one of such places.

Once known as HD 117207, Lltlot is the parent star of the Haydee homeworld Ertha, the capital of their expanse, lying right here within 105 light-years from the Earth. Once visited by the Goll Unity somewhere around the 12.000~13.000s, the ancient Chelok judged the system not of any importance or threat to their existence, though just curious enough to be included in the records. One such early note paints Ertha as a place unworthy of further study.

"Ertha from above is a beautiful and violent world, storms covering the totality of its barren surface, allowing but the thinnest beams of sunlight to touch its tiny miserable islands. The oceans however teem with life as it has never been seen before, though within such a dark world, it seems unlikely anything of higher value can be extracted, or sprout from here."

STARS

spectral type ID'd through temperature, luminosity might differ from real-world stars with the same type

LLTLOT / ???

G7V yellow-white star
Temperature 5750 K
        (in solar units)
Mass 1.05
Luminosity 1.16
Radius 1.07
Metallicity Z* ~1.55 [Fe/H]
Abs. Magnitude +4.67


PLANETARY SYSTEM

Lltlot system possesses only four planets.

b) Unnamed rocky world

A scarred and cratered airless planet, this unremarkable rock has 0.02 Earth masses and orbits at 0.4 AU.


c) ERTHA, ???

An oceanic terran world, similar to Earth in mass and size, it has no moons, and the lack of any significant continents or mountains at all sums to the planet's fast rotational period of just about 20 hours accounts for a rather permanent storm system. Its oceans are comparable to that of Earth in terms of depth and overall composition but are at least an order of magnitude richer in biodiversity due to their advanced age. Though Chelok explorers never gave much attention to its very depths, Ertha is the current home planet of an aquatic spacefaring species, believe it or not.

d) A lesser gas giant

A typical light and ringed gas giant, with many icy moons, oblate and low density. Its moons served as fuel outposts within the ancient Chelok empire. Legend has it that derelict technologies left behind from these and countless other expeditions ended up uplifting what would have been an otherwise stay-at-home civilization.

e) A jovian gas giant

With twice the mass of Jupiter, this short-period gas giant orbits at around 3.79 AU from its star, when seen from Ertha it appears more than twice as bright as Jupiter on Earth's skies. There once were many derelict probes from Chelok, Arrene, and Unknown origin many thousands of years ago, those were long scrapped by the Haydee.

b) Unknown object

Arrene observations have sort of identified a point of interest between 37 and 40 astronomical units from Lltlot, radiation signatures point to what could be either an artificial gateway out of the system from where Haydee ships and their allies (if any) have to pass through to get in and out of the system, a literal landfill structure dedicated to discarded nuclear fuel and other technologies, another yet unidentified planet at a highly inclined orbit which is being used as all of the above. Getting better angular resolution and funding for finding out what it is has been the subject of raised eyebrows for the Dominion authorities.

TRIVIA & LOCATIONS

Ertha's upper layers of the atmosphere are made mainly of escaping hydrogen, helium, and ozone, all byproducts of photolysis. The middle and lower atmospheres are predominantly composed of nitrogen, oxygen, carbon dioxide, carbon monoxide, water, and ammonia vapors, the immense surface pressure makes it very thick to move through, and some of the aquatic fauna of this planet have taken this to their advantage, taking short flights out of the water and nesting on the islands.

Although the Haydees breathe the same gases as humans do, they need them in radically different proportions to one another, which makes each other's atmosphere strongly toxic to one another. The same is true for the typical operating pressure, whereas Haydees would just explode naked on the surface of the Earth, humans would be crushed into sausage filling at the bottom of Ertha's oceans.

If Ertha had clear weather like Earth does, it would be possible to see the huge cities across the shallow oceans during the day and see them glow at night.

Haydees, alike most lifeforms in Ertha, are completely colorblind to red and yellow tones. Their vision consists almost exclusively of medium and shortwave light. This is why all of their technology focuses on exhibiting vibrant green, blue, and violet colors wherever needed.

The reason Haydee starships look like airships is that they really are airships, but they work best in worlds with thick atmospheres such as their own.

The reason Haydees refuse to communicate with other spacefaring species is a mystery, some say that their scientists have literally no clue as to how to communicate with them. Haydee speech only works underwater and under immense pressure, working in what most would describe as a cacophony of clicks and whistles, yet the Haydee have a sort of written language, which can be seen as inscriptions in the lower decks of their ships, some believe that Haydee written language can shine a light on how to communicate with them, but intercepting those comms is risky and very hard. One frowned-upon theory suggests that the Haydee may have been much friendlier in the past, but some catastrophic encounters lead them to the aggressive posture they have today, conspiracy theorists across the Dominion speculate that these harassers were the Chelok, and a great war was the cause of the fall of the ancient chelok empire.

Due to obvious difficulties in accessing the past and present of Ertha, many speculate that the Haydees were either intentionally or accidentally uplifted by the Chelok researchers - it is indeed hard to believe that a whole civilization living underwater has managed to find ways to dominate metallurgy and rise to the skies and space in such a "short" amount of time between the height of the Ancient Chelok Empire and the rise of the Arrene, and it is still unclear how they do it.

MORE COMING SOMEDAY!

- M. O. Valent, 08/02/2023

- M. O. Valent, 21/07/2023

02 October, 2023

THE HOKU | HUKAT MYTHOS

THE BEGINNING

In the unfathomable expanse of the void, where time and space were yet unborn, there existed only the cold, lifeless abyss. It was here that Koxazat sparked the first flame. This fire was not a gentle warmth but a searing, blinding brilliance that tore through the endless darkness.

From this fiery maelstrom emerged Paza, the Greater Light, radiant and fierce. Her presence illuminated the void, and her brilliance terrified Koxazat. Consumed by envy and fear, he sought to extinguish her, plunging his primordial claws into her radiant form.

But as Paza's celestial body shattered, it gave birth to Ho-Paza, the Greater Sun, and Unenja, the Lesser Sun. Their light dimmed in comparison to Paza's, but their existence was a testament to her enduring power. Her fragmented body scattered like cosmic dust, birthing the myriad of stars that would fill the void.

Koxazat sent Ho-Paza and Unenja into the distant reaches of the cosmos, away from his domain. Left alone with the twinkling stars, he reveled in the cold, distant light, relishing their whispers that affirmed his supremacy.

Koxazat embodies is the ceaseless river of time, an unending flow that carves and erodes all in its path, the etching and erasure of history in the stones of oblivion. It manifests in the decay and disintegration of all things, turning vibrant civilizations into desolate ruins, and lush landscapes into arid, windswept deserts. It is not a deity to be revered or antagonized, but a primordial force to be accepted with trembling submission. It is said to be most present in the howling tops of everlasting mountain ranges, in the aridest deserts, and in canyons carved by ancient rivers. Being represented by visions of ruins, rivers, or mountains in the motifs it appears.


THE WORLD

As Ho-Paza and Unenja journeyed through the void, their radiant presence stirred jealousy among the stars. The stars, fueled by resentment, united their luminous forces to assail Unenja, the Lesser Sun.

Their relentless onslaught marred her once-glorious radiance, casting her in a perpetual crimson hue, a reminder of the wounds inflicted upon her. Yet, despite the stars' cruelty, Unenja clung fiercely to the precious gift Ho-Paza had bestowed upon her: a perfectly round lustrous orb.

