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 Monde et croyance d'Erathia ( en préparation)

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MessageSujet: Monde et croyance d'Erathia ( en préparation)   Lun 5 Déc - 21:17

Voici l’univers de Magewars ; vous trouverez toutes les histoires qui font la richesse de notre jeu.

Glossaire :

La carte du monde D Etheria.

Pour ceux d'entre vous qui se sont toujours interrogés sur les nations d'Etheria,

LE MONDE d' ETHERIA (ou du moins la partie septentrionale)

http://forum.arcanewonders.com/index.php?topic=15702.0

Histoire d'Etheria :

Un résumé de l'histoire d'Etheria, avec une fresque chronologique :


http://forum.arcanewonders.com/index.php?topic=15981.0

The Gods of Etheria
All the Gods, Goddesses and Lords of the Etherian Pantheon
http://forum.arcanewonders.com/index.php?topic=16442.0

Calendar of Etheria
Here are the months and festivals celebrated by the people of Etheria.
http://forum.arcanewonders.com/index.php?topic=15980.0

Legends and Lore
These regular posts explore the stories behind the people, places and things seen on Arena and Academy cards.

• Ludwig Boltstorm: http://forum.arcanewonders.com/index.php?topic=15891.0
• Goran, Werewolf Pet: http://forum.arcanewonders.com/index.php?topic=15924.0
• Celestia and the Angels: http://forum.arcanewonders.com/index.php?topic=15947.0
• The History of Etheria: http://forum.arcanewonders.com/index.php?topic=15981.0
• Sistarra, the Grand Academy of Magic: http://forum.arcanewonders.com/index.php?topic=16000.0
• Laws of Magic: http://forum.arcanewonders.com/index.php?topic=16022.0
• The Flame Casts Two Shadows
Part 1: http://forum.arcanewonders.com/index.php?topic=15721.0
Part 2: http://forum.arcanewonders.com/index.php?topic=15727.0

If you are interested in the cosmology and magic of the Mage Wars universe, you can find out a lot in this post:
http://forum.arcanewonders.com/index.php?topic=15757.0


Main Story Lines
The official main storyline comes from the Organized Play (OP) kits, which get sent out to gaming stores, along with promo cards. They are then posted online for the main community to read and enjoy as well.

Here's a list, and a link where you can read them.
OP 1: Westlock: Dark Prophets
    • OP_DPPROLOGUE, Sean McCoy
    • OP_DP1: Death of a High Priest, Sean McCoy
    • OP_DP2: To Save a Priestess, Sean McCoy
    • OP_DP3: A Warlock in Disguise, Sean McCoy
    • OP_DP4: Temples Burning, Sean McCoy
http://www.arcanewonders.com/westlock-dark-prophets

OP 2: Allegiance in Blood
    • OP_ABPROLOGUE, Aaron Brosman
    • OP_AB1: The Rite of Visions, Thomas Allen
    • OP_AB2: The Ascension of Trokoth the First, Thomas Allen
    • OP_AB3: Small Minds Laid Waste, Thomas Allen
    • OP_AB4: Truth Like Blood, William Niebling
    • OP_AB5: Enemies Without and Within, William Niebling
    • OP_AB6: Inquisition of the Mind, William Niebling
    • OP_AB7: A Paladin’s Virtue, Aaron Brosman
    • OP_AB8: Siegfried’s Challenge, Aaron Brosman
    • OP_AB9: Honor Brought with Blood, Aaron Brosman
http://www.arcanewonders.com/allegiance-in-blood

OP 3: Unholy Tides
    • OP_UTPROLOGUE, Aaron Brosman
    • OP_UT1: Into the Eyrie, Aaron Brosman
    • OP_UT2: The Court of Towers, Aaron Brosman
    • OP_UT3: Into the Heart of Darkness, Aaron Brosman
    • OP_UT4: Encircled in Darkfenne, Aaron Brosman
    • OP_UT5: The Trail of Death, Aaron Brosman
    • OP_UT6: Death That Should Not Be, Aaron Brosman
    • OP_UT7: The Renewing Spring, Aaron Brosman
    • OP_UT8: The Dead Lake, Aaron Brosman
http://www.arcanewonders.com/unholy-tides

OP 4: Converging Fronts
    • OP CFPROLOGUE, Aaron Brosman
    • OP CF1: Favor for a Nation, Aaron Brosman
    • OP CF2: First of the Spires, Aaron Brosman
    • OP CF3: Reflections of Guilt, Aaron Brosman
    • OP CF4: The Weight of War, Aaron Brosman
    • OP CF5: Lessons Old and New, Aaron Brosman
    • OP CF6: Path of Might, Aaron Brosman
    • OP CF7: Illusory Preparation, Aaron Brosman
    • OP CF8: Uninvited Guests, Aaron Brosman
http://www.arcanewonders.com/converging-fronts

OP 5: Malignant Intentions
    • OP MIPROLOGUE, Aaron Brosman
http://www.arcanewonders.com/organized-play/malignant-intentions

In addition, Mage Wars has a published novel, written by Will McDermott. Although there is nothing in the book that definitively places it anywhere along the OP timeline, I think you can probably peg it to sometime in the OP IV/V range.

Mage Wars: Nature of the Beast, Will McDermott
http://www.amazon.com/Mage-Wars-Nature-Will-McDermott/dp/1606905732

There are also two "forum canon" story lines that exist (and continue to run). They draw on the same "global" events, but have characters that are specific to their individual stories. In general, these story lines seek to flesh out the Mage Wars experience to something broader than arena combat, and feel more like an RPG world set in the Etheria universe.

Both begin around the start of OP Kit V and run concurrently.


Dernière édition par steack1 le Mer 14 Déc - 15:43, édité 1 fois
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MessageSujet: Re: Monde et croyance d'Erathia ( en préparation)   Mer 14 Déc - 14:14

Pour ceux d'entre vous qui se sont toujours interrogés sur les nations d'Etheria,

LE MONDE DE L'ETHERIE (ou du moins les parties septentrionales)




Note : Salenia est un royaume de villes indépendantes: Meladon, Delias, Atticara et Iklosas. C'est pourquoi ces villes sont un peu plus petites par rapport aux autres pays ou régions.
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MessageSujet: Re: Monde et croyance d'Erathia ( en préparation)   Mer 14 Déc - 14:43

Extrait d'une conversation avec L'archimage Etinciel :

Oui Mage ! cette question m'est souvent posé :

comment c'est enchainé tout ces chants sur les  vieux empires , sur les dieux et les dragons ?

J'ai vais te décrire ici  un bref historique d'Etheria , tu pourras t'aider de la chronologie.

J’espère pouvoir ainsi  répondre ici à toutes tes questions.

Prends place et sans plus tarder, commençons!




L'histoire d'Etheria est divisée en cinq époques fondamentales: la création, l'âge d'or, l'âge de la catastrophe, Pax Etheria, et l'âge moderne.

Le calendrier débute à  la fondation de l'Empire Pellian (PE). les événement  après cette date font partie de l'âge moderne, les événements  avant cette dates sont calculés en  années avant l'Empire Pellian (BPE).

L'année courante d'Etheria est 1524 PE.

Maintenant, un résumé de chaque époque:


Creation
In the beginning, the realm of Etheria was a void. Out of this void arose four beings of great power, referred to as the Elemental Lords:
• Al Abbeden, Emir of the Roaring Fires
• Ugulanthu, Baron of the Rumbling Deeps
• Val’as Sherean, Mistress of the Murky Phantoms
• Ilasthasa, Duches of the Windswept Aeries
These four beings combined their essences to create the world of Etheria.

However, the Elemental Lords were not satisfied, and craved audience. Each created beings that closely identified with their own nature. Al Abbeden created the Grug, a grouping of races that includes Orcs, Goblins, Trolls and Giants. Ugulanthu created the Dwarves. Val’as Sherean created the Elves. And finally, Illasthasa created the Dragons.

For a time, the Elemental Lords were happy, but eventually they realized their creations were too much like themselves, and grew bored. As a result, the Elemental Lords once again joined forces to create a new, varied race, and called them Humans.

The Golden Age
The races thrived under the attention and tutelage of Elemental Lords. Soon, this burgeoning world of Etheria began to attract the notice of other powerful beings as well.

Other beings of power began to size up the might of the Elemental Lords, and the world they had created, and began to dwell in Etheria. The Elemental Lords took this as flattery, and did not disturb these new beings, thinking them friendly. However, the interlopers viewed the Elemental Lords as past their prime. More and more began to walk with and interact with the growing humanoid civilizations, and their personalities and attentions finally  began to displace the Elemental Lords power among the races. Ultimately, these beings were referred to as the New Gods.

