130 Card Expansion Set
By Feyd_Ruin
A convergence of eternities

IN THE BEGINNING

In the blind eternities, planes can drift quietly across the multiverse, as if unguided ships that bow to the sea's breeze. Two such planes, Endagard and the lands of the Duiin Sii, have long fluttered side by side, floating together like twins of the same path. Though unalike in all other ways, their worldsouls have called out to each other, and these two planes have converged together to slowly become one.

Planar mergers are quite a rare occurrence, even in the vast, nearly endless multiverse, but have been around since the beginning of time. Smaller planes can be short lived, relative to their larger kin, with their souls unable to support the cycle of life and mana indefinitely. At these times, two worldsouls can unite themselves, shedding their own selves to form a singular, stronger worldsoul capable of supporting their combined plane. The process is slow, but volatile to the eyes of mortals, as the planes merge and settle to form one cohesive world.


THE LANDS OF EVEREND

Everend is primarily divided into its two conjoining planar continents: Endagard and Duiin Sii.

The lands of Endagard are primarily composed of the kingdom of Aetoria, the frozen lands of Gaelidia to the north, and the southern greatwood and peninsula of Latensia. The Aetorian kingdom composes the east and center of the continent, slowly expanding across the land, with the edges of its domain referred to as it's "reaches."

Duiin Sii has no political divides across its lands, instead being split by the ruling Adhene in the wilderness above and the underground Sidhe in the Morii below. There are no major cities, no roadways, nor infrastructure. Settlements are small and communal, with sacred sites acting as the main gathering points for any major congregation.
Map of Everend

THE PEOPLE OF EVEREND

THE AETORIANS
Aetoria is the ruling kingdom that stretches across most of Endagard. The Aetorian government is a Meritocratic Stratocracy, with power given as an honor for great deeds, high achievements, or strong servitude to the nation state. All who govern are knights, either by origin, or by writ given to those of grand action.

At the age of 13, children are given to the nation to be trained as soldiers and serve the kingdom for five years. Soldiers are responsible not only for the defense of the realm, but also for all public works and infrastructure. Those with an aptitude for engineering may help build bridges and roadways, while others may become doctor's assistants or community aide workers. After five years, each person is considered a true member of society and can choose to either return to civil life or stay in the military, serving the realm. Those who stay are able to learn more and become heads of their field — such as doctors, engineers, or knights.

Knights are the peacekeepers of the realm, acting as rules enforcers, judges, and even executioners. Knights are more than just warriors, having gone through not only intense physical training, but also training on the laws and expectations of being a marshal authority. Knights are also responsible for leading and guiding all soldiers, working with each regiment and dividing new recruits to their fields, often becoming as much of a politician as a warrior. Knights who have become dishonored can either leave the service or head to the outer reaches to guard the outer lands.

The law of the land is severe, but fair and concise. Those who need help and compassion can always find a kind heart in the government to help, but those who are caught breaking the law are met with the harshest of consequences. Those stealing for food to survive, for example, are usually given to service of the realm for their own benefit, while those stealing for greed can be executed. It is ultimately up to the knight who judges the offender to give the punishment.

THE SHAIEL
The Shaiel people are loose knit kindred groups who survive off the land, living as close to nature as possible. They have no formal or central government, with each clan operating independently of each other. What little authority that does exist within the Shaiel is Theocratic and resides with the oracles and seers. Their divinations are believed to be divine visions from the realm of the elemental powers, and their interpretation becoming guidance to those around them. Only truly powerful seers can cross clan boundaries and lead larger groups of Shaiel, since their authority only exists for those who choose to listen.

The Shaiel once dominated the continent, but have been slowly driven to its edges by the ever-expanding Aetorian kingdom. Though many skirmishes and battles have been fought between Shaiel and Aetoria, both sides still sue for peace, and the kind hearted have always won out. The Shaeil people are now on the brink of collapse, however, as their nomadic lifestyle has become increasingly hard to maintain with their dwindling lands. The voices of peace have become more hushed, with cries for war becoming more common.

THE ADHENE
The Adhene are the ruling class of Elves in the Duiin Sii. Power rests with family lines, but laws are informal, with the established oligarchy having very little control over daily life. Instead, guidance is generalized and basic dignity and respect rules what few settlements there are.

Life is considered sacred by everyone in the Duiin Sii, as all sentient beings there live multiple lives. The reincarnation process guides much of the Adhene society, as all are born to the life they are suppose to live. Thus class is as much a burden as it is a blessing, and none are looked down on for their place. Generally, those of the Duiin Sii live simpler lives. Young souls are playful and exuberant, experience life with joy and wonder, while older souls devote themselves to inner calm and learning. It is the goal of most to find true peace and return to Sruthnam, the spring of souls, so that they may find eternal rest.

THE SIDHE
The Sidhe are the stewards of the Morii, an underworld labyrinth that all souls pass through in Duiin Sii. They devote their lives to guiding souls into their new lives, and tending to Sruthnam. Souls who accept their death easily are guided with barely a hand, while others wander the Morii for years until a Sidhe can tame them into welcoming new life. The most violent of souls will fight to remain in the underworld, and require the strongest of Sidhe to calm.

Being a Sidhe is a lifelong oath given at birth, as leaving the Morii or interacting with the world above is strictly forbidden. Those who prove themselves invaluable to the process are granted extremely long lifespans, become near-immortal, so that their work can go on.

The lands of Duiin Sii and the Morii are given life and structure by the elemental spirits that guide every natural process. From the winds and weather, to the rumblings of the earth, all is controlled by the elemental spirits of the land. These spirits are the first few cycles of a new soul that has sprung from Sruthnam, so that they might learn the world and know where to begin life.
Comments
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I've been working on this set for years, but progress has been slow with vast periods between pushes of adding and reworking cards.
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This set is lots of fun. I haven’t really been around since the custom set update. How delightful. Anyway, I’m loving infiltrate/subvert. I notice different artist names but there seems to be a unifying filter. You do that yourself?
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BOVINE wrote:
3 years ago
I notice different artist names but there seems to be a unifying filter. You do that yourself?
Aye, I'm adding that myself.
One of the hardest things to do in a custom set, for me, is to make everything feel cohesive the way a real set is. This obstacle is especially difficult visually, as it's compounded by the fact that we're using various pieces of premade art that have no singular influence or directiong. A unified filter can help overcome some of this, at least for me, by making each piece feel just a bit more connected to the rest.
Awesome set, I love how you filtered the art on the cards, it really adds consistently and makes the set unique. One thing you might want to change is the card Fracture’s name, because recently in Strixhaven WOTC printed a card called Fracture as well.
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Thank you for the compliments :grin:
planeswaker wrote:
2 years ago
One thing you might want to change is the card Fracture's name, because recently in Strixhaven WOTC printed a card called Fracture as well.
Oof. And it was a 2-color, 2-costed spell that destroys artifacts and enchantments to boot. At least mine came first! lol
Swapped to "Fracturing Blow" (at least until inspiration strikes me for something better)
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