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Book of Ages 6

The document discusses the backstory of Agram, the ancient leader of the Core who is now imprisoned within a cage of daylight. It details how Agram was betrayed in the past and sealed within the Core for thousands of years. It also describes his experiments with black animite that granted him powers like Darksight, and his continued frustrated attempts to escape his prison.

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Will Thibault
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100% found this document useful (1 vote)
424 views18 pages

Book of Ages 6

The document discusses the backstory of Agram, the ancient leader of the Core who is now imprisoned within a cage of daylight. It details how Agram was betrayed in the past and sealed within the Core for thousands of years. It also describes his experiments with black animite that granted him powers like Darksight, and his continued frustrated attempts to escape his prison.

Uploaded by

Will Thibault
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Book of Ages #6

February 2004

Table of Contents
Cage of Daylight . . . . . . . . . . . . . 3 Animite Shop . . . . . . . . . . . . . . . 9 Deck Doctor . . . . . . . . . . . . . . . . . 10 Traitors Reach Checklist . . . . . . 12 Ember Vard Strategy . . . . . . . . . 14 Traitors Reach . . . . . . . . . . . . . 15 Orothe . . . . . . . . . . . . . . . . . . 16 Arderial . . . . . . . . . . . . . . . . . 17

Published by: Interactive Imagination Production: Michael Liesik Layout: Michael Liesik Editing: Mike Christopher Michael Liesik Contributing Writers: Mike Christopher Michael Liesik Steve McLaughlin Art: Mike Christopher Tim Gillette Chana Goodman Matt Holmberg Ryan Shreve Rich Werner

2003 Interactive Imagination Corporation. All rights reserved. Interactive Imagination, Magi-Nation, and their respective logos are registered trademarks of Interactive Imagination Corporation. Magi-Nation Duel, Grand Magi Council, Book of Ages, 2iD, Animite, Awakening, Dreams End, Nightmares Dawn, Voice of the Storms, Traitors Reach, Keepers Quest, their respective logos, and all associated marks and images are trademarks and/or service marks of Interactive Imagination Corporation.

Cage of Daylight
gram concentrated. His brows knitted together beneath his blindfold, his empty eye-sockets smoldering as they strove to see beyond the blinding light that hindered his Darksight. Images came fleetingly to his mind; brief and unsatisfactory snippets from random dreamers on the surface of the moon far above his prison. Try as he might, however, he could seldom latch on to one of these visions, rarely delve into the mind of the unsuspecting dreamer the way he once had. His teeth ground together with a sinister rumbling, his fists clenched and then pounded his bony chair in frustration. Agrams eye sockets began to burn. The smell of smoke drifted to his nostrils and he tore away his blindfold with a thunderous roar of rage. The cloth burst into cold emerald flames as he flung it to the floor and stomped on it. Rubbing his empty sockets, now glowing with the heat of his exertions, Agram howled with frustration. Its no use, he confirmed for the millionth time. This infernal cage of daylight has blocked my Darksight almost entirely! The ancient leader of the Core rose to his full height, lifted his massive hands from his smoldering eye-sockets and lifted them toward the blazing brightness of his prison. A thousand thousand curses upon you, Tony Jones. A million million woes to befall you and your descendants for all of time and beyond! The dazzling walls of light which surrounded him wavered and danced with myriad colors as the force of his curses pummeled the interior of the cage, only to bounce harmlessly back to the ears of their source. Agrams mighty fist slammed into the bone chair, splintering it into a hundred pieces. Vertebrae and ribs and femurs and jawbones clattered to the floor and bounced once, twice before falling back

into their customary silence. The shifting walls of light returned to their normal state of uniform brilliance, unfazed by their prisoners outburst. Silent once more, Agram simply stood and trembled in impotent anger. He had tried everything in his power to force open the walls of his cage; to flee the prison that accursed Tony Jones had sealed him within. For three thousand years, the Core itself had been his prison, and now he was imprisoned within a place infinitely smaller. How he longed to see the spiraling vistas of the Core! That once hated landscape now seemed sweeter than revenge, and his withered heart ached for release from these wretched walls of never ending light. He wondered at how he could have fallen so far-that the prison of the Core could now seem like such a wonderful place. His agitated mind began to wander back in time, musing over ancient losses and defeats. Long ago, the Eliwan people had fled the alien Invaders who threatened a hostile invasion from beyond the Dream Plane. Using another passage through the Dream Plane, the Eliwan went into exile upon the newly transformed moon of their homeworld, where they hoped to make a final stand against the Invaders. Une and the Order of Daylight had opened the way into the moons animite core so that they might use the surrounding tons of raw animite to work their plans to magically seal off the moon and the homeworld from the rest of the Dream Plane. The only way into the center of the moon had been the Core Glyph-an artifact containing the essences of the six prime energies-which created a dream passage into the hollow core. Agram, then a trusted member of the Order of Daylight, was secretly in league with the Invaders and had corrupted many of the other Order