In her determination to protect the orb, Unenja's fiery hands inadvertently shaped the contours of this cosmic sphere. Her tears, shed in agony and defiance, cascaded onto the orb's surface, giving birth to the vast oceans. From these watery depths emerged the first life forms, emerging from the muddy waters as grotesque and mysterious creatures, forever influenced by her suffering and trauma.

Household figures of Unenja (left) and Ho-Paza (right) from the Early Hukat Empire
whole collection dates approx. 6000 BFH

THE SOLAR CROSS

The greater sun, symbolizing enlightenment and creation, is a central theme in their art and philosophy. It represents the source of knowledge and the creative spark that fuels their civilization's growth.

The lesser sun, embodying the concept of lifeforce, holds significant importance in Hukat culture. It signifies vitality, sustenance, and the essence of life itself. This motif is prevalent in their daily rituals and artwork, emphasizing the importance of vitality in their society.

The imperial seal and flags of the ancient Hukat Empire prominently feature a variant of what humans would recognize as the Solar Cross symbol. Their imperial flag is a regal blue with a golden solar cross right in the center, serving as a symbol of their cultural identity and imperial might. To signify year-round prosperity, a smaller red sun is added to the golden cross, underscoring their commitment to abundance and well-being - the superposed suns are a common sight across the world as they orbit each other, and the Hukat were quick to incorporate it as if the sky itself was their flag. The Hukat Bisolar Cross continued to be utilized across the ages as a symbol of power and prosperity until it was ultimately supplanted by the Expanse Lotus, way into the Stellar Era.

THE GUARDIANS

To safeguard her sister and the nascent world from the ever-watchful and envious stars, Ho-Paza forged the Five Guardians:

Bagede, the God of Trickery and Deception

Figure of Bagede, the inscription is the attribute "magic"

In the celestial hierarchy of the Hukat mythology, Bagede occupies a unique and mischievous position. He was conceived by Paza as a simple and innocent idea to serve as a youthful and obedient guardian in the sky realm. However, what emerged was far from obedient. Bagede's essence brimmed with boundless energy, unbridled ingenuity, and an insatiable penchant for mischief. He became the celestial trickster, a joker whose antics could rival the most audacious of mortal pranksters.

Bagede's playful nature proved invaluable in the battle against the envious stars. His ability to outwit and confound the celestial bodies played a vital role in capturing and neutralizing their malevolent influence. However, when he wasn't on duty, Bagede's antics reverberated through the heavens. His laughter echoed like thunder, and his pranks disrupted the tranquility of the celestial realm.

To further amplify their trickery, Bagede often collaborated with Kotixera, the Hunter and Crafter Goddess. Together, they devised ingenious contraptions and elaborate schemes to trick not only celestial beings but also mortals. Mortals who found themselves ensnared in their devious traps often emerged forever changed, their fates intertwined with the malevolent whims of these two divine tricksters.

Bagede's domain extended beyond mere trickery. He held sway over the realm of self-entitlement, where individuals believed they were entitled to more than they deserved. He thrived on chaos and reveled in the inexplicable accidents that defied all rational explanations. When disaster struck against all odds, it was often seen as the handiwork of Bagede, the capricious deity who found amusement in the unpredictable.

Bagede was a deity of duality. He could assume the form of a mischievous, winged teenage figure adorned with numerous collars, piercings, and bracelets. However, at times, he revealed himself as an old man with the same youthful adornments, a testament to his status as the first god and the embodiment of time's ceaseless passage.


Ovigeza, the God of Lightning, Fire, Messengers, and Archers

Figure of Ovigeza, the inscription is the attribute "lightning"

Born as the second son of the radiant Paza, Ovigeza's essence was forged in the crucible of celestial power. He emerged as a warrior god, tasked with a solemn duty: protecting the Earth realm from the relentless onslaught of the stars. In his early days, he wielded the tempest's fury, conjuring storms and snatching bolts of lightning from the heavens to spear the stars that dared to draw near.

Ovigeza's prowess grew with time, and his sister, the ingenious Kotixera, gifted him a silver bow of divine craftsmanship. This silver bow allowed him to efficiently channel his lightning, transforming it into precise, deadly bolts. It was said that the thunder that followed each lightning strike was the celestial sound of stars shattering above the clouds. Ovigeza possessed superhuman sight and agility, his movements matching the speed of his own arrows, second only to the swift antics of the firstborn god, Bagede. His demeanor was serious and dutiful, reflecting his dedication to his sacred duty.

However, Ovigeza's steadfast nature found its counterpoint in the goddess Namenza, the embodiment of bountifulness. In her presence, his stern facade softened, revealing a sweeter aspect of his character. Their companionship was a rare respite from the relentless war against the stars, her presence masks the true extent of his malevolence, as she encourages him to lower his guard and manipulate others to serve their joint interests.

Ovigeza occupies a unique position within the Hukat pantheon as the sole bridge between mortals and the enigmatic will of Ho-Paza, the Greater Light. He is the messenger who conveys Ho-Paza's divine decrees to the other gods, granting him unparalleled insight into her intentions, bounding these divine messages into arrows, allowing them to traverse the boundaries between realms without his having to descend into the underworld. Yet, even he cannot always grasp the full scope of Ho-Paza's wisdom.

At times, Ovigeza acts with unwavering faith in Ho-Paza's will, even when her instructions are shrouded in ambiguity. His devotion to the Greater Light is unwavering, and he carries out her commands with a fervor that borders on fanaticism. This unyielding commitment to Ho-Paza's cause often places him at odds with the other gods and even challenges his own sense of morality.


Namenza, the Goddess of Bountifulness, Fertility, Seasons, and Fortune Telling

Figure of Namenza, the inscription is the attribute "life"

Namenza, a radiant and vital deity within the Hukat pantheon, is celebrated as the embodiment of life's abundant blessings. Her divine sphere of influence encompasses bountifulness, fertility, the changing of seasons, and the mystical art of fortune-telling. In the grand tapestry of the Hukat mythology, Namenza stands as a beacon of hope and prosperity, adored by mortals for her gifts of plenty.

Depicted as a tall and fit woman accompanied by the two suns and a tree, Namenza's appearance mirrors the lush and fertile nature she governs. Her long hair is a cascade of herbs and ferns, sometimes serving as a cloak to cover her nudity, symbolizing the intertwining of life and the natural world. Her attire varies, at times adorned in a simple farmer's cloak and, at others, revealed in all her divine glory.

Namenza carries a basket brimming with pristine fruits, a testament to her abundant blessings and the sustenance she bestows upon the earth. In her other hand, she holds a solar clock, a symbol of her dominion over the cycles of the seasons and the passage of time.

Namenza's presence is celebrated during planting and harvest festivals, where her divine favor is sought to ensure bountiful yields and prosperous seasons. Farmers and cultivators offer prayers and offerings to her, beseeching her to bestow fertility upon their lands and to bless their efforts with abundance. Her role in the Hukat pantheon is pivotal in ensuring the survival and prosperity of the mortal realm.

In the depths of the Hukat mythology, there exist tales of improper cults dedicated to Namenza, where her worshipers sought to manipulate her powers for personal gain. These cults engaged in forbidden rituals and twisted forms of fortune-telling, attempting to control the forces of nature and fate.

