Dominaria

Dominaria

In the fictional world of the fantasy trading card game ', Dominaria"' is a where every other Magic plane intersects (the Dominian Nexus). Also known as the "Song of Dominia", the prime planet of Dominaria has 2.5 times the surface area of the Earth, but the gravity isn't substantially stronger than that of Earth. Dominaria's year is 420 days long organized into twelve months, each of 35 days duration. Dominaria is mostly covered in oceans, separating the continents with many thousands of kilometers of water. The oceans tend to be shallower than Earth's, and scattered volcanic activity has raised immense strings of habitable islands that trail like stepping stones across the leagues. Skipping along these island chains is the only realistic way to cross most of the oceans, and only the bravest sailors are willing to leave the sea-lanes and challenge the vast uncharted oceans.

The Arctic Continent

A huge uncharted landmass around the northpole of Dominaria, larger than all other known land masses put together.

Upper Videnth

The Arctic Continent's southwestern peninsula that stretches towards Terisiare. This proximity of both lands is one of the reasons why the relatively southerly Terisiare got hit so badly with glaciers as the ice travelled easier and further down land-masses. Upper Videnth is also known as the "Ancient Northland" and used to be a colony of eastern Videnth. That culture is long gone and forgotten but their descendants kept the name. They occupy a smattering of little towns, but there isn't a large human civilization anymore. Hordes of lyncanthropes roam the wild and barbaric countryside and the vast pine forests.

Terisiare

Terisiare is a large continent in the northern hemisphere. It lies in the middle of the ocean, halfway between Shiv and Aerona. Throughout Dominarian History, several important nations were located on Terisiare, such as the Thran Empire, Argive and Kjeldor. It is the site of the cataclysmic Brothers' War between Urza and Mishra. The continent itself has been split to several landmasses after the three thousand years long Ice Age and the Thaw.

:"Main article: Terisiare"

Deep-sea trench

The continental plate under the former Terisian island of Argoth is completely shattered. Because of this, there's a north-south deep-sea trench that runs almost all the way from Terisiare to Sarpadia in the south. Because of the Homarids living within the trench, it forms a nasty north-south divide in the Dominarian waters that's probably a real challenge for merfolk to pass through safely.

Videnth

A landmass centered in a triangle formed by its former colony Upper Videnth, Terisiare, and the Spice Isles. The site of a long-forgotten civilization, it is still rich in resources.

The Spice Isles

A vast island chain extends from Terisiare to Aerona in the east. The Spice Isles are part of this chain. They lie west of Aerona and were ruled by pirates before they were conquered by the Sheoltun Empire. Later, Benalia assumed control over them.

Tolaria West

On a tiny island within the Spice Isles, lore of the ancient school of Tolaria has resurfaced. Contemporary scholars of magic have built a new academy, and have begun their own research there. It remains to be seen whether Tolaria West will re-create the achievements of the first island named Tolaria – or its tragedies.

Etlan Shiis

A Vodalian merfolk colony in the sea west of the Domains. The name means "Freedom's Warmth" in Vodalian tongue, but became corrupted into Atlantis by the sea-faring human merchants they traded with. The lowly artisan caste had once been treated well within Vodalian society, but as Vodalia turned its eye towards imperial conquest, military and political skills became more important than sheer craftsmanship. Unappreciated and discriminated against, the artisan class sought and was granted the right to start a new colony that, by mutual agreement, would be located far away from the Imperial government that was oppressing them.

Yulin and Equitar

Two large islands, rich in resources. About 500 leagues west from South Aerona.

The Central Domains

The Central Domains consist of three continents: inhospitable Icehaven, and North and South Aerona, which are linked by the HurloonMountains. Many of the greatest civilizations of Dominaria are found here.

Icehaven

The northernmost subcontinent, split from the other parts of Aerona by a small sea called "the Rip". Icehaven is home to many small states, separated by this barren land's indigenous tribes of stone giants. The only two larger nations, Keld and Parma, are divided by a barren waste. As implicated by the name, Icehaven is notorious for its cold climate.