councilors as well-but his plans had been discovered. As all of the councilors gathered within the core to erect the magical Dream Barrier, Une surprised them all by revealing Agrams treachery. In the ensuing chaos, Une used an incredibly rare chunk of black animite to reverse the animite fields within the moon, sealing off the passage to the surface and trapping them all within, destroying all of Agrams carefully laid plans. In her final act of defiance, Une used the black animite to undream herself, dissolving her mind and body into the surrounding animite core. The Core Glyph had remained on the surface, in the care of Unes trusted advisors. As a result of Unes use of the black animite, the Dream Barrier was never fully erected. The homeworld was still open to the Dream Plane, only the moon had forever been sealed off. No one could travel to or from the moon through the Dream Plane. The vacuum of empty space that lay between El and its moon was an effective barrier as well. The Void energies within the vacuum negated all other forms of magic, and thus physical travel by magical means was impossible across the gulf of space. The Eliwan exiles were trapped upon the Moon, just as Agram and his cronies were trapped within the core. Une had succeeded in gaining safety for her people, but she had forever more denied them a return to their homeworld. Agram was powerless to contact his Invader allies. In fact, he had no way at all of escaping the core or even contacting anyone upon the surface. His few remaining allies upon the surface would surely try to retrieve the Core Glyph and free him from his prison, but Unes advisors would surely hide the Glyph against just such a threat. A further result of Unes use of the black animite was a wild fluctuating of the animite energies of the core. Agram and his followers were caught up in the magical

storm that ensued, their minds losing consciousness as the energies seethed uncontrollably around them. They remained in an enchanted slumber for nearly 500 years, until the core energy stabilized. Agram awoke at last to discover how much time had passed, and with it his hopes of his allies on the surface recovering the Core Glyph and coming to his rescue. Those allies were long gone now, and the Core Glyph hidden away and forgotten. The Void energies of the core had altered the bodies of Agram and his followers into grotesque parodies of their own self-serving desires. Their twisted dreams during their long sleep had shaped the interior of the core into a bizarre realm overgrown with bone forests, thorns and sinister rock formations. Agram seized immediate control over the remnants of his followers and began searching his prison for weaknesses and seeking an entrance into the Dream Plane, with no success. He shaped the realm into a kingdom, with himself as supreme ruler, and thus was the Core born.

Agram kept the black animite that Une had used to betray him, guarding it jealously. As the long years became centuries and the centuries became millennia, Agram experimented with its unusual properties. Eventually, with the aid of the black animite, he perfected his own magical spell designed to give him sight into the world above, an ability called Darksight. This ability allowed him a limited vision of the goings on of the Moonlands surface, but only after the sun had fully set and night had fallen. Furthermore, it increased his affinity with the Dream Plane and allowed him to begin sending powerful nightmares to a select number of unfortunate recipients. Agram used this new power, combined with his gift of Corruption (an ability granted him many years ago by his Invader allies) to create the first Shadow Magi. He instructed these Shadow Magi to begin searching the surface lands for the whereabouts of the Core Glyph. The unfortunate price Agram payed for the gift of Darksight is that his own eyes were burned away, leaving sunken black pits-although he could still see his surroundings using the Darksight. He took to wearing a cloth wrapped over his destroyed eyes, and even fancied the way it made him look. Using the Darksight to see upon the surface exhausted him quickly, so he used it sparingly. Alas, not one of his Shadow Magi had ever found the Core Glyph in all the many years they had searched. In fact, none of them could ever find so much as a single reference to such an artifact in any history or legend. It seemed it had just vanished. Agram knew it was still around, however, for once a small band of ill-trained and

brainless fools had used it to gain entrance to the Core, thinking to defeat Agram himself. He had quickly turned them all into statues, and then bade his Shadow Magi to find the Glyph upon the surface. Once again, however, the Glyph managed to disappear. Frustrated, Agram had returned to his studies, aided by his most trusted ally Morag. Together, they had plundered the secrets of black animite and the Void energies of the Core. At last they devised the means of their long-awaited escape: the Shadow Geyser Seeds. The seething walls of daylight bored into Agrams hollow eye sockets, burning, nagging, taunting him relentlessly. His breathing was ragged, his bones rattling in tremulous furor as he reviewed his failed Shadow Geyser scheme once more. The plan had been perfect: to create a series of Shadow Geysers upon the surface, flooding the Moonlands with Void energy. Once the primary surface energies had been corrupted by those of the Void, Agram would finally be able to break free from the Core. Each Seed was capable of forming a full-blown Shadow Geyser upon the surface of the moon. Each Geyser presented a tiny portal leading directly from the Core itself to the helpless Moonlands above, allowing Agram to send forth his lesser minions to prepare the surface for his coming. Due to the nature of the energies sealing the Core away from the surface, only those who were very weak in the control of Void energies could pass through the first experimental Geyser. Agram chose his two stupidest and most bungling minions, Korg and Zet, to pass through his first

