Vi besluttede os for ~250 kort per sæt, og at lave tre sæt med et overordnet tema men tre subtemaer.
First set
Code name: Crystal Dawn
Number of cards: Approx. 250
The night was clear and still like all the other nights before. Nothing seemed out of the ordinary, until something abnormal happened. A rift in the fabric of reality tore through the sky and from this gaping maw ushered gleaming crystals through. Crystals of many colours dove toward the landscape to settle there with violent force. Many places around the world saw many of the same rift phenomena this very night. That night would be known as the [PRISMANOCTUM, PRISMATICON, PRISMATICUM?] and heralded an era of magic and power. It was soon known that these crystals could assist spellcasters draw more heavily upon the worlds magical reserves, thus empowering their spells, and making it easier for the common man to weave magic as well.
Story notes: The unforeseen consequence, which will first be revealed later, of this heavy usage of magical power is that the world can’t replenish its energy reserve fast enough, and is thus slowly depleting. Later in the sets, this will affect the way players will pay for their spells.
Designer notes: Entwine and kicker would seem to be the keywords that most directly represent an increased versatility and reserve of magical power. By paying more, you gain more.
Second set
Code name: ???
Number of cards: Approx. 150
The crystals were an omen for something more sinister than initially thought. A year after the crystals had arrived, another rift in the world appeared. But this time it was not crystals but creatures that poured forth. Dark and devilish, demonic creature were the forerunners of the crystals inventor, [INSERT BAD GUY], who had the intention of devouring the worlds magical power for himself/herself. The crystals would serve as a conduit through which he would suck out the magic and leave the world dead and dry before he began his conquest of the next world.
Story notes: Out heroes, empowered and awakened in the first set, begins to realize that they need to work together to have a chance to defeat this evil person and keep their world from ending. But the magical reserve is already at a low point and their war to free their world will only get them more perilously close to utter oblivion.
Designer notes: We might need to introduce the villain in the first set to have the second set be all about indiscriminate war for survival.
Third set
Code name: ???
Number of cards: Approx. 150
The war is over and the villain has been [defeated/captured/exiled?] and order is returning to the world. But there are still stragglers from the invasion that lingers in the world, and those few seek to return their master to power while still trying to drain off the last bits of magic. Great rifts have appeared in the world again, and their meaning is arcane to the people. Some of them drain magic from the world, some seem to give it back, all the while creating a great flux of magic. With the magical reserves at a critical low point after the war, everyone is trying to find alternative methods to pay for their spells. This could have dire ramifications in the future.
Story notes: The death of many creatures and the low magical power reserve left by the war has begun a dangerous reaction. The void in the worlds power reserve has begun to use the souls of the dead to fuel its replenishing, and the magic is thus getting more evil in nature.
Designer notes: Alternative costs like discarding cards and sacrificing creatures should be a prevalent method of casting spells now. Another idea could be to use multiple different colours to pay for spells, thus giving them unforeseen effects.
Everflow: Blå underjordisk havneby hvor der hovedsageligt sælges information. Virker også som asyl for alskens underlige creatures.
Black mines of Rabath: Sort underjordisk by der startede med at være skelet-opererede miner.
Ketros: En menneskeby der ligger på grænsen til en elverskov.
Dunes of Sangvar: Ørken.
Karraku: Den store skov. Forladte templer i en bestem region af skoven. Bjerge inde i skoven.
Omkra: Stort øde vulkan infesteret område fyld med lava.
Ganmar: Tårnet hvor troldmanden/konstruktøren Almaron bygger sine golems/constructs. Hans hidtil største opfindelse (og overraskelse) var Michanus.
Garlhen: Et koldt ørken agtigt område uden nedbør og derfor ingen vegetation. Kun meget hårdføre væsner lever her. Hjemsted for barbar stammer.
Ralmar Von Kraus:Necromancer/vampire lord der har en masse undersåtter og et storslået slot (for det skal man have som vampire lord ).
Har en udsending som han ikke aner har mægtige kræfter. Hun gør hvad der bliver sagt, men finder også altid lige tid til at ordne sine egne planer.
Vi forsøger at balancere kortene mens de bliver udviklet men de vil alle sammen blive gennemgået når vi er færdige.
Vi skriver hvem der har lavet kortet i 'artist feltet' sådan at man kan se hvem der har lavet det.
Vi besluttede os for at komme med nogle ideer hver.
Vi besluttede os for at bruge evergreens og følgende:
Og for at tillade: