Esper: Difference between revisions
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==Description== | ==Description== | ||
Esper primarily inhabited by [[human]]s, [[vedalken]]s, and [[sphinx]]es, and a small race of blue-skinned sentient beings called the [[homunculi]], among others. It is also the native [[plane]] of [[Tezzeret]]. There are twenty-three sorts winds of Esper. This wind is considered by the Vedalken to have mystical significance. <ref>{{DailyRef|mtg/daily/arcana/1697|The Winds of Esper|[[Magic Arcana]]|October 13, 2008}}</ref> | Esper primarily inhabited by [[human]]s, [[vedalken]]s, and [[sphinx]]es, and a small race of blue-skinned sentient beings called the [[homunculi]], among others. It is also the native [[plane]] of [[Tezzeret]]. There are twenty-three sorts winds of Esper. This wind is considered by the Vedalken to have mystical significance. <ref>{{DailyRef|mtg/daily/arcana/1697|The Winds of Esper|[[Magic Arcana]]|October 13, 2008}}</ref> | ||
The Esper Ethersworn have been studying planeswalking and could get hold of [[Vronos]]. In exchange for knowledge, Vronos agreed to planeswalk in a controlled setting for the Ethersworn for a while.<ref>{{NewRef|hunter-cannot-pity-2014-07-16|The Hunter Cannot Pity|[[Jennifer Clarke Wilkes]]|July 16, 2014}}</ref> | The Esper Ethersworn have been studying planeswalking and could get hold of [[Vronos]]. In exchange for knowledge, Vronos agreed to planeswalk in a controlled setting for the Ethersworn for a while.<ref>{{NewRef|hunter-cannot-pity-2014-07-16|The Hunter Cannot Pity|[[Jennifer Clarke Wilkes]]|July 16, 2014}}</ref> | ||
In Esper, instinct is the last thing that creatures want. Sphinxes invent the most devilish riddles, while vedalken and wizards study and create. The most interesting thing of note about Esper is the ubiquitousness of the filgree metal known as "etherium". Because red and green mana do not exist in Esper, there is no untamed wilderness in Esper. Everything is well thought out and to exact specifications. In Esper, the artificers create many machines, ranging from birds to golems. Drakes circle the skies, while still humbled by the power of sphinxes, who dominate and protect Esper. Gargoyles and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack. | In Esper, instinct is the last thing that creatures want. Sphinxes invent the most devilish riddles, while vedalken and wizards study and create. The most interesting thing of note about Esper is the ubiquitousness of the filgree metal known as "[[etherium]]". Esper's inhabitants iuse it to improve their skills and life spans.Because red and green mana do not exist in Esper, there is no untamed wilderness in Esper. Everything is well thought out and to exact specifications. In Esper, the artificers create many machines, ranging from birds to golems. Drakes circle the skies, while still humbled by the power of sphinxes, who dominate and protect Esper. Gargoyles and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack. | ||
==The Conflux== | ==The Conflux== |
Revision as of 08:58, 5 February 2015
Esper is one of five Shards of Alara. It is primarily blue-aligned, with white and black as secondary colors. [1]
Description
Esper primarily inhabited by humans, vedalkens, and sphinxes, and a small race of blue-skinned sentient beings called the homunculi, among others. It is also the native plane of Tezzeret. There are twenty-three sorts winds of Esper. This wind is considered by the Vedalken to have mystical significance. [2]
The Esper Ethersworn have been studying planeswalking and could get hold of Vronos. In exchange for knowledge, Vronos agreed to planeswalk in a controlled setting for the Ethersworn for a while.[3]
In Esper, instinct is the last thing that creatures want. Sphinxes invent the most devilish riddles, while vedalken and wizards study and create. The most interesting thing of note about Esper is the ubiquitousness of the filgree metal known as "etherium". Esper's inhabitants iuse it to improve their skills and life spans.Because red and green mana do not exist in Esper, there is no untamed wilderness in Esper. Everything is well thought out and to exact specifications. In Esper, the artificers create many machines, ranging from birds to golems. Drakes circle the skies, while still humbled by the power of sphinxes, who dominate and protect Esper. Gargoyles and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack.
The Conflux
When the Conflux happened, red and green mana flooded into Esper. Because of these wild colors, the wizards and vedalken began to leave and Esper's tight hegemony began to fall apart. Flesh creatures entered Esper and mixed with the creatures made of etherium, often times stealing the precious metal. The vedalken, who had fallen short of etherium, began to hoard and weaponize as much of it as possible while continuing missions to Jund to secure more sangrite in hopes of unraveling the mystery of how to turn it into etherium. Esper's borders continued to smash into Bant and Grixis until it became part of the new Alara.
The intrusions into the wilds, however, have drawn the ire of the fierce creatures, none more so than the dragons, who regularly bombard the fortified cities of Esper.
Geography
Notable locations
- Cesspools
- Cloudheath
- Cliffs of Ot
- Crypt of Knowledge
- Glass Dunes
- House of Dialectics
- Palandius
- Sanctum Arcanum
- Tidehollow
- Visitarium
Notable inhabitants
References
- ↑ Mark Rosewater (November 17, 2008). "Striving for Perfection". magicthegathering.com. Wizards of the Coast.
- ↑ Magic Arcana (October 13, 2008). "The Winds of Esper". magicthegathering.com. Wizards of the Coast.
- ↑ Template:NewRef
External links
- "Shard Preview: Esper", by "Magic Arcana", MTG.com, Wednesday, August 13, 2008.
- Kelly DiggesSeptember 09, 2008. "The Riddle of the Sphinx". magicthegathering.com. Wizards of the Coast.
- Mike Flores (September 25, 2008). "Well, That's Fair". magicthegathering.com. Wizards of the Coast.
- Noel deCordova (September 17, 2008). "Locked in Orb-it". magicthegathering.com. Wizards of the Coast.
- Doug Beyer (September 17, 2008). "Time for Esper". magicthegathering.com. Wizards of the Coast.