Geyser. The plan worked, and Korg and Zet emerged onto the moons surface in a well-hidden area of the swamps of Bograth. The Geyser itself proved unstable and soon collapsed, but Korg and Zet remained free. With a little more experimentation, Agram and Morag fine-tuned the Seeds and were able to stabilize the eruption. Meanwhile, Agram had communicated to Korg and Zet via his Darksight and bade them scout the Moonlands for locations suitable for the Shadow Geysers. In theory, each Geyser would be placed within an area strong in one of the five surface energies: Life, Water, Fire, Earth and Air. Then, the Geysers would erupt and spill their poisonous Void energy across the lands, corrupting the natural energies and weakening the hold the Core had upon Agram. As each Geyser erupted, the Void energies grew stronger upon the surface. This allowed Agram to send increasingly stronger Core influences through with each new Geyser. Togoth had been the first, in the Life region of Naroom. Next, Agram called upon his loyal Shadow Magi: Ogar, Korremar and Warrada to oversee the Geysers in the Underneath, Cald and Orothe. Finally, with all of that Void energy seething forth upon the Moonlands, Agram had been able to send Morag himself up to the surface lands to oversee the fifth and most powerful Geyser in the cloud realm of Arderial. All that remained was for Morag to initiate the sixth and final Geyser in the frozen realm of Nar. This final Geysers energies would at last unleash Agram himself upon the Moonlands, never to be imprisoned again. It would have worked, too. It almost did work, in fact. If only that wretched alien brat Tony Jones hadnt showed up and ruined everything! Deep down, Agram knew it was his own meddling with Void energies which had allowed Tony to come to Magi-Nation in the first place. That first experimental geyser had destabilized the local Dream

Plane at about the same time that Tony had discovered a secret cave full of animite crystals back on his own world. Tony had touched the animite just as Agram erupted that first unstable Geyser, and the two separate events became connected in that strange way that things often do when dealing with the energies of the Void. Tonys passage took more subjective Moonlands time than what actually transpired on his home world, leaving him to arrive several weeks after the first Geyser erupted in Bograth. He emerged onto the shores of Naroom just in time for a meeting with Korg and Zet, who had been scouting for a location for the first of Agrams new, improved Geysers. So it was that Agram had first learned of Tony Jones and his strange appearance. If only I hadnt so badly underestimated the boy, Agram thought sullenly. Id have sent every one of my Shadow Magi after the brat! Id have corrupted an entire army to take him down! Agram scowled, knowing such a

thing was beyond his limited Darksight and Corruption abilities. Still, revenge fantasies were a terrific way to pass the endless time in this tiny prison. To make matters worse, Tony had somehow gotten his hands on the long lost Core Glyph. That crazy old woman in the Weave had been in possession of it! From that point on, the boy began to systematically destroy Agrams Geysers one-by-one; somehow bending the Void energies to his own will to recharge the lifeless Glyph, returning it to power. When Tony finally defeated even the awesome powers of Morag in the clouds of Arderial, he used the restored Glyph to enter the Core and come directly for Agram himself. That battle had been terrible. Agram was able to exercise the full extent of his awesome magining abilities for the first time in 3000 years, but it had not been enough to defeat the seemingly unbeatable little boy from a distant world. In the end, Tony had drained Agrams energy and sealed him within a prison of purest daylight, cutting him off from his minions and the rest of the Core and partially obscuring his Darksight. The final insult came when Tony returned to his home world via the Dream Plane, and apparently took the Core Glyph with him!

Since that time, the Cage of Daylight had grown over with the snaking thorns and clattering bone trees of the Bone Forest. Agram doubted that many of his cohorts even knew he was imprisoned here. Perhaps none at all, except Morag. In his absence, the Core Magi had run amok. A few had escaped to the surface via the Arderial Geyser before its final collapse, but most had remained within the Core, trapped once more. Furthermore, without his Darksight guidance, the Shadow Magi upon the surface had turned to their own petty plots and schemes-forgetting all about their former master. All, that is, except faithful Morag. Morag, Agram thought as a sly smile slid across his face. Morag will not let me down. He still holds the final Seed. He knows that it still holds the key to my release from this prison. Morag, once a brilliant animite research scientist, had been his faithful servant ever since Agram had saved his life. In his early days as Order councilor, Agram had studied many of the most obscure branches of animite science. He had been traveling to Morags polar research station to consult with the renowned scholar on some of the more obscure points of animite passage technology, when an avalanche destroyed the station, burying those within beneath tons of ice and snow. Agram had magined an enormous arctic dream creature which had quickly scooped the snow away from the collapsed buildings of the station. Many of the researchers had been beyond saving, but Morag had clung to life, although his legs were lost in the accident. Morag had been grateful for Agrams rescue, even though he bitterly mourned the loss of his legs. From that time forth, Morag and Agram became inseparable. Morag taught Agram all he knew about animite passage technology, and Agram shared his own magining researches with his new col-

