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Saturday 14 January 2012

The Nine Worlds' elemental theme

The Nine Worlds are part of Norse mythology, with each world being the habitat of a certain species and flavour. Our world, that is the realm of mankind, is the world of Midgard - 'middle enclosure', the centre of of it all.

The Nine World game works on this idea, each world is a place that hosts its own adventures and danger, offering a variety of obstacles to overcome and allies to befriend. Certain species and items are empowered in their home realms.

The Norse influence continues. Primary elements feature heavily in Norse mythology. In fact the universe is a constant balance between the primordial fire and ice of Muspell and Niflheim respectively. The clashing of these elemental realms provides an eternal cycle of life and destruction. They also inspire the basic elements of the game:
  • Frost
  • Rain
  • Wind
  • Fire
You will notice the classic element, Earth, absent from the list. This is intentional as the Earth is a solid place, making up many of the worlds. The four elements are manipulative elements, used to shape and control the Earth, rather than directly controlling the Earth itself.
  • Frost chills Earth, preventing life from growing.
  • Rain shapes the earth, helps life flourish and provides habitat to some species in bodies of water.
  • Wind helps spread life and can be a catalyst for good or bad.
  • Fire scorches earth, destroying life and can melt Frost.
Some elements overpower others when equally applied:

Frost > Rain
Rain > Fire
Fire > Frost
Wind can both hamper or augment Fire.

Elements affect the game in a number of ways. Schools of magic revolve around the elements, primordial beings are comprised of the elements, seasons strengthen and weaken the elements, but most importantly, many cards belong to one or more element.

Cards can trace their source to one or more elements. In the absence of an element present on a card, it is assumed to be drawn from Earth. The elements shown on a card mark it as a potential target (or exception) from effects. For example, a card may deal extra damage to cards of a elemental Frost nature. Another card may be empowered by every Fire card in play. Another may only be able to affect cards of a Rain nature, and so on.

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