|By The Dritex (Xdritex) on Friday, July 11, 2003 - 12:23 am:|
Here it is everyone! Strait from Richard Gafield, way back when, from the early times of Beta, what exactly Dominia is. This is taken from:
The Magic: The Gatehring Pocket Players Guide
Copywrited in 1994 by Wizards of the Coast
Dominia and Its Walkers
Imagine a vast beach. The sand shifts constantly, moved mostly by the tide and the wind, but also by the creatures that scurry across it or burrow beneath. Subtler effects, like compression or changes in temperature, also make their mark. Sometimes the grains cling together, weathering as a single stone until they are broken apart by some other force.
Now, imagine that each of these grains of sand is its own world, and you begin to get a picture of how Dominia works. Dominia is a multiverse, a collection of universes. Usually, the inhabitants of a particular world have no interaction with the other universes; the live out their lives believing that their home is the ďOne World.Ē Even when some cataclysm on a nearby plane affects the surrounding worlds, the occupants of those worlds can blame the gods, or perhaps invent nonexistent natural laws to explain the changes in their plane.
A small number of the multiverseís inhabitants, however, are fully aware of the existence of worlds outside their home plane. These planewalkers, often called wizards, have learned to travel between planes. Most have also developed secret methods of tapping the resources of the various worlds, and rich worlds are guarded jealously.
The simplest form of planewalking is to travel between touching planes. If two planes in Dominia touch, a wizard familiar with both planes can usually travel from anywhere on one of the planes to some location on the other. Of course, experienced wizards can control where they arrive better than less experienced ones can. A planewalker can also travel between worlds that donít touch each other by walking through a potentially long series of intermediate planes that span the gap. Distance between two planes can be approximated by the number of intermediate worlds traveled through. Since travel between planes is rapid, even trips to extremely distant planes can be quick. However, if the region is unfamiliar, or the paths between planes even slightly unstable, the wizards may accidentally travel far astray or become lost. For this reason, planewalkers traversing unfamiliar or shifting paths will take their time to make sure they are going to the correct plane each step of the way.
Even experienced planewalkers cannot easily predict how he paths between planes will form and change. Some areas of Dominia remain in the same configuration for ages, and the paths that bind them shift only slightly. Others are in constant turmoil, making walking between worlds perilous. Some times a set of planes will crystallize, like sandstone on the beach; in these cases, travel between the united planes stabilizes, but the entire region may shift in relation to the rest of Dominia. Planewalkers have been known to disappear entirely if the universe they currently inhabit relocates radically, or shifts free of Dominia itself.
Each plane has its won laws, though these can change as the plane shifts into new regions. Some planes have no domestic magic at all: wizards traveling in these regions must draw entirely on extra planer resources. Others are so replete with magic that the occupants can be dangerous, even to wizards with the forces of many planes at their call. Planewalkers who spend a great deal of time on a particular plane can often master the laws that govern it, allowing them to control the plane or at least tap its resources more effectively.
The resources of a plane can be called upon by lines which connect to that plane. These are invisible except to one who knows how to perceive them. The lines carried by a typical wizard will connect to many worlds of Dominia. The lines which provide wizards with raw energy for their spells, the mana lines, usually connect to the lands of the various planes. Lands in most parts of Dominia can be divided into five basic types, each of which provides energy for a different kind of magic. There is white mana, stemming from the more serene lands of the planes, which enables the magic of order, protection, and construction. There is black mana, bubbling forth from the more corrupt lands of the planes, and powers the magic of ruin death and decay. Green mana emanates from the wild lands and generates the magic of life and nature. From the oceans and islands of Dominiaís planes comes blue mana, fueling the magic of artifice, water and air. Finally there is red mana, drawn from the mountainous regions, which drives the magic of destruction and chaos. Other lines will link to a wizardsí minions, spells, or to artifacts from other worlds whose powers the wizards can draw on. A wizard uses the energy provided by the mana lines to call upon these other resources.
Lines will fade and become unreliable at great distances from the source; at extreme distances, they can vanish altogether. Extreme care is practiced by wizards that deal with these lines for any length of time. The others die out. The lines carry the power of worlds.