league. When Agram secretly joined forces with the Invaders, it was Morag who first discovered it. It was Morag who then revealed his own inner longings to see a change in the world order, and his own darker and greedier desires to rule and conquer. Morag had never failed Agram, not once in all the long years since. Through the fleeting glimpses his Darksight still allowed him, Agram knew that even now Morag was watching over the activities of the Dark Twins. Agram could feel Morags icy cold mind: waiting, waiting, biding his time until the opportunity arose to return Agram to his throne in the Core. I shall reward Morag as I have never rewarded any other! He shall be second only to me in glory! As for the others-they will learn to curse the day they turned their backs on their Master. Agram sighed as the remnants of his anger drained away at last. His anger served no purpose here. It was better that he study and prepare for the time when Morag was finally able to accomplish his release. He turned to the scattered bones on the floor, and waved his massive hands. The bones swirled up into the air and began to form themselves into precise patterns as Agram guided their movements. Soon, the magical formulae for the Shadow Geyser Seeds hung before him in the air, written in bone. He studied them long and hard, for he knew that still further secrets lay buried in these calculations. The first Geyser had been unstable, and yet its instability had also done what should have been impossible: it had ripped a passage through the Dream Barrier to allow Tony Jones an entrance to the Moonlands. Agram needed to discover what part of the formula had produced this unexpected side effect. Agram worked feverishly for many days. The formula bones changed configurations thousands of times, and now at last hung motionless as Agram studied them in silence. Suddenly, his hands swept forth and flicked away first this bit of splintered femur, and then that bit of fractured skull, until only a central

helix of delicately positioned vertebrae and knucklebones remained. Agrams laughter boomed deeply against the walls of light. I have found it at last, he sighed. Spinning in the air before him was the erroneous loop of logic that had destabilized the first Geyser, and yet made it possible to rip a hole through the Dream Barrier. Now is the time, faithful Morag. Now is the time. I have the key to our ultimate success. You have only to come and release me from this infernal daylight! Agram grinned in delight as he studied the magical construct before him. He couldnt wait to show Morag! He chuckled as he realized that what he once thought of as the instrument of his ultimate defeat-one Tony Jones-had also provided him with the means to ultimate victory. A victory far more grand than merely escaping the confines of his current prison, or even escaping the Core itself and wreaking havoc among the descendants of his captors. With this tiny little discovery, Agram could finish what he had started more than three thousand years ago. After all, if this little helix allowed Tony to break through the Dream Barrier-how difficult would it be for a fully trained Invader mage? What about an army of Invaders? Enough Invaders to blacken the surface of the moon forever! * * * * * Deep in the shadow corrupted forests of Naroom, Morag heard his Masters laughter in his dreams. It is time, the laughter seemed to say. Find the way to set me free, for I have found the key to ultimate victory. Morags eyes opened slowly; silvery slits that glinted evilly in the shadowy light of the forest at night. The Shadow Geyser Seed pulsed warmly in its pouch against his throat. The time is near, O Master. I shall not fail you. Morag slipped from his bed of cloaking shadows and slithered into the night, quickly disappearing between the trees of the great forest, the ghost of his legs nothing more than a wispy trail behind him which soon became one with the cool night mist.

Animite Shop

o you say you want the new Ember Vard promo? Well, here's your chance to get it! Just send in the form below to receive one free copy of both the Arderial and Cald versions of this promo (one free copy of each per membership). Want more for a deck? Until June 1st, 2004, they'll only cost you 10 Animite each. You can even order them at the same time you order your free copies of the Ember Vard. Remember, this offer is only good for a limited time so take advantage of it while you can! And hey, while we're at it, if you missed the fourth Book of Ages, here's your chance to get your hands on a copy. This offer is only available to Grand Magi Council members and is limited to the number of back issues we have on hand. Back issues are limited to one per member and do not contain any promo cards. Photocopy this order form and send it to: Interactive Imagination Attn: Animite Shop PO Box 4039 Seattle, WA 98104

First Name:________________________Last Name:________________________ Address:____________________________________________________________ City:______________________ State:_______________ Zip:__________________ Country:__________________________ 2iD:______________________________

