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    Book of Ages #6February 2004

    Published by:Interactive Imagination

    Production:Michael Liesik

    Layout:Michael Liesik

    Editing:Mike ChristopherMichael Liesik

    Contributing Writers:Mike ChristopherMichael LiesikSteve McLaughlin

    Art:Mike ChristopherTim GilletteChana Goodman

    Matt HolmbergRyan ShreveRich Werner

    2003 Interactive Imagination Corporation. All rights

    reserved. Interactive Imagination, Magi-Nation, andtheir respective logos are registered trademarks ofInteractive Imagination Corporation. Magi-NationDuel, Grand Magi Council, Book of Ages, 2iD,Animite, Awakening, Dreams End, NightmaresDawn, Voice of the Storms, Traitors Reach, KeepersQuest, their respective logos, and all associated marksand images are trademarks and/or service marks ofInteractive Imagination Corporation.

    Table of Contents

    Cage of Daylight . . . . . . . . . . . . . 3Animite Shop . . . . . . . . . . . . . . . 9Deck Doctor . . . . . . . . . . . . . . . . . 10Traitors Reach Checklist . . . . . . 12Ember Vard Strategy . . . . . . . . . 14

    Traitors Reach . . . . . . . . . . . . . 15Orothe . . . . . . . . . . . . . . . . . . 16Arderial . . . . . . . . . . . . . . . . . 17

    Table of Contents

    Cage of Daylight . . . . . . . . . . . . . 3Animite Shop . . . . . . . . . . . . . . . 9Deck Doctor . . . . . . . . . . . . . . . . . 10Traitors Reach Checklist . . . . . . 12Ember Vard Strategy . . . . . . . . . 14

    Traitors Reach . . . . . . . . . . . . . 15Orothe . . . . . . . . . . . . . . . . . . 16Arderial . . . . . . . . . . . . . . . . . 17

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    33

    Cage of DaylightCage of Daylight

    Agram concentrated. His brows knit-

    ted together beneath his blindfold,his empty eye-sockets smoldering

    as they strove to see beyond the blindinglight that hindered his Darksight. Imagescame fleetingly to his mind; brief andunsatisfactory snippets from randomdreamers on the surface of the moon farabove his prison. Try as he might,however, he could seldom latch on to oneof these visions, rarely delve into the mind

    of the unsuspecting dreamer the way heonce had. His teeth ground together with asinister rumbling, his fists clenched andthen pounded his bony chair in frustration.

    Agrams eye sockets began to burn.The smell of smoke drifted to his nostrilsand he tore away his blindfold with athunderous roar of rage. The cloth burstinto cold emerald flames as he flung it tothe floor and stomped on it. Rubbing his

    empty sockets, now glowing with the heatof his exertions, Agram howled withfrustration.

    Its no use, he confirmed for themillionth time. This infernal cage ofdaylight has blocked my Darksight almostentirely! The ancient leader of the Core roseto his full height, lifted his massive handsfrom his smoldering eye-sockets and liftedthem toward the blazing brightness of hisprison.

    A thousand thousand curses upon you,Tony Jones. A million million woes tobefall you and your descendants for all oftime and beyond!

    The dazzling walls of light whichsurrounded him wavered and danced withmyriad colors as the force of his cursespummeled the interior of the cage, only tobounce harmlessly back to the ears of theirsource. Agrams mighty fist slammed into

    the bone chair, splintering it into a hundredpieces. Vertebrae and ribs and femurs and

    jawbones clattered to the floor andbounced once, twice before falling back

    into their customary silence. The shifting

    walls of light returned to their normal stateof uniform brilliance, unfazed by theirprisoners outburst.

    Silent once more, Agram simply stoodand trembled in impotent anger. He hadtried everything in his power to force openthe walls of his cage; to flee the prison thataccursed Tony Jones had sealed himwithin.

    For three thousand years, the Core itself

    had been his prison, and now he wasimprisoned within a place infinitelysmaller. How he longed to see the spiralingvistas of the Core! That once hated land-scape now seemed sweeter than revenge,and his withered heart ached for releasefrom these wretched walls of never endinglight. He wondered at how he could havefallen so far-that the prison of the Corecould now seem like such a wonderful

    place. His agitated mind began to wanderback in time, musing over ancient lossesand defeats.