The Elemental Lords were realized that their time had passed, and retreated back into the void to plot and scheme as to how they could one day take back their power.

In their absence, the New Gods organized themselves according to a new hierarchy, and as they did so, gained more worshippers. In return, they enlightened the world of the races, opening their eyes to knowledge and learning. The Eleven Kingdoms began to record history, and the first great Human kingdom, the Kingdom of Frelhal, arose.

The New Gods also shared the secrets of the magic, the secrets of the Voltari and V’tar with their worshippers, something that the Elemental Lords had kept for themselves and only their most trusted servants. As knowledge of V’Tar spellcraft great, a wave of great prosperity washed across the land. This was the Golden Age for Etheria, and it was a time of miracles and unimaginable achievements. There has not been a time of greater knowledge since.

The Age of Catastrophe
Finally, from the recesses of the Void, the Elemental Lords decided the time to reclaim Etheria had come. They combined all their power, and convinced the Dragons to fight along side them for their cause. They attacked the civilizations that had turned to the New Gods, striking across the length and breath of Etheria. This was called the Elemental Wars, and as it progressed, battles raged, cities burned, and the very land itself was reshaped and transformed through war-wielded V’Tar power.

Finally, Nailiana, the leader of the Dragons and the first dragon created, was slain. Despite the atrocities of war that they had already seen, this event galvanized the Dragons, and they withdrew their support from the Elemental Lords. Without their help, the Elemental Lords were severely weakened, and were eventually beaten.

Civilization went about the task of repairing much of the damage the war had inflicted. The High Elves founded the nation of Sortilege as a source of learning in the ashes of the conflict. Seeing the destruction that limitless, unfettered V’Tar magic wrought, the New Gods passed onto their worshippers a new method of slowly drawing upon magical energy (channeling), and spending it to create specific effects, known as spells. In time the races learned to research and develop their own spells. The New Gods organized these spells around their own pantheon to create the systems of magic that would later become the 6 major schools of magic.

As magic classification grew, so too did ambition. The Empire of Frelhal had weathered the Elemental Wars, but had been weakened by the chaos and destruction that it had rained down upon it. A new kingdom, called Sen Ahreal, sprang up, and the stage was set for conflict between the empires. Finally, Sen Ahreal grew large enough and powerful enough to attack Frelhal directly.

The war was swift and brutal, and saw Frelhal defeated by Sen Ahreal’s superior magical and military forces. Flush with the treasure they had gained form sacking the Frelhalian cities, and fielding legions of conscript soldiers, Sen Ahreal picked off several other smaller kingdoms in the region, and controlled most of the Northern Continent. Sen Ahreal continued to expand, and became the most feared nation on Etheria.

Fueled by dreams of world conquest, Sen Ahreal launched a war of global conquest, and found itself fighting a coalition of the remaining independent powers. To further their grasp on power, Sen Ahreal mages hatched a plan to summon the Elemental Lords once again, this time to fight alongside them for true domination. When this was discovered, the remaining Free Nations recruited ten of their most powerful archmages, and charged them stopping Sen Ahreal. The archmages combined their powers, true V’Tar and artifacts from the Golden Age to create a powerful spell that ripped Sen Ahreal apart from the inside out. Parts of the land were thrown high into the sky, creating the Sen Ahreal Drift, a belt of skyborne islands that still circle Etheria. In less than a day, Sen Arheal and its wonders were naught but a memory. The massive devastation caused by the actions of this war, tempered attitudes towards magic for a time, and Etheria was relatively peaceful.

Pax Etheria
Following the destruction of Sen Ahreal, Etheria slipped into a relatively peaceful time. The Gods had had their fill of war, and worked alongside their followers to rebuild. During the Pax Etheria, which lasted nearly 700 years, there was only one major conflict, the Leaf Cutter War, in which the Grug races, led by an Orc Chieftain, attacked the somewhat disconnected Elven races simultaneously — in the north (where the Frost Elves held sway in the Rimemark), in the Straywood, and on the shores of Sortilege. The Elves were able to beat back the Blood Wave invasion, and as a result of their victory, normalize relationships with each other.