Book of Ages #4 Arderial Ember Vard


0 10 10

25 0 10 10

Cald Ember Vard

Total Animite enclosed: ________________________________________

Deck Doctor
Ever play against a deck that made you want to scream? Rip out your hair? Change your name to Augustus and move to Italy, proclaiming yourself the glorious Emperor of the Roman Empire? Im not talking about the Infinite Energy combo your buddy found that uses 12 cards from 8 regions and can play Flood of Energy 12 times a turn starting on turn 42. Im talking about the deck that has such a simple premise, an almost trite theme; try as you might, every win you achieve is hard fought and every loss is just a little humiliating. Ever play against a deck like that? Rich Riley of Team Trug fame, has provided us with a deck that hopes to make those other annoying decks sit down and take notes. Heres the original creation: Deck Name: Olum Madness Magi (in order): Gherish Dey Drajan Total Cards: 44 Creatures (27): 1 Habob 1 Izmer 3 Bulabantu 2 Sand Hyren 2 Xala 3 Uban 3 Darbok 3 Olum 3 Olum Digger 3 Swirling Orshaa 3 Warrior Olum Relics (7): 2 Sand Cape 2 Rayjes Belt 2 Warriors Boots Spells (10): 2 Forgotten Tales 2 Crushing Sands 2 Chill of Night 2 Desiccate 2 Beam of Light How the deck works This is a fairly straightforward theme Olum deck. Its like a boxer: Not a lot of finesse, but it packs a good punch and has some staying power. Gherish is starter just because hes a fun and annoying magi to play against, with his Abrade effect having a wonderfully inhibiting impact on many starting setups. Just play away, but hold on to any Swirling Orshaas and Olums, along with a Sand Cape and/or Sand Hyren if you see one. Dont worry about holding on to anything else... the less you have in your hand, the more use you can get out of Sand Capes. Dey is the Olum Magi of course, he fills out your hand. Ignore his effect, your goal is to play lots of Olums and get lots of free energy. Olum Diggers and Swirling Orshaas are best, followed up by 2 Olums, at least one of which uses Aid to add even more energy to the rest of the board. If you have a Sand Hyren, check the rest of your hand and see if you can save energy by dropping him into play before you play your Olums out. Also, one Xala is highly recommended as Ormagon protection. On following turns, use the Sand Cape to recycle your Olums and build away. Drajan is another annoying followup magi. He plays just like Dey, but where Dey builds energy and attacks, Drajans focus is on slicing energy away with Ubans and Darboks. Shteevies comments 1) Olums, Olums Everywhere is a far better name for the deck, but that doesnt make it play any better. We wont deduct

10

Deck Doctor
any points from Rich for his deck-naming skills. 2) I think Sand Hyren is a poor choice. Assuming Gherish lasts the average 3-5 turns, you will have seen between 11 and 15 cards when Dey flips. The odds of 4 of those cards being Olums is low (even with 9 in the deck), and youd need to see at least 4 to gain any energy from the Sand Hyren. 3) The exception of Olum Mystic is confusing. Sure, you have non-Olums in the deck. Sure, they have great big Attack Me signs around their necks. But I would hold out until I had 3 of them, and drop them all in the same turn if possible. The non-Olum critters likely to be chosen by your opponent are Illusions, in which case they are removing energy that you didnt pay for. 4) I dont particularly care for Drajan. Sure, hes annoying, but he doesnt support the Olum theme, and his starting cards (besides Sand Cape) are only good. Id swap in Nashiq, who has a more beneficial ability, and whose starting cards (Darbok, Warrior Olum, Dessicate) are all already in the deck. 5) Olum backwards is Molu. No, its Mulo. Whatever. You get my point. 6) The Deck is 44 cards! Cripes! My Deckslimmer 2000 suggests removing the Bulubantus, as they are pretty hefty, arent Olums, nor do they gain the free energy that the Swirling Orshaas do. Trimming down the other non-essential creatures is a good idea, too. 7) The removal is good and balanced: Crushing Sands pick off the little problems (that the Olum Mystics and Warrior Olums havent), Chill of Night punishes the players who feel the need to draw 40 cards in 5 turns, and Desiccate will handle the 40 energy Uber Combo creatures. 8) A Pair of Relics to consider: Sun Glasses: An easy combo with Diggers, and a great way to keep combo decks from spinning out of control. Fixes Creatureless Calds Wagon too, if you know what I mean. Aubras Canteen: Its easy to run out of cards, especially with Uban. This will help you restock in a hurry. Cheap, too. 9) I dont like Forgotten Tales. Youd most like to retrieve a removal spell, (which you cant) and youre likely to see another Olum go down the tubes as you retrieve one. Deck Name: Olums, Olums Everywhere Magi: Gherish Dey Nashiq Total Cards: 42 Creatures (23): 1 Habob 1 Izmer 2 Xala 2 Uban 2 Darbok 3 Olum 3 Olum Digger 3 Swirling Orshaa 3 Warrior Olum 3 Olum Mystic Relics (9): 2 Sand Cape 2 Rayjes Belt 3 Warriors Boots 1 Sun Glasses 1 Aubras Canteen Spells (8): 2 Crushing Sands 2 Chill of Night 2 Desiccate 2 Beam of Light