Keld

The warrior land of Keld occupies the western and southern parts of Icehaven. It is governed by warlords who enslave their people through magic and sacrifice them in battle. The Keldons have held war campaigns throughout Dominaria. Led by Latulla, Keldon overseer and artificer, Keld even invaded Jamuraa.

Like many lands on Dominaria it was once a thriving country but has since been drained of most of its energy. This can be attributed to the rift in the fabric of the multiverse caused by introduction of Skyshroud into Keld. After the rift was closed, Keldons attacked neighbouring Parma.

Gurdurngs

The plains between the two mountain ranges in the southern part of Keld.

kyshroud

Skyshroud was a forest stolen from Dominaria by Volrath for experimentation. During the planar overlay during the Phyrexian Invasion the Skyshroud Forest of Rath was diverted by Freyalise and ended up in Keld. After the planar overlay and the strife resulting in the apocalypse, Freyalise, the planeswalker "god of the elves" decided to take it under her wing and protect it from the elements of Keld.

Parma

The Kingdom of Parma, much smaller than Keld, occupies the eastern part of Icehaven. The people of Parma believe that the hardship of their environment is a spiritual purifier that winnows out the weak and strengthens the worthy. The Northern Paladins of Parma travel throughout the Domains spreading their society's central teaching.

North and South Aerona

Two continents located six thousand miles east of Terisiare, and directly south of Icehaven:"Main article: Aerona"

The Eastern Domains

Of all the regions of Dominaria, the Domains are the favorite of planeswalkers for the rich variety of creatures, cultures, and fierce warriors nurtured there. The islands of the Eastern Domains stretch for thousands of miles, pointing the way to Sarpadia to the south, and the eternal ice of the north. In the far east they are connected to the Burning Isles. They are surrounded by the "Honeyed Sea" in the southwest and the "Voda Sea" in the east and the "Sea of Whales" in the north.

Foriys

The biggest of the islands between the Green Lands of Aerona and Shanodin. Home to monstrous two-headed giants and brigades of soldiers.

Kish

A small island between Sursi and Oneah.

Varnalca

A small island south of Foriys and Shanodin. It contains an agrarian society, that is famous for its oranges

Amjad

The northern part of the large unnamed island that also consists of Oneah, Shanodin and Savaea. This island lies east of Kish and Northeast of Foriys.

Oneah

The central part of the large unnamed island that also consists of Amjad, Shanodin and Savaea. Oneah once was one of the most enlightened of societies. Though famous for their martial skills, Oneans viewed the ownership of a bladed weapon as strictly taboo. The nation had seven main cities, of which only six are known.

Oneah-city

The capital. A beautiful city. Home to many scholars, clerics and soldiers.

Other cities

Xa-On, Onnirah, Onlish, Onmarakhent, Onnila.

Red Mountains

During the Goblin Wars the goblins of the Red Mountains overran and destroyed Oneah.

hanodin

Forested southwestern region of the large unnamed island that also consists of Amjad, Oneah and Savaea. Dryads are fairly common within its borders (mtgcard|Shanodin Dryads). Little is known of this place, for few who enter here survive, and those who do cannot bear to speak of their experiences within. This region has a ruler of its own named Adarsh who is strongly believed to resemble the Spartan king Anaxandridas.

avaea

Southeastern part of the large unnamed island that also consists of Amjad, Oneah and Shanodin. Home to the Savaen Elves, which are magicians with the power to disenchant.

tahaan

Landmass in the most extreme north of the Domains.

tahaan Mountains

Home to a radical xenophobic nation of minotaurs. It is notorious for its crusades.

Mirtiin Mountains

Home to another xenophobic nation of minotaurs, sister nation of Stahaan.

Null Divva

A human settlement.

Bathtown

Another human settlement.

Orvada Empire

A merchant empire rivaling Benalia in trade. It consists of a stretch of islands running north to south, halfway between Aerona and Corondor.