    Long ago, the Eliwan people had fled thealien Invaders who threatened a hostileinvasion from beyond the Dream Plane.Using another passage through the DreamPlane, the Eliwan went into exile upon thenewly transformed moon of their home-world, where they hoped to make a finalstand against the Invaders. Une and theOrder of Daylight had opened the way intothe moons animite core so that they mightuse the surrounding tons of raw animite towork their plans to magically seal off themoon and the homeworld from the rest ofthe Dream Plane.

    The only way into the center of the moonhad been the Core Glyph-an artifactcontaining the essences of the six primeenergies-which created a dream passage

    into the hollow core. Agram, then a trustedmember of the Order of Daylight, wassecretly in league with the Invaders andhad corrupted many of the other Order

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    councilors as well-but his plans had beendiscovered. As all of the councilorsgathered within the core to erect themagical Dream Barrier, Une surprisedthem all by revealing Agrams treachery. Inthe ensuing chaos, Une used an incrediblyrare chunk of black animite to reverse theanimite fields within the moon, sealing offthe passage to the surface and trappingthem all within, destroying all of Agramscarefully laid plans. In her final act ofdefiance, Une used the black animite toundream herself, dissolving her mindand body into the surrounding animitecore.

    The Core Glyph had remained on the

    surface, in the care of Unes trustedadvisors. As a result of Unes use of theblack animite, the Dream Barrier was neverfully erected. The homeworld was stillopen to the Dream Plane, only the moonhad forever been sealed off. No one couldtravel to or from the moon through theDream Plane. The vacuum of empty spacethat lay between El and its moon was aneffective barrier as well. The Void energies

    within the vacuum negated all other formsof magic, and thus physical travel bymagical means was impossible across thegulf of space. The Eliwan exiles weretrapped upon the Moon, just as Agramand his cronies were trapped within thecore. Une had succeeded in gainingsafety for her people, but she hadforever more denied them a return totheir homeworld.

    Agram was powerless tocontact his Invader allies. In fact,he had no way at all ofescaping the core or evencontacting anyone upon thesurface. His few remainingallies upon the surface wouldsurely try to retrieve the CoreGlyph and free him from hisprison, but Unes advisors would surely

    hide the Glyph against just such a threat.A further result of Unes use of the blackanimite was a wild fluctuating of theanimite energies of the core. Agram and hisfollowers were caught up in the magical

    storm that ensued, their minds losingconsciousness as the energies seetheduncontrollably around them. Theyremained in an enchanted slumber fornearly 500 years, until the core energystabilized. Agram awoke at last to discoverhow much time had passed, and with it hishopes of his allies on the surface recoveringthe Core Glyph and coming to his rescue.Those allies were long gone now, and theCore Glyph hidden away and forgotten.

    The Void energies of the core had alteredthe bodies of Agram and his followers intogrotesque parodies of their own self-serv-ing desires. Their twisted dreams duringtheir long sleep had shaped the interior of

    the core into a bizarre realm overgrownwith bone forests, thorns and sinister rockformations. Agram seized immediatecontrol over the remnants of his followersand began searching his prison forweaknesses and seeking an entrance intothe Dream Plane, with no success. Heshaped the realm into a kingdom, withhimself as supreme ruler, and thus was theCore born.

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    Agram kept the black animite that Unehad used to betray him, guarding it

    jealously. As the long years becamecenturies and the centuries becamemillennia, Agram experimented with itsunusual properties. Eventually, with theaid of the black animite, he perfected hisown magical spell designed to give himsight into the world above, an ability calledDarksight. This ability allowed him alimited vision of the goings on of theMoonlands surface, but only after the sunhad fully set and night had fallen.Furthermore, it increased his affinity withthe Dream Plane and allowed him to beginsending powerful nightmares to a select

    number of unfortunate recipients. Agramused this new power, combinedwith his gift of Corruption(an ability granted himmany years ago by hisInvader allies) tocreate the firstShadow Magi. Heinstructed theseShadow Magi to

    begin searchingthe surface landsfor the where-abouts of the CoreGlyph.

    The unfortunateprice Agram payedfor the gift of Darksightis that his own eyes wereburned away, leaving sunken

    black pits-although he could still seehis surroundings using the Darksight. Hetook to wearing a cloth wrapped over hisdestroyed eyes, and even fancied the way itmade him look. Using the Darksight to seeupon the surface exhausted him quickly, sohe used it sparingly.

    Alas, not one of his Shadow Magi hadever found the Core Glyph in all the manyyears they had searched. In fact, none of

    them could ever find so much as a singlereference to such an artifact in any historyor 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 entranceto the Core, thinking to defeat Agramhimself. He had quickly turned them allinto statues, and then bade his ShadowMagi to find the Glyph upon the surface.Once again, however, the Glyph managedto disappear.

    Frustrated, Agram had returned to hisstudies, aided by his most trusted allyMorag. Together, they had plundered thesecrets of black animite and the Voidenergies of the Core. At last they devisedthe means of their long-awaited escape: theShadow Geyser Seeds.

    The seething walls of daylight bored intoAgrams hollow eye sockets, burning,

    nagging, taunting him relentlessly. Hisbreathing was ragged, his bones

    rattling in tremulous furor ashe reviewed his failed

    Shadow Geyserscheme once more.

    The plan hadbeen perfect: tocreate a series ofShadow Geysers

    upon the surface,flooding theMoonlands withVoid energy. Once

    the primary surfaceenergies had been

    corrupted by those ofthe Void, Agram would

    finally be able to break freefrom the Core.

    Each Seed was capable of forminga full-blown Shadow Geyser upon thesurface of the moon. Each Geyserpresented a tiny portal leading directlyfrom the Core itself to the helplessMoonlands above, allowing Agram to sendforth his lesser minions to prepare thesurface for his coming.

    Due to the nature of the energies sealingthe Core away from the surface, only those

    who were very weak in the control of Voidenergies could pass through the firstexperimental Geyser. Agram chose his twostupidest and most bungling minions,Korg and Zet, to pass through his first

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    Geyser. The plan worked, and Korg andZet emerged onto the moons surface in awell-hidden area of the swamps ofBograth. The Geyser itself proved unstableand soon collapsed, but Korg and Zetremained free.

    With a little more experimentation,Agram and Morag fine-tuned the Seedsand were able to stabilize the eruption.Meanwhile, Agram had communicated toKorg and Zet via his Darksight and badethem scout the Moonlands for locationssuitable for the Shadow Geysers. In theory,each Geyser would be placed within anarea strong in one of the five surfaceenergies: Life, Water, Fire, Earth and Air.

    Then, the Geysers would erupt and spilltheir poisonous Void energy across thelands, corrupting the natural energies andweakening the hold the Core had uponAgram.

    As each Geyser erupted, the Voidenergies grew stronger upon the surface.This allowed Agram to send increasinglystronger Core influences through with eachnew Geyser. Togoth had been the first, in

    the Life region of Naroom. Next, Agramcalled upon his loyal Shadow Magi:Ogar, Korremar and Warrada tooversee the Geysers in theUnderneath, Cald and Orothe.Finally, with all of that Voidenergy seething forth upon theMoonlands, Agram had been able to sendMorag himself up to the surface lands tooversee the fifth and most powerful Geyser

    in the cloud realm of Arderial. All thatremained was for Morag to initiate thesixth and final Geyser in the frozen realmof Nar. This final Geysers energies wouldat last unleash Agram himself upon theMoonlands, never to be imprisoned again.

    It would have worked, too. It almost didwork, in fact. If only that wretched alienbrat Tony Jones hadnt showed up andruined everything!

    Deep down, Agram knew it was his ownmeddling with Void energies which hadallowed Tony to come to Magi-Nation inthe first place. That first experimentalgeyser had destabilized the local Dream

    Plane at about the same time that Tony haddiscovered a secret cave full of animitecrystals back on his own world. Tony hadtouched the animite just as Agram eruptedthat first unstable Geyser, and the twoseparate events became connected in thatstrange way that things often do whendealing with the energies of the Void.Tonys passage took more subjectiveMoonlands time than what actuallytranspired on his home world, leaving himto arrive several weeks after the firstGeyser erupted in Bograth. He emergedonto the shores of Naroom just in time fora meeting with Korg and Zet, who hadbeen scouting for a location for the first of

    Agrams new, improved Geysers. So it wasthat Agram had first learned of Tony Jonesand his strange appearance.

    If only I hadnt so badly underestimatedthe boy, Agram thought sullenly. Id havesent every one of my Shadow Magiafter the brat! Id havecorrupted an entire army totake him down! Agramscowled, knowing such a

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    thing was beyond his limited Darksightand Corruption abilities. Still, revengefantasies were a terrific way to pass theendless time in this tiny prison.

    To make matters worse, Tony hadsomehow gotten his hands on the long lostCore Glyph. That crazy old woman in theWeave had been in possession of it! Fromthat point on, the boy began to systemati-cally destroy Agrams Geysers one-by-one;somehow bending the Void energies to hisown will to recharge the lifeless Glyph,returning it to power. When Tony finallydefeated even the awesome powers ofMorag in the clouds of Arderial, he usedthe restored Glyph to enter the Core and

    come directly for Agram himself. Thatbattle had been terrible. Agram was able toexercise the full extent of his awesomemagining abilities for the first time in 3000years, but it had not been enough to defeatthe seemingly unbeatable little boy from adistant world. In the end, Tony haddrained Agrams energy and sealed himwithin a prison of purest daylight, cuttinghim off from his minions and the rest of the

    Core and partially obscuring his Darksight.The final insult came when Tony returnedto his home world via the Dream Plane,and apparently took the Core Glyph withhim!

    Since that time, the Cage of Daylight hadgrown over with the snaking thorns andclattering bone trees of the Bone Forest.Agram doubted that many of his cohortseven knew he was imprisoned here.Perhaps none at all, except Morag. In hisabsence, the Core Magi had run amok. Afew had escaped to the surface via theArderial Geyser before its final collapse,but most had remained within the Core,trapped once more. Furthermore, withouthis Darksight guidance, the Shadow Magiupon the surface had turned to their ownpetty plots and schemes-forgetting allabout their former master. All, that is,except faithful Morag.

    Morag, Agram thought as a sly smileslid across his face. Morag will not let medown. He still holds the final Seed. Heknows that it still holds the key to myrelease from this prison.

    Morag, once a brilliant animite researchscientist, had been his faithful servant eversince Agram had saved his life. In his earlydays as Order councilor, Agram hadstudied many of the most obscure

    branches of animite science. He had beentraveling to Morags polar research stationto consult with the renowned scholar onsome of the more obscure points of animitepassage technology, when an avalanchedestroyed the station, burying those withinbeneath tons of ice and snow. Agram had

    magined an enormous arctic dreamcreature which had quickly scoopedthe snow away from the collapsed

    buildings of the station. Many ofthe researchers had been beyond

    saving, but Morag had clung tolife, although his legs were lost

    in the accident. Morag had beengrateful for Agrams rescue, even

    though he bitterly mourned theloss of his legs.

    From that time forth,Morag and Agram became

    inseparable. Morag taughtAgram all he knew aboutanimite passage technology, andAgram shared his own magining

    researches with his new col-

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    league. When Agram secretly joined forceswith the Invaders, it was Morag who firstdiscovered it. It was Morag who thenrevealed his own inner longings to see achange in the world order, and his owndarker and greedier desires to rule andconquer. Morag had never failed Agram,not once in all the long years since.

    Through the fleeting glimpses hisDarksight still allowed him, Agram knewthat even now Morag was watching overthe activities of the Dark Twins. Agramcould feel Morags icy cold mind: waiting,waiting, biding his time until theopportunity arose to return Agram to histhrone in the Core. I shall reward Morag as

    I have never rewarded any other! He shallbe second only to me in glory! As for theothers-they will learn to curse the day theyturned their backs on their Master.

    Agram sighed as the remnants of hisanger drained away at last. His angerserved no purpose here. It was better thathe study and prepare for the time whenMorag was finally able to accomplish hisrelease.

    He turned to the scattered bones on thefloor, and waved his massive hands. Thebones swirled up into the air and began toform themselves into precise patterns asAgram guided their movements. Soon, themagical formulae for the Shadow GeyserSeeds hung before him in the air, written inbone. He studied them long and hard, forhe knew that still further secrets lay buriedin these calculations. The first Geyser had

    been unstable, and yet its instability hadalso done what should have been impossi-ble: it had ripped a passage through theDream Barrier to allow Tony Jones anentrance to the Moonlands. Agram neededto discover what part of the formula hadproduced this unexpected side effect.

    Agram worked feverishly for manydays. The formula bones changedconfigurations thousands of times, and

    now at last hung motionless as Agramstudied them in silence. Suddenly, hishands swept forth and flicked away firstthis bit of splintered femur, and then thatbit of fractured skull, until only a central

    helix of delicately positioned vertebrae andknucklebones remained. Agrams laughterboomed deeply against the walls of light.

    I have found it at last, he sighed.Spinning in the air before him was theerroneous loop of logic that haddestabilized the first Geyser, and yet madeit possible to rip a hole through the DreamBarrier. Now is the time, faithful Morag.Now is the time. I have the key to ourultimate success. You have only to comeand release me from this infernal daylight!

    Agram grinned in delight as he studiedthe magical construct before him. Hecouldnt wait to show Morag! He chuckledas he realized that what he once thought of

    as the instrument of his ultimate defeat-oneTony Jones-had also provided him with themeans to ultimate victory. A victory farmore grand than merely escaping theconfines of his current prison, or evenescaping the Core itself and wreakinghavoc among the descendants of hiscaptors. With this tiny little discovery,Agram could finish what he had startedmore than three thousand years ago. After

    all, if this little helix allowed Tony to breakthrough the Dream Barrier-how difficultwould it be for a fully trained Invadermage? What about an army of Invaders?Enough Invaders to blacken the surface ofthe moon forever!

    * * * * *Deep in the shadow corrupted forests of

    Naroom, Morag heard his Masterslaughter in his dreams. It is time, the

    laughter seemed to say. Find the way to setme free, for I have found the key toultimate victory. Morags eyes openedslowly; silvery slits that glinted evilly in theshadowy light of the forest at night. TheShadow Geyser Seed pulsed warmly in itspouch against his throat. The time is near,O Master. I shall not fail you.

    Morag slipped from his bed of cloakingshadows and slithered into the night,

    quickly disappearing between the trees ofthe great forest, the ghost of his legsnothing more than a wispy trail behindhim which soon became one with the coolnight mist.

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    First Name:________________________Last Name:________________________

    Address:____________________________________________________________

    City:______________________ State:_______________ Zip:__________________

    Country:__________________________ 2iD:______________________________

    Book of Ages #4

    Arderial Ember Vard Cald Ember Vard

    Total Animite enclosed: ________________________________________

    10 10 1010

    25

    Animite ShopAnimite Shop

    So 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 Caldversions 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 themat the same time you order your free copies of the Ember Vard. Remember, this offer isonly 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 chanceto get your hands on a copy. This offer is only available to Grand Magi Council membersand is limited to the number of back issues we have on hand. Back issues are limited toone per member and do not contain any promo cards.

    Photocopy this order form and send it to:

    Interactive ImaginationAttn: Animite ShopPO Box 4039Seattle, WA 98104

    99

    00

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    Deck DoctorDeck Doctor

    any points from Rich for his deck-naming

    skills.2) I think Sand Hyren is a poor choice.

    Assuming Gherish lasts the average 3-5turns, you will have seen between 11 and15 cards when Dey flips. The odds of 4 ofthose cards being Olums is low (even with9 in the deck), and youd need to see atleast 4 to gain any energy from the SandHyren.

    3) The exception of Olum Mystic is

    confusing. Sure, you have non-Olums inthe deck. Sure, they have great big AttackMe signs around their necks. But I wouldhold out until I had 3 of them, and dropthem all in the same turn if possible. Thenon-Olum critters likely to be chosen byyour opponent are Illusions, in which casethey are removing energy that you didntpay for.

    4) I dont particularly care for Drajan.

    Sure, hes annoying, but he doesnt supportthe Olum theme, and his starting cards(besides Sand Cape) are only good. Idswap in Nashiq, who has a more beneficialability, and whose starting cards (Darbok,Warrior Olum, Dessicate) are all already inthe deck.

    5) Olum backwards is Molu. No, itsMulo. Whatever. You get my point.

    6) The Deck is 44 cards! Cripes! MyDeckslimmer 2000 suggests removing theBulubantus, as they are pretty hefty, arentOlums, nor do they gain the free energythat the Swirling Orshaas do. Trimmingdown the other non-essential creatures isa good idea, too.

    7) The removal is good and balanced:Crushing Sands pick off the little problems(that the Olum Mystics and Warrior Olumshavent), Chill of Night punishes theplayers who feel the need to draw 40 cards

    in 5 turns, and Desiccate will handle the 40energy 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. FixesCreatureless Calds Wagon too, if youknow what I mean.

    Aubras Canteen: Its easy to run out ofcards, especially with Uban. This will helpyou restock in a hurry. Cheap, too.

    9) I dont like Forgotten Tales. Youdmost like to retrieve a removal spell,(which you cant) and youre likely to seeanother Olum go down the tubes as you

    retrieve one.

    Deck Name: Olums, Olums Everywhere

    Magi:GherishDeyNashiq

    Total Cards: 42

    Creatures (23):1 Habob1 Izmer2 Xala2 Uban2 Darbok3 Olum3 Olum Digger3 Swirling Orshaa3 Warrior Olum3 Olum Mystic

    Relics (9):2 Sand Cape2 Rayjes Belt3 Warriors Boots1 Sun Glasses1 Aubras Canteen

    Spells (8):

    2 Crushing Sands2 Chill of Night2 Desiccate2 Beam of Light

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    1313

    NAROOMMagi

    Pruitt, Ringsmith R O O OSive U O O OTDek U O O O

    CreatureCarillion Titan R O O OOOSnag Arboll U O O OOOSneaky Weebo C O O OOOStagadan Charger C O O OOOWandering Balamant U O O OOO

    RelicBlooming Bracelet R O O OOORemember Ring R O O OOO

    SpellHarvest Feast C O O OOOVerdant Shield C O O OOO

    OROTHEMagi

    Bria, Relic Hunter R O O OJaim U O O OSellia U O O O

    CreatureGrotto Phrup U O O OOOMalevolent Corf C O O OOOPearl Hyren R O O OOOPorphin C O O OOO

    RelicHorn of Renewal C O O OOOParathin Shell R O O OOOSphor Charm U O O OOO

    SpellPossesions Glee C O O OOORipcurl R O O OOO

    PARADWYNMagi

    Iain, Commando R O O OMijji U O O OSqwik U O O O

    CreatureJungle Eebit R O O OOOLurking Minani C O O OOOScarletsong Lahalou U O O OOO

    Vine Bhatar C O O OOORelic

    Scarletsong Banner R O O OOOTripvine R O O OOO

    SpellDrum Solo U O O OOOJungle Riddle C O O OOOScarletsong Lilt C O O OOO

    SANDS OF dRESHMagi

    Korremar, Avatar R O O ONymat U O O O

    Salara U O O OCreature

    Circling Darbok R O O OOOCraw U O O OOOOlum Fiend C O O OOOSand Sark C O O OOO

    RelicAubras Timepiece R O O OOODreamcatcher R O O OOO

    SpellAubras Wisdom U O O OOOMirage C O O OOO

    Sandtrap C O O OOO

    UNDERNEATHMagi

    Gulg U O O OUlk, Prodigy R O O OUlmi U O O O

    CreatureCrystal Hyren C O O OOOCrystal Saris C O O OOOCrystal Twinklet U O O OOOPillar Hyren R O O OOOVenomous Korrit C O O OOO

    RelicCrystal Goblet U O O OOOKiesels Hammer C O O OOORumble Stones R O O OOO

    SpellCrystal Shield R O O OOOEntrench C O O OOO

    UNIVERSALCreature

    Collosit R O O OOOHapu R O O OOONightmare Construct R O O OOO

    RelicAncients Puzzlebox U O O OOOUnes Scale C O O OOO

    SpellCrushing Will U O O OOO

    WEAVEMagi

    Keru U O O OMarella, Savant R O O OUshi U O O O

    CreatureScurrying Weggit C O O OOO

    Speag Sprouts C O O OOOToasted Yajo R O O OOOWeave Arboll U O O OOO

    RelicWeave Maul R O O OOOWeave-woven Anklet C O O OOO

    SpellCountless Blades R O O OOOQuallons Quest U O O OOO

    Region/Type Rarity Binder Foil Play Set Region/Type Rarity Binder Foil Play Set

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    Traitors ReachTraitors Reach

    1414

    Traitors Reach will be a little different

    from the Magi-Nation sets that youveseen in the past. First of all, there areno new regions being introduced. Theadvantage to this is that every region getsthe same number of cards. Previously,when new regions were released, over halfof the set was dedicated to filling thoseregions card pool. The second changeyoull notice is the set size. Traitors Reach isroughly half the size of Voice of the Stormsand Nightmares Dawn, weighing in at asleek 150 cards. This gives you a better shotat getting those rare cards that you want fora deck. There are also no dual region cardsso you wont be getting the same card witha different border filling your rare slot. Thisshould make things easier on both playersand collectors.

    Because Magi-Nation is a storylinedriven game, youll notice a few storylinespecific cards. Tlok plays a large role in the

    Cores occupation of Kybars Teeth. Tlok,Traitor illustrates this section of the storyfairly well. Groll, who is responsible fordiscovering Tloks betrayal, also receivedan alternate version. In fact, all of the newAlternate Magi have some role to play inthe conflict that takes place during TraitorsReach.

    In addition, we wanted to fit in cardsfrom League for a Day at Origins 2002, the

    Create-a-Card tournament at GenCon 2002and the recent Gift of the Monarch Hyrenstoryline tournament. Youll see Hapu,Tdek and Rainbow Hyren as the results ofthese events.

    Each region also got an evaluation oftheir needs. Regions like Arderial andOrothe, which consistently do well intournaments, were given options for newdeck types but nothing that really supports

    their current deck types. Paradwyn gotmore Stalking cards, Cald got both solidSpells and Creatures to support their twomain deck types. Underneath got thebiggest change. With the Burrow mechanic

    being so inconsistent and difficult tobalance, the Underlings got a few cards thatadd energy during combat (similar toStrags Claws) and some Creatures thatpunish your opponent for not attackingyou.

    To add to the traitorous feel of the set,each region will receive a Creature with the

    Power Skulk. These skulkers weredesigned to see play in decks outside theirhome region. Each creatures Powerremoves energy from a Creature of its ownregion and then provides you with anadditional benefit. You will also find moreCore Creatures that can be played by non-Core Magi and vice versa.

    All in all, I feel that Traitors Reach willbring new and exciting decks to both the

    tournament and casual play environment.With cards like Pruitt, Ringsmith, Ulmi andMarella Savant, youre bound to see somenew theme decks floating around your localtournament scene.

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    Ember Vard StrategyEmber Vard Strategy

    1515

    Iwould like to call this meeting of the

    Moonlands Council to order! Poad, thisis a meeting hall, not a cafeteria; putdown that weebo sandwich. This meeting isto discuss the actions allegedly committedby the Ember Vard. We will presentevidence for and against the defendant,with the intent of determining whether ornot this creature can be allowed to remainfree in the Moonlands. Yes, Gogor? No, wearent going to smash the Vard yet; thatswhat this meeting is for.

    Article the first: Identity of the EmberVard:

    This Creature is

    obviously intending to create mischief.Its predilection for violence andyes,Grega, burning stuff is an appropriatedescription. Its predilection for burningstuff makes it difficult to tell whether theVard will light your lamp or burn downyour house. By the way, Zajan, I hear thatyour new house will have a better view ofthe lake. Its like upgrading, really, not justmoving-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 OrotheCreatures like Reef Hyren, Deep Wellisks,and even the Cawh skittish.