The consequences of such improper devotion to Namenza were dire. Plagues and curses would befall those who strayed from the righteous path, as the goddess's wrath manifested in the form of famine, disease, and misfortune, and sometimes, this destruction was the aim of such rituals.


Kotixera, the Goddess of Knowledge, Crafts, Hunt, and War

Figure of Kotixera, the inscription is the attribute "craft"

Kotixera is a multifaceted deity, her divine influence extending over a vast array of domains. She is the embodiment of knowledge, arts, crafts, the hunt, and the grim specter of war. Her role in the Hukat mythology is characterized by her inventive spirit and unwavering dedication to empowering mortals with the tools they need to thrive and, when necessary, to defend themselves.

In the mythological epochs of old, Kotixera actively engaged with the mortal world, serving as a direct conduit between the divine and the mundane. She imparted essential knowledge to mortals, instructing them in the delicate art of weaving baskets and fabrics, guiding them to unearth precious pigments and metals from the Earth, and teaching them the secrets of working these valuable resources. Her teachings paved the way for hoku civilization to flourish, as her inventions and craftsmanship elevated mortals to new heights of achievement.

Throughout history, Kotixera and her many mortal incarnations have played pivotal roles in shaping the destiny of nations. She heeded the commands of Paza and Ovigeza, carrying out their divine will. Under her guidance, empires rose and fell, and civilizations thrived and crumbled, all in accordance with the celestial mandates bestowed upon her.

Kotixera's inventive genius knows no bounds. She is the divine artisan behind a multitude of creations, both practical and artistic. Her craftsmanship extends to crafting potent war machinery, such as Ovigeza's bow and quill, Nuheza's trident, and the tools of war used by ancient Hoku warriors. Her portfolio of inventions also includes fundamental innovations like the wheel, the pulley, and the screw, which revolutionized the mortal world's capacity to manipulate and shape their environment.

Kotixera's dedication to the success of her creations in the field of war often places her in an amoral position. She cares more about the efficacy of her war machinery than the consequences of their use. This pragmatic approach to conflict has earned her the reverence of the ancient Hoku military establishment, who see her as a relentless advocate for their success on the battlefield.

Kotixera's creative spirit finds harmony with her energetic and mischievous older brother, Bagede. Together, they form a dynamic duo, crafting trinkets and traps for him to use in his pranks on mortals and fellow gods. Their playful collaboration is a testament to the multifaceted nature of the divine, where serious undertakings and moments of mirth can coexist.


Udeqera, the Queen of the Underworld

Figure of Udequera, the inscription is the attribute "death"

Udeqera, the enigmatic deity of death, possesses a haunting and mysterious visage. She is often depicted as a figure cloaked in a shroud adorned with a multitude of eyes and hungry mouths. These grotesque orifices serve as her sensory organs, allowing her to perceive the realms beyond sight. In some representations, her scarred and mutilated body is unveiled, a testament to the relentless passage of time and the scars of existence.

Udeqera is never alone in her realm, for she is accompanied by a cadre of nightmarish entities known as the Furies. These horrors embody the darkest aspects of humanity: fear, murder, terror, hunger, greed, and fury, among others. They are her beloved and loyal pets, extensions of her essence and will. It is said that they whisper dreadful truths into the ears of those who venture into the underworld, revealing the unvarnished consequences of their actions in life.

Despite her fearsome appearance and the menacing presence of the Furies, Udeqera's true purpose is not to torment mortals but to guide them through the labyrinthine journey of life and death. She watches over fallen soldiers, weary laborers, and all who find themselves in the liminal space between life and eternity. These souls await the judgment of Koxazat, the god of Time, on the fateful day of reckoning.

Udeqera is known for her profound silence. Her quiet demeanor hides a deep wisdom, and it is through her silence that she imparts her guidance to the souls under her care. Her goal is to ensure that mortals navigate the trials and tribulations of life without succumbing too heavily to the temptations and sins that feed the Furies. She seeks to lead souls toward a balanced existence, where neither excess nor negligence defines their journey.


???, the forgotten god of the Seas

In the annals of ancient Hukat culture, there exists a shadowy and enigmatic chapter dedicated to the worship of a nameless and forgotten deity. This eldritch god held dominion over the boundless oceans, the tempestuous storms that swept across the seas, and the fearsome sea monsters that lurked beneath the waves. Its presence in the early days of the Hukat empire is shrouded in mystery, and its existence has been meticulously erased from the tapestry of history.

The origins of this forgotten god are obscure, and it is widely believed to have hailed from foreign lands, possibly brought to the Hukat shores by intrepid explorers or seafaring traders. Its alien nature and association with oceanic forces set it apart from the native deities of the Hukat pantheon, making it an anomaly in the eyes of the established religious order.

As the Hukat empire grew in power and influence, the worship of this oceanic god faced increasing persecution. The Hukat society, with its aversion to deities possessing animal-like or animal-themed attributes, viewed the foreign cult with suspicion and disdain. The maritime prowess of the Hukat, which had once been a source of pride, became a point of contention as the cult's influence grew.

Fearing the destabilizing influence of this nameless god, the religious authorities of the Hukat empire launched a campaign to eradicate its worship. Temples were razed, artifacts destroyed, and followers persecuted. The cult of the forgotten god was systematically erased from the historical record, and its practices became whispers in the darkest corners of Hukat society.

What remains particularly curious is the complete obliteration of the memory of this deity, given the Hukat's renowned maritime prowess. One might expect the god of the oceans, storms, and sea monsters to hold a prominent place in their lore. Yet, it is as if this entity was expunged not only from the physical world but also from the collective memory of the Hukat people.

The neighboring seafaring civilization of Dahut had its own deity with a strikingly similar role. Dahut's sea deity was, in fact, the first god in their culture, emerging from the murky depths of the primordial seas. This god possessed dominion over the vast ocean and its myriad creatures. However, unlike the Hukat's forgotten deity, this god's influence extended far beyond the ocean's edge where it was responsible for ensuring good weather for crops and favorable conditions for seafaring ventures. This duality of influence made it a benevolent and essential figure in Dahut culture.

Often linked with arcane and ancient knowledge, holding the secrets of the tides, weather patterns, and the mysterious depths of the ocean, its eldritch nature rendered it inaccessible through common rituals performed by the average Dahut citizen. Instead, the blessings of this god could only be bestowed by specialized priests dedicated to its cult. These priests undertook rigorous training and rituals to commune with the deity and act as intermediaries between the god and the people.

The sea deity of Dahut was said to have two children with the earth goddess of their pantheon. One was a thunder god, and the other was a harvest goddess. Much like Ovigeza and Namenza in Hukat culture, the thunder god and the harvest goddess were initially separate entities but eventually fell in love with each other, creating a parallel dynamic between the divine siblings in both civilizations.

While the deity had no tangible imagery, its influence was felt in the symbolism and artistry of Dahut civilization. The oceanic motifs, representations of sea creatures, and depictions of bountiful harvests all served as reminders of the deity's benevolent presence and the vital role it played in the lives of the Dahut people.