Domains of uncertain location

Amrou Haven

Home of the Kithkin. It was destroyed during the apocalypse.

Askaranton

A place conquered/raided by Keld.

Glenar

A region of the Domains that was home to Black Elves.

Uthden

A lush land known for its giant and powerful trolls.

cathe

Region, probably somewhere on Aerona, known for its Zombies.

urr

Its inhabitants have facial paintings and build burial pyramids.

Vesuva

Notorious for its shapeshifters (mtgcard|Vesuvan Shapeshifter) (mtgcard|Vesuvan Doppelganger). Its Time Spiral card (mtgcard|Vesuva) suggests that even the place "itself" is a shapeshifter.

Tolaria

Tolaria is a legendary island far to the south of the Eastern Domains. Most people think of Tolaria as a myth—a land of great wealth that was lost to an unknown curse that covered the island in terrible, devouring mists. For centuries sailors have told the tales of that land, of people who entered the isle's interior only to return weeks later without any knowledge of the time that had passed… or worse still, of people gone for hours but aged years. Ultimately fallout from Urza's dangerous time-travel experiments caused time storms to ravage the island. At first it recovered, but later, during the Phyrexian Invasion, the mage Barrin cast the Obliterate spell that left the island a ruin.

Lotus Vale

At the very heart of Tolaria lies the mysterious Lotus Vale, where the powerful Black Lotuses blossom. It is guarded by an anonymous order of wizards led by Barrin, headmaster of the Tolarian Academy.

Pendrell Vale

Known for its [http://ww2.wizards.com/Gatherer/CardDetails.aspx?name=The_Tabernacle_at_Pendrell_Vale Tabernacle] , mists and drakes.

The Tolarian Academy

Founded by Urza in order to learn to travel back in time to meet the Thran, staffed with the best and brightest mages he could find. At the same time he issued an island-wide ban on adult visitors, because Phyrexian sleeper agents only hide themselves as adults, not children. Urza guided all manner of time-travel experiments, ultimately resulting in disastrous explosion which flooded the entire island with temporal distortions. Barely half the academy's population survived. However, the academy was rebuilt and continued to teach and train, only to be obliterated by Barrin, later on.

Giant’s Pate

A plateau which leads to Angelwood and a slow-time rift in which the metathran commanders Agnate and Thaddeus were kept until the Phyrexian invasion.

Angelwood

A slow time area on Tolaria which is a heavenly area. Due to the slow time the area gets copious amounts of sunlight and is tremendously verdant. During Urza's war against the Phyrexians on Tolaria the Phyrexian army attacked through Angelwood, but was repulsed by the combined efforts of a returning Urza and Barrin's army.

The Burning Isles

A highly volcanic archipelago to the east of the Eastern Domains and northwest of Jamuraa, the Burning Isles are notorious for their habitation by panther warriors, nightstalkers, embermages and necromancers. A dozen lords, very powerful entities, all claim dominion. The burning Isles consist of three large islands, and dozens of smaller ones.

Bogardan

Among the most volcanic regions on Dominaria, the creatures and tribes that inhabit Bogardan are as volatile as the land itself. Many embermages hail from Bogardan. Bogardan once was at war with the hellish demesne of Urborg, controlled by the lich Nevinyrral. In contrast to Urborg's jungles, Bogardan is predominantly arid and riddled with volcanoes. The air is often choked with cinders and the night sky glows a dull red. Most of Bogardan's settlements are beside the meager rivers that flow through two canyons across the land. Many of the cultures are primitive, enthusiastically sacrificing both kin and strangers to the volcanoes they perceive to be gods. Bogardan is the second most powerful site of red mana on Dominaria (Shiv being the first). Several portals to the plane of Wildfire exist, but the Emberwilde Order has made no move into Bogardan for fear of insulting the powerful entities that reside in its depths. While these entities remain unidentified, it is believed they influence Bogardan's burgeoning population of canines, from the proverbial "Beast" to Lava Hounds to dozens more mundane and magical species.

