Stitia - The Set
This is not the contest page. If you’re interested in my Saga that takes place on Stitia, be sure to check it out in the Sagas section, or scroll down for the contest link. Hurry! No new players will be accepted after the 13th of September!
Anyways, the Stitia Saga, so far, is about the most fun I’ve had on Cardsmith in quite some time! Like a choose-your-own adventure book, except macabre, the story fleshes out around the characters and their actions, as the overall lore develops in the background. I love it!
Anyways, enough on that. The sheer creativity and supernatural nature of Stitia makes it suitable for a set, and almost anything goes...
13. An unlucky number, according to universally accepted superstition. Millions of Stitia’s residents are haunted by this number, not because it’s unlucky, but because this is the number of times many of their mortal souls are grinded through the Cursed Rebirth. Anyone who dies a sinful or supernatural death is cursed... cursed to be reborn as a lower being, cursed to live a life more torturous than the last, and in the end, they are cursed to meet a more tragic and agonizing demise...
The very few who know about the Cursed Rebirth seek to avoid it at all costs, and to uncover its mysteries. These are called the Triskaidians. These greater beings have a natural resistance to the Cursed Rebirth, in their faith in the gods or their pacts with demons, with the knowledge to escape death or the ability to resist it. However, the luck of Stitia is not in their favor. The Triskaidians are born with a curse as well; the supernatural has a knack for ending their lives as soon as possible. Sin will run to them, tainting their lives and destroying their faith. Those that do not die outright go insane, eventually succumbing to the Cursed Rebirth anyways through self-infliction. I’ll update this page as things go, but until it’s updated, the best way to get info is to go to the saga page.
http://forums.mtgcardsmith.com/discussion/4680/stitia-plane-of-13-deaths-rpg-style-saga-my-first-saga/p1
Anyways, here’s how the set works.
- You can participate by giving ideas, creating cards, or participating in the saga.
- Cards will be reviewed
- Major entries, desirable entries, and my favorite set submissions will be remade, with any balancing or syntax changes necessary being made. You will be credited for every entry that gets remade, and it may not need to be remade at all!
Here’s the set link. Good luck, smiths, and try not to die...
https://mtgcardsmith.com/user/Tommia/sets/44941
Anyways, the Stitia Saga, so far, is about the most fun I’ve had on Cardsmith in quite some time! Like a choose-your-own adventure book, except macabre, the story fleshes out around the characters and their actions, as the overall lore develops in the background. I love it!
Anyways, enough on that. The sheer creativity and supernatural nature of Stitia makes it suitable for a set, and almost anything goes...
13. An unlucky number, according to universally accepted superstition. Millions of Stitia’s residents are haunted by this number, not because it’s unlucky, but because this is the number of times many of their mortal souls are grinded through the Cursed Rebirth. Anyone who dies a sinful or supernatural death is cursed... cursed to be reborn as a lower being, cursed to live a life more torturous than the last, and in the end, they are cursed to meet a more tragic and agonizing demise...
The very few who know about the Cursed Rebirth seek to avoid it at all costs, and to uncover its mysteries. These are called the Triskaidians. These greater beings have a natural resistance to the Cursed Rebirth, in their faith in the gods or their pacts with demons, with the knowledge to escape death or the ability to resist it. However, the luck of Stitia is not in their favor. The Triskaidians are born with a curse as well; the supernatural has a knack for ending their lives as soon as possible. Sin will run to them, tainting their lives and destroying their faith. Those that do not die outright go insane, eventually succumbing to the Cursed Rebirth anyways through self-infliction. I’ll update this page as things go, but until it’s updated, the best way to get info is to go to the saga page.
http://forums.mtgcardsmith.com/discussion/4680/stitia-plane-of-13-deaths-rpg-style-saga-my-first-saga/p1
Anyways, here’s how the set works.
- You can participate by giving ideas, creating cards, or participating in the saga.
- Cards will be reviewed
- Major entries, desirable entries, and my favorite set submissions will be remade, with any balancing or syntax changes necessary being made. You will be credited for every entry that gets remade, and it may not need to be remade at all!
Here’s the set link. Good luck, smiths, and try not to die...
https://mtgcardsmith.com/user/Tommia/sets/44941
This discussion has been closed.
Comments
Since it’s the weekend, I won’t be on as often, ironically.
What actually are the 6? If they are mana colours, is number six purple or colourless?
For the first time, lycanthropy is breaking out of its green and red shell.
Werebirds cloak themselves from sight, using their extreme predatory stealth to trick and deceive. They can methodical pick off enemy after enemy undetected, safely securing whatever shiny objects catch their eye. They make expert assassins, being potentially more deadly than their enemy, the werewolf.
Werecats and werehounds gather in packs to protect the innocent and each other. Unlike the predatory lycanthropy experienced by most, werecats and werehounds are fairly domestic, and, for the most part, maintain sentience and self control. Even a savage thug can turn into a diplomat if they bear this mark.
Wererats prowl in swarms, scavenging whatever they can find. They frequently leave famine and disease in their wake, being more deadly after they leave their mark than when they leave it. While the weakest form of lycanthrope physically, they make up for it by strength in numbers and expert navigation and coordination.
Werebears and werebeasts are the most physically powerful lycanthropes. They will stop at nothing to protect nature and each other, and will kill anything they feel is a threat. They are incredibly violent, but they almost never confront anyone outside of their domain, so if you get into a fight with one, it’s your own fault.
Lastly, we have werebugs and werespiders. Most lycanthropes retain size or grow. While this is also true of werebugs, some shrink as well. They are incredibly hard to deal with, either being small and hard to combat or large and hard to kill. They are a severe threat to crops, so farmers frequently have to hire guards for their farms.
How about demons?
As for demons in general, the set will be full of them. Especially since the big bad is a demon themselves.
Feel free to close this so I may do something I should of done a long time ago,