It is possible that the existence of a similar deity in the neighboring Dahut culture influenced the Hukat's decision to erase their own sea god from their cultural memory. The absence of a visible deity with well-defined imagery in Dahut culture may have led the Hukat to abandon the concept of an invisible and elusive god in favor of deities with human-like attributes and imagery that could be more readily understood and represented in their art and rituals.


THE MOON

Figure of Nuheza, the inscription is the attribute "moon"

Nuheza's story is a rarity among moon deities, as he was once a mortal who ascended to godhood through his remarkable deeds and blind love. During the dawn of humanity, Nuheza, a strong and noble warrior of the ancient Hoku civilization, became enchanted by the beauty of Unenja, the great goddess of Earth and the Lesser Sun. This enchantment was ignited by a breathtaking sunset over the sea. In his love and admiration for Unenja, Nuheza prayed to her and offered his devotion.

Nuheza's love for Unenja was profound and sincere. His strength, granted by the goddess herself, was so impressive that the Hoku king considered stepping down from his throne to allow Nuheza to lead the civilization. However, Nuheza had a different aspiration. He sought to gather resources for a grand campaign, one that would earn him the privilege of marrying the Lesser Sun. The king readily accepted for this marriage was believed to rectify the ancient mistreatment of Unenja by the Hoku and the greater beasts of Earth.

The tale takes a poignant turn as Nuheza and his comrades journey to the underworld, a realm of the afterlife overseen by the enigmatic Udeqera. Here, the souls of those they protected in life are gathered, and the truth of their deeds is revealed. These mortals, despite being saved by Nuheza and his companions, were far from innocent. They harbored envy, and bitterness, engaged in deceitful acts, and even resorted to murder for power and status.

Udeqera, the keeper of the underworld, informs Nuheza that, while many souls will seek his wisdom at the gates of the underworld, they will be too blinded by their own knowledge to follow their hearts. They will suffer the same fate as Nuheza, trapped in the realm between the living and the dead. In a noble but misguided attempt to right the wrongs of his actions, Nuheza decides to free the souls of the underworld by slaying Kōratalil, a colossal serpent that guards the realm. After a fierce battle, Nuheza emerges victorious, but not without suffering significant injuries. He uses the serpent's carcass to create a bridge, allowing him and his comrades to escape the underworld.

However, Udeqera, who had been watching and listening to their journey through her many eyes and shadowy mantle, erupts in anger at Nuheza's actions. She cracks the ground around them and condemns him to exist in the world as a guide for souls, to witness the consequences of their actions like a ghostly observer. To avoid the same fate as Kōratalil, Nuheza is stripped of his sword and placed atop a mountain, where he must oversee the outcomes of the deeds of mortals.

Nuheza, now the watcher of the night and the guide during the day, eventually becomes the moon. He circles the world, guiding the souls of the departed as they embark on their journey through the afterlife. He asks the goddess Kotixera for a new weapon, and she fashions him a trident from the metallic horns of the serpent he had slain.


RELATIONSHIP WITH THE STARS & ANIMALS

In ancient Hukat culture, the interplay between astronomy and astrology gave rise to practices that were often viewed with suspicion and fear, earning them the label of "witchcraft." The Hukat people closely observed the movements of celestial bodies, believing that the stars held the secrets of fate and fortune. Astrologers, known as star-seekers, sought to decipher these celestial omens to predict future events, and their rituals often delved into the realms of the arcane.

Many of these practices involved the use of blood and psychedelic substances to commune with the stars and glimpse into the future. These rituals were shrouded in mystery and secrecy, with practitioners forming secretive cults dedicated to the pursuit of forbidden knowledge. The Hukat society viewed such practices with a mix of fascination and fear, as they believed that meddling with the cosmic forces had dire consequences. One notable individual from such cults was Hamanen Kalinen of Iekozadat (lived 5900 years before the Fall of Hokushoku) and his influence in the foundation of the Cult of the Sacred Circle - given this name for the recurring annular eclipse motif used as a symbol - his interest in the stars, however, was considered rather obscure, despite the genius of his methods and accuracy of predictions, his practices borderline what was considered witchcraft for the ancient Hukat religious doctrine, for this reason, few select students of his formed a secret society to practice astronomy and discuss other mathematical topics such as finances, with members of it later being chastised by the state.

The ancient Hukat's complex relationship with the heavens is reflected in their constellations. While some cultures might associate constellations with heroes or noble creatures, the Hukat's constellations often depicted fantastical monsters and stars associated with demons. These constellations were a testament to their belief that celestial forces were not to be trifled with and that stars held a dark and ominous power.

In the eyes of the Hukat people, the worship of anthropomorphic deities, whether they possessed animal characteristics or not, was considered severe heresy. The mythology of the Hukat dictates a history of conflict between wild animals and the Hoku, the mud creatures, after the creation of the world. This ancient enmity resulted in a deep-seated suspicion and unease between the two, and the Hukat people believed that creatures should be treated as such, not exalted as gods.

- M.O. Valent, 02/10/2023

REBALANCING MY CUSTOM MTG SET | ZENDIKAR BESIEGED BLOCK | Part 2

 A SECOND DELVE INTO 'MAGIC: THE GATHERING' SET DESIGN

Some four months ago, I tried brewing my own custom magic set. It was a fun month of just brewing interesting and mildly cool cards, but after a few rounds of playtesting in modern, there was a clear unbalancing between the Eldrazi / non-Eldrazi interactions. They were supposed to be polar opposites in strategy, but there isn't much room left for cards from other actual sets to slide in and make them better or exploit their abilities. Hence I have started revisiting all 317 cards I have so far.

ZENDIKAR BESIEGED SET FOLDER CAN BE FOUND HERE


WHAT CHANGED

Old keyword reminder:

Rift (For each generic mana in this spell’s total cost, you may tap an untapped Eldrazi you control rather than pay that mana.)

New keyword reminder:

Rift (This spell costs (1) less to cast for each Eldrazi you tap as you cast this spell.)

This small change not only gives Rift a more original wording but also makes reminders shorter on the cards that it appear.

Rift will also be found nearly exclusively in colorless cards, it also appears in multicolored Sultai colors and is accompanied by devoid, but does not appear in monocolored black, blue, and green. This will also increase the mana cost and shift the color of some spells to a more universal use, not only blue and black. Some very specific card effects or conditions were generalized and/or nerfed. For example, Blazing Repercusion's was a 4 mana enchantment that used to have Landfall for 1 damage to all creatures your opponents control, which in this set means a very strong control. It was then modified to still offer such a threat but at the expense of slow mana, and it only triggers when you play lands, not when they enter the battlefield by other means.

This also meant rebalancing cards such as Darksteel Chicken, halving the amount of mana it generates.

Red Eldrazi cards are now Elementals instead. Embermaw Harbinger has been particularly buffed, instead of Eldrazi, it now cares about all things red.

After revising Rift, and taking a look at the cards of this set, I'd consider it an okay/mediocre set, it has a couple of interesting interactions and loops but nothing necessarily crazy.

I would also rank Rift a Storm out of 10 on the Storm scale. Cool, rather strong, but not nearly relevant enough as other keywords. Special thanks to Vamp for helping me along the card brewing adventure.

SOME CARD HIGHLIGHTS (only the ones that have some illustration so far)



Also, rootwalla!

- M.O. Valent, 02/10/2023

18 September, 2023

SCIENCE&ARTWORK | THE DOMINION | QIRO-ARRENE WARS

QIRO-ARRENE WARS

Was a series of violent and deadly conflicts that happened prior to the Dominion's official foundation, taking place between the years 57.047 and 58.058 of the Common Era. It was fought between the Arrene Combine and the Qire Clans, the conflicts were sparse and fought in deep interstellar and interplanetary spaces, and combatant casualties throughout the war amounted to an estimated of 30 to 60 million due to the intense usage of surrogate troops (clones & specters) and automated fleets which are not accounted for, however, it ended with an unsurmountable civilian casualty count estimated at 20 billion towards the end of the war.

In more than one way, both qire and arrene seem equally offensively brutish and at the same time sophisticated to human eyes... Their ferocity and intelectual prowess is unmatched, it seems like cheating evolution - Ian Tent, temporally dislocated Chelok settler

PRE-WAR STAGE

Comparatively speaking, the Arrene Combine had 4-5 thousand year headstart on the mastery of subluminal (slower than light) interstellar travel - though not a lot can be substantially extracted about the arrene pre-stellar era from the Dominion archives - it can be said this species possesses some insight that other do not about the locations and uses of the ancient artifacts across known space. It is uncertain if their rise to power is given by technological uplifting or their own prowess, but it certainly kickstarted a desire to seek more of what they have found in their own system. Following several trains of thought and having the resources and audacity to do so, the arrene sought to improve themselves and their tech through what some conservatives would consider ludicrous and insane quests, complete gene editing, cloning, mastery of neural networks and AI, all fields which could only be improved through the law of large numbers, expanding their society into whatever holes and crevices were deemed fit.

Along this first stage of development, arrene explorers found several chelok peoples in hunter-gatherer societies, which were studied and nearly brought to extinction in the process, for the arrene ways were far too brutal and unsympathetic for them, differences between chelok and arrene are far too many for any significant mass relationships to be developed between the two. Their quest for power brought them to the Osuna system, where they found another fairly 'uncivilized' species, the Ygiv - with whom the first contact could be done through fairly more sophisticated methods such as math and with a base understanding of electromagnetic technologies. And this happened a number of other times with more technologically advanced chelok peoples distributed across known space - the arrene then had quite a history of 'simply' mesmerizing less advanced societies with their tricks and gadgets into subjugation, the tradition of setting up other species in their lower and front ranks can be traced as far back as the first contact era of 51.000 CE (about 13 thousand years ago).

All this noise wouldn't go unnoticed through the depths of space, with the arrene core being much smaller, at some 50 ly radius encompassing 300 systems, 6 of which were heavily occupied - to an extent, the qire homeworld has always known of their existence for all practical purposes, though actively staying silent and building up a sizeable defense fleet in case the arrene brought their combine over. Their initial response upon the discovery of the arrene was to spread out to other worlds and ensure the survival of the species in case the arrene ever got to their homeworld - HOWEVER, something changed between 54.000 and 56.000 CE, instead of expanding more and more, the qire started ever strengthening their response fleet to the point of actually considering a first-strike scenario, during this time period, they've also encountered other pre-stellar human societies, the integration of human culture into qire society might have influenced the whole 'possible alien invasion' thinking.

A qire first-contact armada was allocated to the Forzai system, a well-known frontier system at the time, its purpose was to actively ping radio pulses to get the combine's attention, literally ringing their doorbell with enough weapons to blow up a small moon to pieces...


CIRCA 57.000 CE - Disastrous First Contact

The presence of over ten thousand unknown vessels in the Forzai system was promptly noticed by the arrene authorities, forcing the planet's home defense fleet into full alert. The local fleet was of purely bureaucratic need as the combine was believed to be of no match for terrorists or foreigners, thus not needing this extra layer of protection. The few hundred ships and stations built around Forzai had their eyes focused on the massive armada stationed on one of its four moons, chattering on all channels.

Forzai, known as Fur'shai-er to the Arrene, had been nothing more than a mundane manufacturing and port planet for the Combine before first contact. Its population consisted of just 5 million Arrene and human workers, serving the purpose of producing civilian and merchant ships for private companies. The scattered islands across its oceanic surface were used for various experiments and manufacturing processes.

As tensions rose, the Forzai clone army executed a partial evacuation of the critical population, leaving behind a skeletal crew to engage in a diplomatic stand-off within the lunar perimeter of the planet. Their strategy was to avoid direct conflict at all costs, with the intention of stalling any attempts by the Qire to gather further intelligence on the Combine's military capabilities. This approach was meant to give the main Arrene forces a fighting chance if the situation escalated.

The Qire fleet had arrived with a clear message: they were not an unprepared adversary. They had prepared for the possibility of conflict and were well-equipped for the challenges ahead. Human mediators attempted negotiations, but difficulties in translation fueled unease and tensions soared as the Qire Admirals interpreted the presence of manufacturing facilities for war vessels on Forzai as a sign that the Arrene Combine was preparing for a hostile encounter.

What was intended as a technical dialogue escalated into a catastrophic disaster over a few days. The island chains of Forzai turned into a war zone, and the conflict spanned three weeks, resulting in the Qire fleet taking control of the Forzai system and suffering negligible losses.


CIRCA 57.000 to 57.980 CE - Bounce operations across the Combine Frontier

Following the fall of Forzai to the Qire Clans, the Arrene Combine experienced a period of sparse but intense combat across its frontier territories. The impact of the Qire presence at the Combine's frontier was felt not only by exposed civilian populations but also by the major admirals who oversaw the defense of Arrene space. While the civilian populace feared the escalation of the conflict, the admirals, confident in their advanced weaponry and superior AI and autonomous combat capabilities, saw the Qire as unwittingly provoking a formidable adversary.

Arrene authorities initiated preemptive evacuations of population centers in their frontier regions while maintaining clones and synthetic organisms to continue working on supply lines. They adopted a wait-and-see approach regarding the Qire's posture toward these worlds, aiming to give the impression that their territorial expanse was much larger than it actually was, as whenever they went all they could find was colonization and mining equipment.

The Qire, on the other hand, made deliberate efforts to gauge the Arrene's firepower capabilities through localized skirmishes with local militias. These militias were equipped with just enough weaponry to put up a limited resistance, and their encounters with the Qire armada were intended to provide a distorted picture of the Arrene's true strength.

When the Arrene felt sufficiently prepared to confront the Qire. They initiated contact with the Qire at an uncharted system, deploying a massive mothership roughly the size of an asteroid. Details of this encounter remain fragmented, but persistent rumors spoke of brutal acts committed by Arrene boarding parties on the Qire armada. These boarding parties received orders to leave only enough survivors on the Qire ships to ensure they could operate them and return to their own territory.

This pattern repeated itself across numerous systems, with Arrene ships exhibiting nearly light-speed responses to distress signals from attacked outposts within the Combine frontier. The Qire invaders encountered formidable resistance as the Arrene military sought to repel their advances and protect their territory. The conflict persisted as both sides engaged in ruthless combat, leaving a trail of devastation and uncertainty along the Combine's frontier. The belief that the Arrene were ready to dissuade the Qire from further aggression fueled the flames of war, setting the stage for a protracted and brutal interstellar conflict that showed no signs of abating.