Urborg

A large tropical and particularly marshy isle and its satellites. Urborg is known for being one of the regions with the most concentrated amounts of Black mana on Dominaria. Urborg's more powerful witches and necromancers are constantly in a power struggle of control over the island. Some of the most famous denizens of Urborg are the lich Nevinyrral, Gwendlyn Di Corci, Lord Windgrace, Kaervek, Gallowbraid, Morinfen and Crovax. Crosis, "the Purger" is the primeval dragon from Urborg.

Legend has it that Urborg was once only the name of a city upon the isle. This hellish demesne was controlled by the lich Nevinyrral, who was at war with Bogardan. Little is known of the war, as it predates the Ice Age, but legend states that Nevinyrral was outmaneuvered and the city of Urborg was swallowed by a volcano that tore up from the ground directly beneath it. Nevinyrral's last act was to use his famous disk to deny his enemies any of the magical trove that might survive the flames.

Modern Urborg is ruled by several horrors, many claiming to be Nevinyrral's undying lieutenants. Each one asserts that the site of the original city exists within its borders, and this ancient contention has split the land in many factions.

The Breathstealers are an ancient cult of fanatical religious assassins from Urborg known for their ability to kill with complete accuracy and utter silence. After the end of the Jamuran war, the Breathstealers have been assimilating themselves into Suq'Atan society. Only the Breathstealers guild is said to possess both the knowledge and the desire to summon the dreaded "Spirit of the Night". They worship this Spirit. It is the ultimate honor for a Breathstealer to sacrifice himself to become a part of the Spirit of the Night made manifest. They can work minor magics, including controlling certain creatures.

After the end of the phyrexian invasion, Urborg became known as the "Tomb of Yawgmoth". (mtgcard|Urborg, Tomb of Yawgmoth)

Phyrexian Stronghold

Urborg was a major battlefield during the , in which the Phyrexian was transplanted to Urborg during the Rathi .

Yavimaya

In a counterstroke Multani transplanted Yavimaya-forest from Terisiare to Urborg's edge, to battle the Phyrexians.

teel

The third of the three larger islands that make up the archipelago inhabitated by mechanical gnomes. It was once completely taken over by Phyrexian machines.

Corondor

A continent a few thousand miles east of the Domains, bordered by the Golthonorian Sea. It is approximately the same size as North America. Corondor lies east of the Burning Isles and north of Jamuraa. :"Main article: Corondor"

Jamuraa

Jamuraa is an Africa-like supercontinent, about two thousand miles south of Corondor. :"Main article: Jamuraa"

hiv

The home of the Shivan Dragons (and their cousins, the Viashivan). An inhospitable volcanic landmass, Shiv sits in a deep-ocean Ring of Fire which fuels the coastal waters to near boiling point. Only the Viashino know the secrets of how to navigate these inhospitable waters, much to the ire of the Shivans. Shiv lies to the northeast of the Jamuran string of continents. It is the most powerful source of red mana on Dominaria.

Shiv was also the location where Urza discovered the Mana Rig, a huge installation made by the Thran which could manufacture powerstones. With the help of the viashino and goblins this enabled him to create the "Legacy".

The planeswalker Teferi phased out a large part of Shiv to secure it against Yawgmoth's invasion of Dominaria. When Teferi deemed the time ripe to return Shiv to its original location he found out that, due to shifting earthplates, it wouldn't fit anymore and may lead to a global catastrophe. Sacrificing his own planeswalker spark, Teferi managed to relocate it successfully.

Cometia

hivan Gorge

Large river heated by volcanic activity. No living being was able to live in the surrounding land.

Darigaaz Caldera

Darigaaz, "the Igniter" was the primeval dragon of Shiv.

Otaria

Otaria is a continent about the size of Australia on Dominaria, due south of where Shiv was, and west of the landmass that contains Tamigazin. The main organizations on Otaria are The Order, The Mer Empire, the Cabal, the Pardic Barbarians, and the Krosan Forest.

Daru Plains

The Daru Plains at the northern edge of the continent form the location where the Order nomads and refugees from after the Mirari's destructive wake traverse and live.

Mer Empire

The Mer Empire is the empire that rules the oceans around Otaria. They are led by creatures called Cephalids, who are like intelligent squids who can be powerful magic users.

outhern Cephalid Palace

The seat of power for the underwater empire off the eastern coast and beneath the waves.

Riptide Project

A secret research laboratory founded by Empress Llawan, Responsible for releasing the Slivers back into Dominaria after the apocalypse.

Krosan Forest

Krosa is a large forest in the center of Otaria. which borders the large northern plains dominated by the Order at the northern edge of the continent. It is home to many beasts and it's guarded by Centaur Druids and the Nantuko mantis-people.

Wirewood Forest

Birch forest, home to many different tribes of refugee elves who had fled for the invasion. The elves of Wirewood had a closer connection to beasts than those of Krosa.

Pardic Mountains

The Pardic Mountains are a group of mountains in western Otaria. They are home to a number of barbarians and dwarves. Many surviving Shivan dragons live there as well.

kirk Ridge

Location in the southern half of the Pardic Mountains. Infested with goblins.

Cabal City

The original base of Cabal-operations, located in the swampy areas in the middle section of the continent Until destruction by the minion Chainer it was home to the infamous cabal pits.

Aphetto

After Chainer destroyed Cabal City, the Cabal moved to their southern city of Aphetto, constructing a Grand Coliseum to hold bigger and better pit fights than ever before. In turn, this city was almost totally destroyed by Karona.

Balshan Bay

Large bay at the east coast of Otaria.

Topos

Land created by the Numena Lowallyn in his human form Ixidor. Home to all of Ixidor's creations, and the battle grounds for the Nightmare wars.

Averru

Also known as Sanctum, after Karona's creation, it became the home of the temple of Karona, called the "Temple of the False God".

Eroshia

Seen as a center of magical learning and knowledge. Sought out by Stick and Puddle, unmen created by Ixidor, in hopes they might make real bodies for themselves. Home to Karona for a while.

Tamigazin

A long thin continent running North to South, lying west of Terisiare, and east of Jamuraa and Shiv. Its length is similar to Aerona but its width is probably no more than Corondor's size East to West. (Originally though, Tamingazin meant to ba a part of supercontinent Jamuraa). It is the home of humans, Viashino, Garan Elves, and the En'Jaga race. It’s unsure if the name Tamagazin refers to the whole continent or just to a specific location on that continent.

Tamigazin Valley

Some survivors of Lat-Nam headed westwards from Teresiare and set up a wizard nation in a valley in the middle of the Tamagazin continent. The valley is probably a huge crater.

Institute of Arcane Study

The most recent wizard school after the destruction of School of Lat-Nam. The stronghold of the wizards, located on a lonely artificial mountain in the midst of the valley. The institute holds artifact generating magical shield around Tamingazin Valley.

Berimish

A city west of the institute. It still lies within the protected perimeter of the magic shield.

En'Jaga Highlands

Highlands to the west of Tamagazin Valley. Through them streams the river Nish.

En’Jagan Swamps

Swamps along the coast, southwest of Tamagazin valley. Home for En'Jaga race which allied with Suderbod.

Garan Highlands

Highlands to the north of Tamagazin Valley, forming the border with Skollten. The most fertile lands in Tamingazin Valley.

kollten

Country north of Tamagazin valley.

uderbod

Country southwest of Tamagazin valley with ambition of conquering it.

Norumber

Island east of Tamagazin valley.