11

Region/Type

Rarity Binder Foil

Play Set

Region/Type

Rarity Binder Foil

Play Set

ARDERIAL
Magi
Amara Klynn Lasada, Emissary Barreling Vemment Lighting Braggle Rainbow Hyren Renegade Epik Dreamthread Bracelet Shock Ring Starlights Genesis Sunbeams End Volt Shield U U R C R U C R R C C U O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

CORE
Magi
Lanyx, Reaper TLok, Traitor Yayek Dark Vellup Gorath Cub Shadow Dryte Shadow Fird Slinking Greal Shroud of the Master Haunting Visions Twisted Dreams R U U R U C C C R C U O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO

Creature

Creature

Relic Spell

Relic Spell

BOGRATH
Magi
Brog, Swamp Thug Bulomp Whilp Black Stuff Creeping Ainjer Moss Trulb Rot Arboll Wither Twee Muck Shovel Trulb Bracelet Mud Bubble Trulbble! R U U R C C R U U C R C O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

KYBARS TEETH
Magi
Groll the Fallen Nssah Talik Bone Cragnoc Crouching Xamf Rolling Baldar Stubborn Chogus Baldar Amulet Flint Staff Grapple Tooth Moga Boots Gravity Topple R U U C C R U C U C R C R O O O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO OOO

Creature

Creature

Relic

Relic Spell

Spell

CALD
Magi
Jory Sinder, Apprentice Xandia Caldera Aq Cinder Hyren Flame Jakla Jakla Prowler Disc of Inferno Molten Gauntlets Lava Blast Singed Pride Spark U R U C R C C U R U R C O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

NAR
Magi
Aurorea Hajnyn Locke Ice Vinoc Polar Eebit Polar Rudwot Rask Deserter Chill Cane Icecap Kintor Furs Flashfreeze Snowplow U R U U R C C R R U C C O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

Creature

Creature

Relic Spell

Relic

Spell

12

Region/Type

Rarity Binder Foil

Play Set

Region/Type

Rarity Binder Foil

Play Set

NAROOM
Magi
Pruitt, Ringsmith Sive TDek Carillion Titan Snag Arboll Sneaky Weebo Stagadan Charger Wandering Balamant Blooming Bracelet Remember Ring Harvest Feast Verdant Shield R U U R U C C U R R C C O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

Relic Spell
Aubras Timepiece Dreamcatcher Aubras Wisdom Mirage Sandtrap R R U C C O O O O O O O O O O OOO OOO OOO OOO OOO

Creature

UNDERNEATH
Magi
Gulg Ulk, Prodigy Ulmi Crystal Hyren Crystal Saris Crystal Twinklet Pillar Hyren Venomous Korrit Crystal Goblet Kiesels Hammer Rumble Stones Crystal Shield Entrench U R U C C U R C U C R R C O O O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO OOO

Relic Spell

Creature

OROTHE
Magi
Bria, Relic Hunter Jaim Sellia Grotto Phrup Malevolent Corf Pearl Hyren Porphin Horn of Renewal Parathin Shell Sphor Charm Possesions Glee Ripcurl R U U U C R C C R U C R O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

Relic

Creature

Spell

UNIVERSAL
Creature
Collosit Hapu Nightmare Construct Ancients Puzzlebox Unes Scale Crushing Will R R R U C U O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO

Relic

Spell

Relic Spell

PARADWYN
Magi
Iain, Commando Mijji Sqwik Jungle Eebit Lurking Minani Scarletsong Lahalou Vine Bhatar Scarletsong Banner Tripvine Drum Solo Jungle Riddle Scarletsong Lilt R U U R C U C R R U C C O O O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO OOO

WEAVE
Magi
Keru Marella, Savant Ushi Scurrying Weggit Speag Sprouts Toasted Yajo Weave Arboll Weave Maul Weave-woven Anklet Countless Blades Quallons Quest U R U C C R U R C R U O O O O O O O O O O O O O O O O O O O O O O O O O OOO OOO OOO OOO OOO OOO OOO OOO

Creature

Creature

Relic Spell

Relic Spell

SANDS OF dRESH
Magi
Korremar, Avatar Nymat Salara Circling Darbok Craw Olum Fiend Sand Sark R U U R U C C O O O O O O O O O O O O O O O O O OOO OOO OOO OOO

Creature

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Traitors Reach

raitors Reach will be a little different from the Magi-Nation sets that youve seen in the past. First of all, there are no new regions being introduced. The advantage to this is that every region gets the same number of cards. Previously, when new regions were released, over half of the set was dedicated to filling those regions card pool. The second change youll notice is the set size. Traitors Reach is roughly half the size of Voice of the Storms and Nightmares Dawn, weighing in at a sleek 150 cards. This gives you a better shot at getting those rare cards that you want for a deck. There are also no dual region cards so you wont be getting the same card with a different border filling your rare slot. This should make things easier on both players and collectors. Because Magi-Nation is a storyline driven game, youll notice a few storyline specific cards. Tlok plays a large role in the Cores occupation of Kybars Teeth. Tlok, Traitor illustrates this section of the story fairly well. Groll, who is responsible for discovering Tloks betrayal, also received an alternate version. In fact, all of the new Alternate Magi have some role to play in the conflict that takes place during Traitors Reach. In addition, we wanted to fit in cards from League for a Day at Origins 2002, the Create-a-Card tournament at GenCon 2002 and the recent Gift of the Monarch Hyren storyline tournament. Youll see Hapu, Tdek and Rainbow Hyren as the results of these events. Each region also got an evaluation of their needs. Regions like Arderial and Orothe, which consistently do well in tournaments, were given options for new deck types but nothing that really supports their current deck types. Paradwyn got more Stalking cards, Cald got both solid Spells and Creatures to support their two main deck types. Underneath got the biggest change. With the Burrow mechanic

being so inconsistent and difficult to balance, the Underlings got a few cards that add energy during combat (similar to Strags Claws) and some Creatures that punish your opponent for not attacking you. To add to the traitorous feel of the set, each region will receive a Creature with the Power Skulk. These skulkers were designed to see play in decks outside their home region. Each creatures Power removes energy from a Creature of its own region and then provides you with an additional benefit. You will also find more Core Creatures that can be played by nonCore Magi and vice versa. All in all, I feel that Traitors Reach will bring new and exciting decks to both the tournament and casual play environment. With cards like Pruitt, Ringsmith, Ulmi and Marella Savant, youre bound to see some new theme decks floating around your local tournament scene.

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Ember Vard Strategy

would like to call this meeting of the Moonlands Council to order! Poad, this is a meeting hall, not a cafeteria; put down that weebo sandwich. This meeting is to discuss the actions allegedly committed by the Ember Vard. We will present evidence for and against the defendant, with the intent of determining whether or not this creature can be allowed to remain free in the Moonlands. Yes, Gogor? No, we arent going to smash the Vard yet; thats what this meeting is for. Article the first: Identity of the Ember Vard:

This Creature is obviously intending to create mischief. Its predilection for violence andyes, Grega, burning stuff is an appropriate description. Its predilection for burning stuff makes it difficult to tell whether the Vard will light your lamp or burn down your house. By the way, Zajan, I hear that your new house will have a better view of the lake. Its like upgrading, really, not just moving-cause-your-house-burned-down, right? Article the second: Interacting with the Ember Vard: These are the conclusions of several experimental interactions with the Vard.

Ember Vards are capable of boiling water at thirty paces. This makes many Orothe Creatures like Reef Hyren, Deep Wellisks, and even the Cawh skittish. Since the Ember Vards scorching ability is so sudden, Burrowed Creatures have no defense against the barrage. Subsequently, Underneath Magi have been known to withhold Thunderquakes until such time that the Vards have left the area. The Ember Vard shows no desire to cooperate with the standard Caldian arsenal - Scrolls of Fire, Blast Gloves, and Giant Arbolls are of no interest to it. Whats that? I see. Amanax would like it to be put on the record that he hates the little buggers. Thanks, Amanax. For such a small Creature, the Ember Vard is known to pack a devastating punch. For this reason, Magi that face them in battle often attack them directly rather than incur their wrath by blasting them with spells. Arderial Magi often imbue their Ember Vards with additional energy to ensure that they last through a combat. It should be noted, however, that when doing so, the Arderial Magi always ask the Vard for permission to cast the Spell! Article the third: The Vote: I call this meeting to a vote: Do we let the Ember Vard remain in the moonlands? Poad, Gogor, Voda, Boria, Velouria: Nay. No, you cant vote twice, Voda. Amanax, Ora, Rehlya, Hok: Aye. Hasseth does not receive a vote until such time as he proves that he himself is not an Illusion. After much deliberation, Phlouk voted aye, saying If Boria hates it, I love it! Well put, Phlouk. The vote is five to five. The issue remains unsettled. Well leave the final decision to the Magi themselves, then. Use the Ember Vard wisely, my friends, and beware its short fuse!