CIRCA 57.987 CE - The Qire Ambush at Olgur

As the Qire gained valuable experience in fighting the Arrene across the Combine's frontier, they carefully planned an audacious ambush in the Olgur system, deep within their own territory. The Qire had been leading an Arrene armada on a relentless chase by employing hit-and-run tactics, jumping between Combine systems to maintain pursuit. The Olgur system served as the stage for a pivotal confrontation that would change the course of the Qiro-Arrene Wars.

The ambush unfolded on one of the many ocean moons of the gas giant Olgur, where the Qire forces executed a meticulously planned operation. They managed to secure an Arrene capital ship, successfully deactivating its self-destruct mechanism. This unexpected turn of events allowed the Qire to gain invaluable insight into the combine's internal structure, military positions, and strategic plans.

With this newfound knowledge, the Qire rapidly and decisively penetrated deeper into Arrene space, leaving a trail of confusion and chaos in their wake. The captured Arrene capital ship became a treasure trove of information, enabling the Qire to navigate the complex web of Arrene-controlled systems with greater precision.

In their wake, the 31st Qire fleet left a trail of devastation. They deployed relativistic kinetic vehicles (RKVs), a type of fast ordinance previously used in ship-to-surface combat. However, the yield set by the 31st fleet was staggering, intended not just to target military installations but to flatten entire metropolises into molten basins of glass,. This brutal and indiscriminate use of RKVs marked a dark epoch in the conflict, resulting in a significant escalation of casualties.

In the following years, the Qire executed a series of strategic maneuvers, exploiting weaknesses in the Arrene defense and bypassing their heavily fortified outposts. Their swift advance took them closer to the heart of the Arrene Combine, with their ultimate destination being the Arrene homeworld, Argost. 


57.997 CE - Battle for Aa Rithel begins

As the Qire fleet continued its relentless advance towards Argost, the Arrene Combine scrambled to clear the path of civilian populations in the enemy's trajectory. The urgency of the situation left little time for comprehensive evacuations, and many millions were left behind in the haste to move people to safety. The looming threat of the Qire's arrival cast a shadow of dread over the Arrene populace.

In the Aa Rithel system, where Argost, the Arrene homeworld, was situated, all defensive preparations were completed. Over the years, massive horse-shoe-shaped vessels had been towed into the system's borders, poised and ready for the imminent Qire approach. While the commotion in the system was unprecedented, not all of Argost's population chose to evacuate. Instead, they made a resolute decision to stand and defend their homeworld.

The night sky over Argost was illuminated by the shimmering presence of countless adapted civilian and merchant crafts, combined with the formidable home defense fleet. For several weeks, they waited in tense silence for the enemy's arrival, their determination unwavering.

The Battle for Aa Rithel became a relentless 24/7 light show as seen from the surface of Argost. All radio channels were inundated with military transmissions, both coded and uncoded, as the defenders coordinated their efforts. The home defense fleet put up a valiant resistance, holding off the Qire forces for seventeen intense days.


58.004 CE - Bombardment of Argost

The turning point came when a single Qire warship, 'The Last Whisper', one of the few remaining among the 500 vessels, managed to pierce through the system's blockade. It carried a deadly payload of 50 relativistic kinetic vehicles (RKVs). In less than a day, these RKVs reached Argost, wreaking havoc as they struck random locations within a 1000-kilometer radius of the impact zones. The result was the flattening of entire cities across a hemisphere.

The devastation was catastrophic, wiping out 70% of the local population, only those in ships across the ocean and the far countryside of continents survived. Faced with the overwhelming loss of life and the tragic consequences of the Qire attack, the Arrene Combine had no choice but to immediately declare an armistice. The Battle for Aa Rithel had exacted a devastating toll, forever altering the course of the Qiro-Arrene Wars and leaving an indelible scar on the history of both civilizations.


58.058 CE - Official End of the war

The Treaty of Forzai, which marked the foundation of the Dominion, was a pivotal document that brought an end to the Qiro-Arrene Wars and established a lasting peace in the region of space jointly governed by the Qire and Arrene. Over the past 13,000 years, this treaty has played a crucial role in maintaining peace and stability, but it has also faced numerous challenges and close calls to unrest. It can be summarized as such:

  1. Forfeiture of Control over Qire Space: The Treaty of Forzai required the Arrene Combine to forfeit control over space within a 10-light-year radius of any Qire world. This provision established clear boundaries and territorial divisions within the Dominion, separating the respective spheres of influence of the Arrene and Qire civilizations. The strict delineation of territory helped prevent territorial disputes and confrontations, contributing to the Dominion's stability for millennia.
  2. Concession of the Forzai System: The treaty mandated the Arrene's concession of the Forzai system to the Qire Clans. This symbolic gesture signified the end of hostilities and marked a shift in power dynamics within the Dominion. While Forzai had once been a focal point of conflict, its peaceful transfer to Qire control became a cornerstone of lasting peace.
  3. Reparations and Rebuilding Efforts: The Arrene Combine was required to pay reparations to all Qire clans affected by the war. These reparations included financial compensation and resources to support rebuilding efforts in Arrene worlds that had been bombarded during the conflict. The commitment to reconstruction promoted goodwill and cooperation between the two civilizations, fostering a sense of shared responsibility.
  4. Restrictions on the Home Fleet: The treaty placed constraints on the activities of the Arrene Combine's home fleet, limiting its movements to the core worlds of the Dominion. This provision curtailed any ambitions of further expansion or conflict initiation by the Arrene. It ensured that the military force closest to Arrene territory remained contained and less likely to provoke tensions.
  5. Foreigner Inclusion in Fleet Commands: To promote proper representation and prevent any unilateral decisions or conquest plans, the treaty mandated that fleet commands within the Dominion accept foreigners into their ranks. This measure aimed to foster cooperation, diversity, and accountability within the Dominion's military structure.
  6. Preservation of Pre-Industrial and Industrial Chelok Societies: Recognizing the significance of pre-industrial and industrial chelok societies within the Dominion, this provision safeguards these civilizations from interference and exploitation. Both the Arrene Combine and the Qire Clans commit to protecting these societies' cultural and historical integrity, refraining from direct or indirect interference and non-consensual introduction of advanced technology. Preservation efforts, including documentation and research, are encouraged, and ethical standards and oversight ensure respectful treatment. Importantly, this provision categorically prohibits human experimentation within Dominion space, marking a departure from past practices, and promoting ethical engagement with human civilizations.

But the Fall of Hokushoku has become a symbol of Arrene incapacity to protect their territories, and has unleashed a tide of political unrest, casting doubt on the Dominion's ability to safeguard its vast expanse. In the desperate search for a solution, the Qire have embarked on a clandestine quest, one that secretly defies the solemn Sixth Provision of the Treaty of Forzai...

-M.O. Valent, 18/09/2023

01 June, 2023

SO, I BREWED A WHOLE MTG SET | ZENDIKAR BESIEGED BLOCK | Part 1

A SEGWAY INTO MAGIC, RATHER THAN SCIENCE-FICTION

As of mid-2023, Zendikar has once again been invaded, this time by the machines and Elesh Norn in March of the Machines. Though I ain't as excited about any of the new sets since Kaldheim, yk because I have barely any money for selected cards, and none for boosters and expansions. But it was cool see one of my favorite planes featured in one of the cards of MOM.