Umber

Island directly south of Tamagazin valley.

arpadia

Sarpadia is a small continent several thousand miles due south of Terisiare. The two continents are connected by the deep-sea trench that ends a little way north of Sarpadia. The only way for a ship to reach Terisiare is via an island chain that runs south of Terisiare. It is quite the feat to manage to catch all the islands to ensure your crew doesn't die of starvation en route. Sarpadia was once the location of five developed empires, which fell after the disastrous climatic changes in the wake of the "Brother's War". A few contemporary scholars claim to have visited the continent, and they talk of monstrosities ruling over inhuman kingdoms.

Citadel of the Ebon Hand

The black Sarpadian Empire. Cult in the western swamps of Icatia, founded by Tourach, worshipping the Dark Judge/Ebon Praeter/Ebon Hand. There are intriguing similarities between the Order and Icatia's Leitbur religion, suggesting the two had a common origin (mtgcard|Order of the Ebon Hand). Tourach's power was such that his followers deified him after his death (mtgcard|Hymn to Tourach). Dedicated to the principles of Tourach, members of the Order of the Ebon Hand Demonstrated their devotion with grisly rituals. Many initiates sacrificed a hand to become full members of the Order (mtgcard|Initiates of the Ebon Hand). Non-human races could also be initiates. Endrek Sahr bred the for the Order. In the end these started the Thrull Rebellion, sparked by Reod Dai (Robin Davies), under the leadership of the Thrull Wizards and Champions. The Order's counter-insurgency under the leadership of Jherana Rure had no effect. In the end it was the thrulls that won control of Sarpadia. They destroyed both the Order of the Ebon Hand and Icatia. No one else could match their ability to react and evolve. They probably took less than fifty years to gain overall domination. Supposedly the orcs gave them the hardest fight but when the thrulls started creating Cave-Stormers the end was in sight for the orcs.

Achtep Keep

Achtep Keep is the capital of the Order of the Ebon Hand.

Tourach's Gate

Dwarven Cities of the Crimson Peaks

Red Empire of walled city-states. Its real name is sadly lost. It was overrun by Orcs and goblins, and the first Empire to fall.

Gurn Keep

One of the Dwarven Cities and last fortress to stand against the assault of the goblin and orc hordes.

Havenwood

The green Forest Empire, dotted with villages and fortresses. The Elves never had a standing army. When battle came, they pressed Hunters, Scouts and Farmers into a surprisingly effective army. During the ice age, the elves started breeding thallids as food sources. However, they couldn't withstand the uprising of the fungal-thallids and saprolings, 'grown' by their own Thelon, who had learned to create life from the creators of thrulls. In the end Havenwood was seriously ravaged and almost destroyed. However, some thallids and elves remained.

Icatia

The white empire, ruled by king Henry Joseph I. The strongest and most advanced empire of Sarpadia, with a banking system and chosen leaders it was the last empire that withstood the onslaught. Icatians worshipped the Hand of Justice (mtgcard|Hand of Justice). Threatened from the inside by the zealot Farrell, they were at last destroyed by the Thrulls, Orcs and Goblins.

Windenby

Capital of Icatia.

Montford

Icatian Bordertown, location of a battle lost by the orcs.

Trokair

Icatian city destroyed by the Thrulls.

Vodalia

The blue empire. Vodalia was a large military regime centered in the ocean around Sarpadia. The Vodalian social structure was extremely hierarchical. When they began to notice its waters becoming cooler with each passing year, the Royal Mages were able to determine that the world had suffered a great injury during the "Brother's War", and that the world was sliding into a period of lasting cold. At the same time the Vodalian Empire was eroded by continual assaults by the Homarids. With the death of their Emperor, the cooling of their environment, and the constant threat of the Homarids, the demoralized and exhausted survivors, led by Empress Galina III, began to evacuate Vodalia for the colony Etlan Shiis. Dromar, "the Banisher" is the Primeval dragon from Vodalia.

Caliman

Caliman is an island far to the south in Dominaria. It is the setting for "Portal Second Age". Most of the civilized races use both magic and technology. Caliman is the only place on Dominaria where handguns have been invented and are in use.