Planewalkers answer to no higher authority, for no code of law is enforceable. You canít restrain a wizard because wizards can leave a plane they are on at any time. You canít banish a wizard because you canít effectively keep a wizard from entering a plane. Killing a wizard is possible, but difficult, since at a moments notice the intended victim could be dozens of planes away. Once they flee, you have no hope of tracking them through all the shifting worlds of Dominia. Even if you do manage to kill one there is no grantee that a wizard will stay dead. Wizards have been known to plan for their contingency, creating completely new bodies one their old ones are destroyed.
Planewalkers tend to be individualistic and territorial. While there is some collusion between wizards and even a political structure of sorts in certain areas of Dominia, these are unstable as the paths between planes. Occasionally lesser wizards will form alliances to prevent more experienced hands from seizing anything of value. Just as often, though, these inexperienced wizards will search on their own for lines in out-of-the-way planes. Occasionally the more enterprising or foolhardy among them will attempt to jump another wizardís claim, but the results are unpredictable. They may have the stealth and speed to avoid a confrontation, but they often sacrifice control of the claim, and loose their own lines in the process. Yet no matter how inexperienced they are, no wizard can be taken lightly. They are travelers of the multiverse; only they can fully explore its infinite planes and harness its vast, unpredictable power.
For anything you can conceive of can be found in Dominia Ė but it is as hard to find as a specific grain of sand on an ever-shifting beach. And in your search you will have to contend with the planewalkers, who, while not numerous, have a very wide influence.
|By Madsman (Mads) on Friday, July 11, 2003 - 04:40 am:|
On behalf of everyone else who thinks this be the bizomb, I would like to thank you, Dritex. This's the shiznit, and it certainly clarifies a few things about how one should visualize the planes.
|By Xion on Friday, July 11, 2003 - 10:03 am:|
Great job Dritex!
|By Karona's Servent (Karonasservant) on Friday, July 11, 2003 - 01:27 pm:|
Very nice job i will say i self.
|By The Dritex (Xdritex) on Friday, July 11, 2003 - 02:32 pm:|
*bows* Thank you, thank you. It's really my pleasure. Helps to keep people(who've read it) from posting this and that about the multiverse and how planeswalkers are in conjunction to it.
|By Matthew Manley (Darkmage) on Friday, July 11, 2003 - 02:36 pm:|
Very interesting, thank you for posting this.
Webmaster at Phyrexia.com
|By The Ineffable's (Apprentice) on Friday, July 11, 2003 - 03:01 pm:|
|By Invain (Invain) on Friday, July 11, 2003 - 03:41 pm:|
Great, thanks a lot!
|By Nemesis on Friday, July 11, 2003 - 03:44 pm:|
|By Tahngarth (Tahngarth) on Friday, July 11, 2003 - 03:59 pm:|
thanks for a great reading!
|By MARAXUS on Friday, July 11, 2003 - 08:29 pm:|
Huzza for Dritex.
(and Karona, one day when you least expect it I will get you back forthat site)
Post edited by eidtelnvil.
|By Nif on Sunday, July 13, 2003 - 04:08 am:|
I think we got a entry for Dimonia right???
|By Joop (Joop) on Sunday, July 13, 2003 - 08:23 am:|
Cool, great work, never read it before
|By JG (Jestergoblin) on Sunday, July 13, 2003 - 02:39 pm:|
wow, even I'VE never seen that...
|By The Dritex (Xdritex) on Sunday, July 13, 2003 - 04:42 pm:|
LOL, yea, I've only been playing since Nemisis, but I was give this huge box of cards(Apha/Beta, Legends, The Dark, Antiquities, and some Arabian Nights all in it), and it had this book in there. So yea, i've read it, cool too, casue it has the story of how Magic was actualy created and all. It's all the way from back in Beta, so yea, really really old.
|By Aires on Sunday, July 27, 2003 - 07:30 pm:|
...and, what Richard Garfild probably thinks about MTG in these days ??
|By _ (Unicron695) on Monday, July 28, 2003 - 11:50 pm:|
I feel enlightened. My dark days of confusion are at an end. Many thanks Dritrex.
|By The Dritex (Xdritex) on Tuesday, July 29, 2003 - 12:15 pm:|
*dances a little dance*
Thanks. As with what Legend would like to know, so too would I like ot know what Richard Garfield has to say about it today.
|By YawgmothsDevoted (Disciple_Of_Gix) on Thursday, July 31, 2003 - 01:14 am:|
Whoa...thorough. That's great Dritex. Thanks! Very enlightening!