When I was introduced to Magic: the Gathering in early 2019, we had just left War of the Spark and Guilds of Ravnica, so I have quite an emotional affinity with the plane of Ravnica, getting and playing with a simple Golgari zombies standard deck for a while because it was the colors my dad used to play with in the 90s and early 2000s. But I have since moved on from Golgari and into Gruul, that's when I started playing Commander circa 2021, with now a landfall deck, I figured over time that the plane of Zendikar and its expansions had many interesting things to offer, from my own landfall needs and plenty of Eldrazi for my cousin. I have now as of 2023 moved away from landfall (I still have that deck), venturing into the Jund shards with a bit of a cheap but scary commander, but nevertheless, the planes of Dominaria, Ravnica, and Zendikar have so far been my favorites, both for cards and land arts.

During that period of development, I tried joining some magic communities, making and losing friends along the way, and learning more about the game and its history. Though I must admit, I never read any of the books or comics about the original planes of the MTG multiverse, so here is where my experience diverges from some of you.

What I know from the lore of magic, comes in the form of a few promotional pamphlets, mtg story cards, their flavors, and of course the wiki. And it does surprise me that apparently, the original invasion of Zendikar by the Eldrazi has been left, nebulous and mysterious (I bet that is kind of the point), an ancient menace once imprisoned in the hedrons, now set free to consume the whole plane. Well, I'm now part of the Staff over that discord server, and I brew cards for fun as we usually do... Why not tackle that, with my own janky set with janky lore?

If you like what you're about to see, I invite you to our server, where we will be hosting a Modern game session with cards from this set over the weekend, days 2, 3, and 4 of June.

"May The Storm Begin!"

So we open Zendikar Besieged with the words of command of Iryzek, World Breaker. It brings the resurgence of mechanics like Landfall, Trap, and Intimidate, and the creature type Ally, borrowing many card effects, keywords, and strategies from the sets 'Battle for Zendikar', 'Zendikar Rising' and 'Rise of the Eldrazi'. But the heart of Zendikar Besieged lies in two aspects, Tribal Eldrazi spells, and the new mechanic Rift.

Rift (For each generic mana in this spell’s total cost, you may tap an untapped Eldrazi you control rather than pay that mana.)

So rift does drink in the same pool as Convoke and Improvise, it could be summed up as an Eldrazi convoke, big creatures and spells cheated for little to no mana for as long as you have many Eldrazi Scions.

We've decided to give it ward 2, for story flavor

Spells with rift are often colorless, although black, green or blue with devoid are also present, never appearing in red or white. There are quite a few multicolored cards in this set, and some cards even care if you rifted a spell to trigger abilities. The overall theme of Zendikar Besieged is to explore the precise time period when the Eldrazi first invaded Zendikar, as in previous real Zendikar expansions this is told as having happened in the deep past already. A time long before the hedrons were made and the Oath of the Gatewatch was formed. Engaging with the desperate struggle by the side of new ancient planeswalkers against the relentless onslaught of the Eldrazi titans as they threaten to consume the very fabric of the plane.

a demonstration of what creatures with rift are like

To better explore the rift mechanic and the storyline, the set includes new 162 cards (might sound small, but 150-ish per 300 cards in a set are reprints), with many Eldrazi creatures for the colors that have rift, while red and white focuses on countering the Eldrazi and creating either a strong defensive line or advancing against Eldrazi players, while also including some notable cards from my usual janky-ass brewing.


I have two planned expansions, which will receive the attention on cycles and set-building and balancing that the main one didn't get. After playtesting, I will post a follow-up post with highlights to broken, overplayed or underplayed cards from this set.

LAND CYCLES

SANCTUMS & NEXUS

Sanctums were sacred places either under siege or already corrupted by the shimmers of the Eldrazi invasion, its mana being partially shifted into colorless. In-game, they enter tapped and offer colored or colorless mana, however, each sanctum provides a color-flavored effect for (4). Each color but blue and colorless has a sanctum, having eldrazi nexuses instead, and black and green are eldrazi allies.


SKYCLAVE CYCLE

Zendikar's roils are very unstable, the constant and regular shifts in the landscape make it near impossible to build permanent settlements on the surface, societies however found out that buildin up floating islands (or mountains) were the better alternative, thus were born the Skyclaves. To represent Zendikar's resistance against the Eldrazi invasion and the fortress status of the Skyclaves, these fast lands enter the battlefield tapped unless you sacrifice a colorless non-land permanent, preferably an eldrazi or artifact, as if you were fighting them off your field. Perhaps a little too oppressive for players who do not play a lot of colorless permanents in their deck or do not make them, maybe a little more viable in commander.


RUINS CYCLE

There are mentions to ancient ruins present across Zendikar as of 'Rise of the Eldrazi', ruins many wrongly believe were built by them. But since we are at the time of the first invasion, let's tackle the ruins! As the carnage against the Eldrazi rages on, many roils and places were brought down to crumbles, but that doesn't have to be a bad thing at all. In Zendikar Besieged, you can call for a Ruin and its features at the cost of no-land ramp for that turn.


MISC UTILITY LANDS

Zendikar Besieged also includes some mixed utility lands for colors other than blue and green.

NAMESAKE OF THE SET

I feel this set wouldn't be complete without a namesake card, and what better for a Land-focused plane than a namesake legendary land? For non-eldrazi combat it just buffs your basic lands (or better yet, roils), and it offers intense combat interactions against Eldrazi.


OTHER LEGENDARIES

Unfortunately, ZBS lacks a lot of legendary creatures or planeswalkers, as many figures that appear in the future Zendikar blocks weren't around or born yet. Instead I have brought six new legendaries, two creatures (Iryzek and Erevan) and four planeswalkers.


STORYLINE

In the last few years, several mana sources across the roils of Zendikar have been depleted of their energy by a mysterious shimmer. Over the course of months, the shimmers expanded draining the mana and life energy of creatures and landscapes alike, until finally bursting open with interplanar rifts, the Eldrazi have chosen Zendikar as their prime target. At first, the rifts brought small crawling and flying eldritch beasts, which devoured and conquered vast territories around the shimmer, when they started attacking the aerial Skyclaves was when the Eldrazi became not only a problem of the druids and vampires down on the surface. When the Eldrazi drones started bringing the shimmers to the Dimir Skyclave, bringing it down with the rifting of a giant Eldrazi, the Makindi Empire realized the true threat of the extraplanar invaders, but it would seem too late for an effective reaction.

After the Dimir Skyclave fell, and its mana source devoured, the eldrazi drones and scions all across Zendikar started creating more focal points of the shimmer, from where larger rifts would form, allowing flying skimmers and larger more deadly eldritch monstrosities to enter the plane, coming from the Blind Eternities.

EREVAN'S JOURNEY

Over the course of the Great Rift Storm, one notable wizard, Erevan Reth traveled non-stop across the plane to study the shimmers and find a way to use them against the Eldrazi, helping whoever stood in his way and did not have any tendrils. He stood upon the precipice of Akoum, his eyes fixed upon the swirling maelstrom of the Blind Eternities. With an arched brow and a sinister smile, he gazed into the chaotic abyss, a realm of raw potential and untamed energy. As Erevan prepared his arcane rituals, his eyes burned with a newfound intensity. He envisioned a future where he would not only fight against the Eldrazi but dominate them, turning their own otherworldly might against them, and the tapping of the Eternities always gave him visions of immense and unspoken horrors. Yet, he was undeterred, driven by an unyielding desire to free Zendikar, his home, from the clutches of the Eldrazi.