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The Deeps of Orothe


Most of the great underwater metropolis of Oscent Mar was created by Oroth, one of Unes trusted councilors. Oroth had a great love of the sea, having spent most of his life on the shores of Els great Southern Ocean. His childhood had been filled with fancies concerning the secrets those depths might hold. When Une asked her trusted council members to help her fashion the Moons surface into a habitable world, Oroth had leaped at the chance to use the awesome animite power of the moon to bring some of his boyhood fantasies to life. Oscent Mar is comprised primarily of quaint little individual castles fashioned of living coral and colorful sands. The building is encapsulated in a large crystalline bubble, created with the same magic used in the technology of relic creation, and lavishly decorated with ornate gold trimming, stones of deepest blue and glowing Star Pearls. Each of these castles is lushly landscaped with the beautiful flora of the deep, magically adapted to thrive in a bubble of air. In addition, many of the crystal bubbles are decorated to look like various creatures of the oceans, using tentacles and fins as decorative elements. The crystalline bubbles can also often be found attached to the backs of the many species of parathin that inhabit the deep. These gentle beasts exist both as real creatures and as dream creatures, although the dream variety are much easier to tame! Coming in a variety of sizes, parathin make excellent passenger vehicles for those unsuited to underwater living and some

are even large enough to hold a small village on their backs! At the time of the creation of this amazing city, Oroth also cast a more subtle enchantment. He made it so that any who settled here would eventually become adapted to the water, able to breathe it as efficiently as the air. Typically, Orothean magi bear a half-man/half fish form that allows them to move better in their aquatic environment. Their lower halves are not consistent, however, for the magic that allows the magi to become half-beast also allows them some choices. Some Orotheans will choose tentacles, for example, or a seahorse type tail, over the more typical fish tail. Additionally, Orothean have powerful relics that allow them to alter their arms and hands as well. For example, one relic transforms the magis upper limbs into powerful pincer claws from the elbow down (for heavy duty tasks or tough battles). The water magi will typically have spiny fins in place of ears, and their hair is most often an aquatic shade of blue, green or violet. In the years since settling the watery region, the Orotheans reinvented the art of Relic construction. As such, they are the unparalleled masters of Relic use throughout the Moonlands. Relic scholars from across the moon journey to Oscent Mar to learn the art of Relic construction from the Masters there. Most of the more powerful and ancient Relics remain under close guard, safely stored within the Vault of Knowledge.

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Arderial
Sailing serenely high above the surface of the Moonlands, the city-region of Arderial is as temperamental and unpredictable as the weather itself. Islands of clouds hold graceful structures, each designed with sweeping curves and spiraling walkways that mimic the whimsical motions of the winds. The city revolves around a central point, a tall tower known as the Axis. Originally, the Axis Tower was the focusing component of the great Dream Barrier mechanism, constructed by the Eliwan as the last defense against the Invaders who had exiled them from their homeworld. Its design was intended to control the motions of the cloud dwellings surrounding it in a precise pattern of movement which would control the final size of the Dream Barrier, once the mechanism was engaged. Long since fallen into disrepair, the Axis no longer controls the motion of the citys many cloud islands. The lives of the Arderians, living high above the surface of the Moonlands, are relatively isolated. Few of the other races of MagiNation possess the means to fly, so without mechanical assistance they generally cannot visit the cloud realm of Arderial whenever they wish. The Arderians view this separation with favor, having a general disdain for those who are earthbound. Arderian attitudes are as lofty as their physical elevation. They consider themselves to be above the doings of the landbound magi below. They are wise and highly educated, but can also seem aloof and superior to visitors from other regions.

Typically, the Arderians are a proud and haughty people. They pride themselves on their many accomplishments: their grand and elegant cloud dwellings, their control over the elements of weather and their total domination of the sky. In dealings with the other regions, the Arderians can seem distant and unapproachable, presenting a sizeable cultural gulf between themselves and their ground-dwelling cousins. The ability to float independently of the pull of gravity is a trait the Arderians are born with, however, control over this ability doesnt fully manifest until they reach maturity. Initially, their abilities are sufficient to prevent a dangerous fall off the edge of a cloud, or some other such mishap. Later, they are taught to control their motion through the open air as their bodies become physically mature. Wings are not a necessity for Arderians, although they can help improve maneuverability and speed. Generally, those with a warriors sensibilities will choose to bear a pair of wings that add to their skills in battle. Less often, an explorer type may also choose to utilize the assistance of wings for the stamina they provide in long distance travel. This flight magic generally does not work with Magi from other regions, it is attuned to the Arderians inborn ability to levitate. The Arderians tend to be small and lightweight, as this enhances their ability to fly. Their clothing is loose and free flowing, and quite often exhibits a freedom from gravitys pull, swirling and swishing about the magi in attractive and elegant fashion.

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