    Since the Ember Vards scorching abilityis so sudden, Burrowed Creatures have nodefense against the barrage. Subsequently,Underneath Magi have been known towithhold Thunderquakes until such timethat the Vards have left the area.

    The Ember Vard shows no desire tocooperate with the standard Caldianarsenal - Scrolls of Fire, Blast Gloves, andGiant Arbolls are of no interest to it. Whatsthat? I see. Amanax would like it to be puton the record that he hates the

    little buggers. Thanks, Amanax.For such a small Creature, the

    Ember Vard is known to pack adevastating punch. For this reason,Magi that face them in battle oftenattack them directly rather than

    incur their wrath by blasting themwith spells. Arderial Magi oftenimbue their Ember Vards withadditional energy to ensure that theylast through a combat. It should benoted, however, that when doing so,the Arderial Magi always ask the Vardfor 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 notan Illusion.

    After much deliberation, Phlouk votedaye, saying If Boria hates it, I love it! Wellput, Phlouk.

    The vote is five to five. The issue remainsunsettled. Well leave the final decision tothe Magi themselves, then. Use the EmberVard wisely, my friends, and beware itsshort fuse!

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    1717

    Arderial

    Sailing serenely high above the surface

    of the Moonlands, the city-region ofArderial is as temperamental and unpre-dictable as the weather itself. Islands ofclouds hold graceful structures, eachdesigned with sweeping curves and spiral-ing walkways that mimic the whimsicalmotions of the winds. The city revolvesaround a central point, a tall tower knownas the Axis. Originally, the Axis Tower wasthe focusing component of the great DreamBarrier mechanism, constructed bythe Eliwan as the lastdefense against theInvaders who hadexiled them from theirhomeworld. Its designwas intended to con-trol the motions of thecloud dwellings sur-rounding it in a precisepattern of movement

    which would controlthe final size of theDream Barrier, once themechanism was engaged.Long since fallen into dis-repair, the Axis no longer con-trols the motion of the citysmany cloud islands.

    The lives of theArderians, living high

    above the surface of theMoonlands, are relativelyisolated. Few of the other races of Magi-Nation possess the means to fly, so withoutmechanical assistance they generally can-not visit the cloud realm of Arderial when-ever they wish. The Arderians view thisseparation with favor, having a general dis-dain for those who are earthbound.Arderian attitudes are as lofty as their

    physical elevation. They consider them-selves to be above the doings of the land-bound magi below. They are wise andhighly educated, but can also seem aloofand superior to visitors from other regions.

    Typically, the Arderians are a proud andhaughty people. They pride themselves ontheir many accomplishments: their grandand elegant cloud dwellings, their controlover the elements of weather and their totaldomination of the sky. In dealings with theother regions, the Arderians can seem dis-tant and unapproachable, presenting asizeable cultural gulf between themselvesand their ground-dwelling cousins.

    The ability to float independently ofthe pull of gravity is a trait the Arderiansare born with, however, control over thisability doesnt fully manifest until theyreach maturity. Initially, their abilities aresufficient to prevent a dangerous fall off

    the edge of a cloud, orsome other such

    mishap. Later, they aretaught to control theirmotion through theopen air as their bod-ies become physicallymature. Wings are nota necessity for

    Arderians, although

    they can help improvemaneuverability and

    speed. Generally, thosewith a warriors sensibili-

    ties will choose to bear a pair ofwings that add to their skills in

    battle. Less often, an explorertype may also choose to uti-lize the assistance of wings

    for the stamina they provide in

    long distance travel. This flight magic gen-erally does not work with Magi from otherregions, it is attuned to the Arderiansinborn ability to levitate.

    The Arderians tend to be small andlightweight, as this enhances their ability tofly. Their clothing is loose and free flowing,and quite often exhibits a freedom fromgravitys pull, swirling and swishing aboutthe magi in attractive and elegant fashion.

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