Erevan used his mastery of magic to try and sustain the rifts Eldrazi used to invade Zendikar, using them to access other roils and warn its inhabitants of the new menace. He eventually learned to open the rifts himself to draw upon the chaotic energy, augmenting his spells and wielding the eldritch forces against the Eldrazi horde.

But Erevan was only one, trying to organize a plane-wide resistance was nearly impossible with so much to risk and so many enemy nations and clans. And with the shimmers converging back in the roil of Akoum, it became even harder to convince the people that the Eldrazi menace had not been defeated yet.
The Eldrazi united to enchant a single gargantuan shimmer, which opened the rift that brought the horror self-introduced as Iryzek, World Breaker, pronouncing his thundering command "May the Storm Begin!".

Iryzek demonstrated itself to be a formidable foe and general to all forces that charged against the Eldrazi, the gargantuan tripod seemed almost omniscient of every move against it, rifting skimmers and scions around it like flies fly around a camel. It alone devastated huge areas of the roils across Zendikar, recklessly throwing his own brood against battalions of the conclave and fleets of kor like a giant beat stick, disappearing as fast as it appeared the first time. And wherever there was enough eldrazi losing a battle, Iryzek emerged to turn the tide in their favor.

During one fateful battle against Iryzek, as the Eldrazi unleashed their unholy might upon Zendikar, Erevan's connection to the Blind Eternities surged to unprecedented heights. A surge of raw energy coursed through him, threatening to consume him, yet he embraced it, his essence merging with the boundless planeswalker spark that had lain dormant within him.
In that moment, Erevan ascended, transcending the boundaries of Zendikar. He became a planeswalker, a being capable of traversing the vast planes of existence. With newfound power coursing through his veins, he emerged from the chaos, his form radiating with arcane energy. However that surge seemed to have banned him from Zendikar forever, Iryzek had banished the only one who had learned of its plans into the uncharted realms of Alara.

Despair and desperation consumed Everan, his once keen eyes now burned by the searing glimpses into the blind eternities. Through tear-filled eyes, he watched as Iryzek, his greatest adversary, shrunk to insignificance amidst the swirling mists. But then, a revelation struck like lightning in his mind. "No! It can't be true! THEY ARE THREE MORE!" Everan's anguished cry echoed through the empty void. The realization hit him like a thunderclap—the World Breaker, Iryzek, was merely a pawn, a servant to the unfathomable power of the three Eldrazi titans.
At that moment, his despair transformed into a fervent resolve. The fate of Zendikar now intertwined with the destiny of countless worlds. Everan Reth, with renewed determination burning within him, vowed to find a way back, to rally the forces of good and defy the unthinkable might of the three Eldrazi titans.

THE ELDRAZI CONVERGENCE

Meanwhile, the Makindi Empire forces rallied under the banner of resilience and unwavering determination. Led by the skilled planeswalkers, Iwyss and Nyxara, they embarked on a perilous quest to confront and defeat Iryzek, the imposing World Breaker, who threatened to bring Zendikar to its knees. With Iwyss's ability to commune with the wild and summon mighty beasts, and Nyxara's mastery of deceit and manipulation, they formed an unlikely but formidable alliance.

The battle against Iryzek was fierce and unforgiving. Iwyss's summoned beasts tore through the Eldrazi minions, rending them limb from limb, while Nyxara employed her cunning tactics, weaving illusions and traps to ensnare the enemy. The Makindi Empire forces fought with unparalleled valor, their collective will focused on one goal — to entomb Iryzek and halt the Eldrazi invasion.

Iwyss called upon the very essence of Zendikar itself. The land responded, its ancient power surging through her, charging her final strike. Evoking the aura of a Craterhoof and with a thunderous roar, she delivered a devastating blow, causing Iryzek to stagger and finally crumble.

But even as Iryzek crumbled and the Makindi Empire forces rejoiced, a strange unease washed over them. The victory tasted bittersweet. Whispers lingered in the air, faint echoes of the Eldrazi's warnings. The shimmers of doubt and uncertainty danced at the edge of their perception. Though Iryzek had been defeated and entombed deep within the roiling depths of Zendikar, a lingering question gnawed at their souls. Something was not right. The lingering shadows of the Eldrazi's cryptic words haunted their thoughts, casting doubt on the true nature of the threat they faced.

Years stretched across Zendikar as Iwyss and Nyxara traversed its treacherous landscapes, battling relentlessly against the seemingly endless hordes of Eldrazi drones. Their efforts, valiant as they were, felt futile against the overwhelming numbers and spread of the Eldrazi corruption.

In the midst of their ongoing struggle, two formidable planeswalkers, Nahiri and Sorin Markov, arrived upon Zendikar, each with their own motivations and hidden agendas. However, as Iwyss and Nyxara shared the harrowing tale of Zendikar's plight, the urgency of the situation compelled Nahiri and Sorin to set aside their differences and join forces in an alliance.

But the immense power wielded by Nahiri and Sorin acted as a beacon, drawing the attention of all three Eldrazi titans simultaneously. The unthinkable had occurred — their combined presence had provoked the full might of the ancient horrors that sought to devour Zendikar.

With the stakes at their highest, Iwyss, Nyxara, Nahiri, and Sorin realized they needed assistance beyond their own capabilities. They turned to the elder spirit dragon, Ugin, a being of immense wisdom and understanding. Ugin's arrival heralded a glimmer of hope, as his ancient knowledge of the Eldrazi offered a new path forward.

Together, Ugin, Nahiri, and Sorin devised a daring plan to deceive the Eldrazi Titans. They harnessed the inherent nature of the blind eternities, weaving a complex illusion that would entice the Titans to fully traverse into Zendikar, where their physical forms could be fought. This convergence would be the key to their entrapment. Nahiri, the Lithomancer, crafted the Hedrons, powerful artifacts capable of trapping the Titans and their minions. As the Eldrazi titans fully manifested within Zendikar, their hunger for the plane intensified, blinding them to the trap that awaited them.

The conflict raged on, a cataclysmic clash between the combined might of Ugin, Nahiri, Sorin, and the Eldrazi titans. The land trembled, the sky cracked, and the very fabric of Zendikar strained under the weight of the battle. Yet, the planeswalkers fought on, their determination unwavering. The Eldrazi titans, lured by the bait, unknowingly walked into the waiting jaws of Nahiri's Hedrons. The very essence of the Titans was bound within the unyielding stone, their minions stripped of their purpose and left powerless.

The Eldrazi threat was far from extinguished. The Titans may have been ensnared, but the insidious tendrils of their presence remained, and the struggle to cleanse Zendikar from their influence was far from over, and eras would pass before the Eldrazi menace would be again, freed.


- M.O. Valent, 31/05/2023
- M.O. Valent, edited 02/06/2023

HIGHLIGHTS

SCIENCE&ARTWORK | BINARY STAR SUNDIAL | PART 1

IS IT POSSIBLE TO CONSTRUCT A BINARY STAR's SUNDIAL? WHY? So this last week I've been trying to work on my own sundial to settle up ...