The Modern Age
The Modern Age begins with the creation of the Pellian Empire. The Pellian Empire was founded by Arrax the First, who claimed to be the last surviving descendant of Sen Ahreal. He established an Imperial Line, and made the Arraxian Crown, a powerful artifact that he claimed had been passed down from the Sen Ahreal empire, the symbol of his reign.

The Empire grew, and his descendants continued to rule and expand, eventually conquering the bulk of the civilized lands of Etheria, from the ancient Elven nation of Sortilege, to the deserts of Dsjer-Tet. At its height, the Pellian Empire consisted of 5 provinces: Westlock, Lupertra, the Pellian City States also called the Shaggazora, Ivarium, Lacemonia, and Palamea (an island in the Viridian Sea).

For scholars of Etheria, no civilization has expanded as far as the Pellian Empire, nor has shown as brightly. The arts, learning, law, commerce, language and magic were all protected during its heyday, and many of the Schools of Magic that exist throughout Etheria today were instituted by, or inspired by it.

Unfortunately, the Pellian Empire was doomed from the start. The Arraxian Crown, the symbol of its authority, and central artifact of its power was no Sen Ahreal artifact at all, but was instead created by the devious Demon Lords of Infernia.

The magic of the artifact twisted the minds of the rulers it crowned, slowly compelling them to greater and greater bouts of cruelty, and to engineer a massive way to allow the Demons to exit their Realm of Infernia, and enter into the Realm of Etheria.

Such was the compulsion that the rulers of the Pellian Empire commissioned their capital, Pellia City, to be built in such a way that the city streets became a massive pentagram, and with the power of the artifact, a Gate to Infernia was opened.

Once the gate was open, the Demon Lord Adremelech marched his forces through and into Etheria, and thus was started the beginning of the Demon Wars, usually referred to as the Infernal Interregnum.

The Infernian forces tore across Etheria, and all but destroyed the once-great Pellian Empire. Except for the bravery, diplomacy and ingenuity of an Ivarium General named Terius Meravaran, Etheria may have become a new lake of burning fire, and a new home for the demon hordes.

Through guile and tenacity, Meravaran was able to reunite the shattered fragments of the Pellian Empire, to gain support from the Dwarves and the Elves, and even enlist the help of Celestian angels. With his strategy in place, his Grand Alliance struck back at the Demons, ultimately beating them back to Pellia City. Finally, in 1021 PE, Adremelech fought the arch angel Malaked, Warlord of the Angelic Multitudes in a titanic deul, in which the angel ultimately defeated the Demon Lord and slammed shut the Gate to Infernia (though at the cost of Malaked’s life).

In the wake of the chaos, the former provinces of the Pellian Empire became new independent nations, of which Westlock, Ivarium, and Sortilege were core. In order to give the nations of Etheria time to recover, General Meravaran resurrected an idea that had been discussed after the destruction of Sen Ahreal, the creation of method whereby Mages could battle each other without causing massive destruction to the environment or innocent by standers. These Mage Wars would be duels fought by the mages, but confined to arenas, and would serve as an alternative to war for the settling or disputes.

Etheria Today
For the next 500 years, Etheria experience a neo-Pax Etheria, until once more the lands of the Blood Wave spawned the Warlord Trokoth. As his predecessor had once done during the Leaf Cutter War, Trokoth unified the Grug races, though this time he led his assault on Westlock, the bread basket of Etheria.

As the Westlock forces deployed to stop the Bloodwave threat, Ivarium took the opportunity to send its legions west to take back much of Salenia, what was previously the the Shaggazora/Pellian City States. The area is now a hive of unrest, with refugees fleeing west to Westlock, or north to the Straywood or the Anvil Throne.

Westlock forces captured Trokoth in 1524 PE, and he is set to stand trial by combat in Victoria, the Westlock capital. That same year, a multinational group of Warlocks defended the western Westlock city of Elsbereth, laying waste to the Blood Wave army there, and in reward, was able to establish a temple to Taranis in that city.

The remaining Blood Wave forces remain in the eastern plains of Westlock, and near the Darkfenne, where they appear to have joined forces with the necromantic armies of the Bog Queen.


Hopefully this helps give a brief overview of what's been going on, and what is outlined in flavor text, OP Kits, and some of the Forum stories of the Arraxian Crown and the Travels of Amadseer. (http://forum.arcanewonders.com/index.php?topic=15675.0) If you have any questions about the timeline or events in Etheria's history, feel free to post them here
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