Alaborn

Alaborn is a highly advanced human kingdom on Caliman’s southern plains. Alaborn's peaceful existence came to an end when the humans encountered the goblins of the mountains and suffered many humiliating defeats. The Alaborns also battled the swamp queen Tojira. The Alaborns wielded many advanced powder- and steamweapons.

Trokin

The capital of Alaborn, a town famous for its festival.

The Talas

The "Talas" are the merchants and pirates from the west of Caliman. They dominate the seas and islands with numerous flying ships and a naval army, and control some timber towns and port towns. They harvest featherwood from the elven forests

Norwood

Norwood is the elven forest that covers much of the north part of Calimas. Faced with many enemies the elves have become highly militarized. The elven queen of Norwood is Arathel.

Dakmor

Dakmor is a ruined Thran city that is hidden in the salt marshes, home of the swamp queen Tojira. Many dark beings come from Dakmor, including mounted human warriors, sorceresses and creatures like scorpions and bats. But the real threat is the deadly nightstalker army, spawned by Tojira and equipped with Phyrexian weaponry.

Mountain realms

The Calima mountains lack a dominant nation. Instead, they are infested with berserker ogres who wield motorized weapons, huge giants and a kind of especially ferocious goblin. The goblin clans also have commercial trade with Tojira for Phyrexian weapons.

The Madaran Empire

An island-group south-east of Jamuraa. Its relative size compared to that of Jamuraa is that of Japan compared to Russia.

Madara

The largest of the island cluster and the seat of the former Madaran Empire. First founded by a warrior queen who fancied herself a goddess, it was soon overtaken by the ancient planeswalker Nicol Bolas (mtgcard|Nicol Bolas), who 'ruled' the empire for roughly 400 years, until his exile at the hands of Tetsuo Umezawa.

Until Nicol Bolas returned, it was controlled almost entirely by Nekoru, or cat-dragons. It is not known whether they ruled the land again after Nicol Bolas left Dominaria in search of the Myojin of Night's Reach.

Gitte-Yatay Mountains

A chain of mountains that serve as the 'backbone' of the Madaran island. They provide Madara with its supply of red mana, one of its three dominant types.

uido river

A river fed from the Gitte-Yatay Mountains. It provides the island with a strong base of blue mana, one of the three dominant types.

Imperial Shrine

A shrine that once stood at the points where the Suido River, an area of marshlands, and the Gitte-Yatay Mountains more or less converged, resulting in a focal point rich in Blue, Red, and Black mana.

The Imperial Shrine at one time served as an audience chamber, of sorts, for the former emperor of Madara, planeswalker Nicol Bolas, and his three chiefs-of-staff, the Imperial Assassin, General of the Kentsu Army, and the Imperial Champion. It was also a 'waystation' that granted Bolas physical access to Madara and Dominaria as a whole, because he had grown far too powerful to simply walk unto the plane (doing so would have resulted in catastrophe).

The last Imperial Champion, Tetsuo Umezawa, destroyed it in an effort to kill the corrupt Bolas.

Dark's Keep

Located near the island's western coast, this structure was home of the Imperial Assassin Ramses Overdark. Surrounded by swampland and a branch of the Suido River, it provided Lord Dark with bountiful access to the black and blue mana he implemented.

It was destroyed by the Bogarden Seismicmage Kolo Meha under the instruction of Tetsuo Umezawa

Pelada Village

Located on the west coast.

ekana Village

A fishing village. The catch brought in from the surrounding sea caught the attention of the pregnant Nekoru queen Wasitora. After brief conflict with the Imperial Champion, she served under him as the village protector. It can be assumed that her offspring are the Nekoru who now control the island.

Talon gates

Two spires of rock set at the southern mouth of the Suido River. The location of the battle between Nicol Bolas and Leshrac, as well as the Zhalfirin temporal rift.

Umezawa Manor

The ancestral manor of Clan Umezawa, it was founded by the patriarch Toshiro Umezawa following his banishment from the plane of Kamigawa.

Its location near the Imperial Shrine gives it pleasant access to Red, Black, and Blue mana which is used in the Tsunami-nito school of swordsmanship, practiced by the Clan Umezawa.

Argenti

An island attacked by the Madaran Army for their rebellion against Nicol Bolas. West of Madara, north of Kusho. Strong producer of green(southern half) and white (northern half) mana. Kusho and Argenti form the Edemi island chain.

Lisu

The capitol of Argenti.

ylvan Library

A hollow tree deep into the forest of Argenti. From within the tree one can directly commune witn nature, and even control local flora. The local druids revere it, and would do anything to keep is safe.

Caleria’s Castle

A strong and well-defended fortress on the plains of Argenti. Home of Lady Caleria, leader of the Edemi rebellion. Destroyed by Lady orca under Nicol Bolas and Lord Dark's command.

Kusho

Another western island attacked by the Madaran Army because of their rebellion against Nicol Bolas. South of Argenti. Strong producer of white and blue mana.

hima Pond

Healing water pond.

Chelonia Village

Port at the northcoast.

Ærathi Island

Island destroyed by the army of Nicol Bolas. Only a few warriors wer left alive, and only if they agreed to serve Nicol Bolas's empire. Once, Ærathi children who showed promise were left to survive for a year in the wilderness. Those who returned were shown the way of the Berserker.

Legendary locations

Some locations are only known from legends, myths and folktales. It is unknown when, where, or even if they existed.

Akron

Famous for its legionnaires.

Caverns of Despair

Craw

Craw is a forest in Dominaria, and is known to be the home of Giants (mtgcard|Craw Giant) and Wurms (mtgcard|Craw Wurm), among many other creatures.

Crookshank

Crookshank is a mountain that is infested by kobolds.

Eberyn

Region ruled by the Eberyn Militia of Sir Shandlar.

El-Abar

The site of a castle that was destroyed by dwarves, owned by a man called Najib.

Gal-Shan

Location of a famous battle.

Karakas

A country reigned by peace. Ruled by Angus MacKenzie.

Kry

known for its shields and weaponry.

Quarum Plains

Region plagued by Trench Gnomes.

Radjan

Known for its spirits.

Rainbow Vale

In the feudal days of Icatia, finding the Vale was often the goal of Knights' quests (mtgcard|Rainbow Vale)

eafarers' Quay

helk

Known for the Shelkin brownies.

himia

Little-known Shimia is shrouded in mystery to this day. It is only known for its Nightstalkers and Specters. Certain old documents make vague reference to the ability for the Shimian Nightstalkers to raise undead minions.

The moons of Dominaria

There are two moons in the sky of Dominaria (Cards: mtgcard|Seeds of Innocence, mtgcard|Gravebane Zombie, mtgcard|Swamp, mtgcard|Everglades, mtgcard|Ekundu Cyclops, mtgcard|Bad Moon, mtgcard|Mistmoon Griffin, mtgcard|Morinfen, mtgcard|Cathedral of Serra).

The Mist Moon

The larger moon is called the "Mist Moon" because it is constantly shrouded in the mists of its murky atmosphere. There are griffins living on this moon. The moon is worshipped by the Vodalians, who call it the "Pearl Moon" or "Sylvens moon".

The Null Moon

The smaller moon is called the "Glimmer Moon" or "Null Moon". This is an artificial satellite and was built by the ancient Thran Empire. It was originally created to take control of all war machines during the Thran-Phyrexian War. To prevent it from falling into the hands of the Phyrexians, the Thran pilot sacrificed himself, taking the sphere into orbit, dragging along a vast cache of white mana, which continued to accrue in the nine thousand years between the Thran-Phyrexian War and the Invasion. This moon tends to attract the attention of magic users because it pulls on them as the moon would pull on the sea. During the Phyrexian Invasion, Gerrard Capashen used the white mana contained within the Null Moon to shoot down Yawgmoth, and thus destroyed the moon.


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