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jueves, 5 de noviembre de 2015
viernes, 17 de enero de 2014
Inside Epikha No.10 : TOP 5 del Diseñador: Hechizos. / Spells.
TOP 5.- Vortice Negro. / Black Vortex.
El Vortice Negro fue una de las mas peligrosas creaciones de Agarin. El primer registro que se tiene del uso de este Hechizo es en la Invasion de las Islas Tok en la Cuarta Era, cuando Agarin literalmente desaparecio 3 regimientos de soldados de Empiria y un regimientos de soldados de Abaron con este Hechizo.
El Vortice Negro es un clasico Hechizo de control que no puede faltar en ningun mazo. Tiene una velocidad media al ser Nivel 3, pero tambien es un Hechizo no muy caro que puede ser usado facilmente y limpiar el campo en caso de emergencia.
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If we talk about magic in Epikha its almost inevitably to talk about the Ika culture. And if we talk about offensive magic inevitably we talk about Agarin, one of the most powerful and cruel Ika wizards in the history of all Epikha.
The Black Vortex was one of the most dangerous of Agarin's creations . The first record we have of the use of this spell is on the Invasion of Tok Islands in the Fourth Age, when Agarin literally disappeared three regiments of Empiria soldiers and one regiment of Abaron soldiers with this spell.
The Black Vortex its a classic control spell and a "must have card" in any deck. With a Level 3 this is an average speed spell, also its not an expensive spell to cast so it can be used easily and clear the field anytime.
TOP 4.- Relampago. / Lighting.
La magia de Trueno es peligrosa e inestable. No muchos magos estan dispuestos a practicar y mucho menos desarrollar este tipo de magia. Sin embargo, cuando es usada en la manera correcta puede convertir a un mago o Paladin en un temible oponente.
Relampago es un Hechizo muy basico, pero como cualquier Hechizo de Trueno puede cobrar un alto precio por su uso.
Los Hechizos de Trueno tienen una habilidad unica en el juego, son de los pocos Hechizos que pueden aumentar tanto su Fuerza como su Nivel de manera simultanea, a cambio claro de un costo de Vital correspondiente. Esto hace a los Hechizos de Trueno, como Relampago, Hechizos versatiles que pueden ser potentes y rapidos si la situacion lo requiere.
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Thunder magic is dangerous and unstable. Not many wizards are willing to practice, let alone develop this type of magic. However, when used in the right way it can make a wizard or a Paladin a formidable opponent.
Lightning is a very basic spell, but like any Thunder spell can charge a high price for its use.
Thunder spells have a unique ability in the game, they are among the few spells that can increase both its strength and its Level simultaneously, for a Vital corresponding cost of course. This makes the Thunder spells like Lightning, versatile spells that can be powerful and fast if the situation requires it.
TOP 3.- Aura de Sirith. / Sirith's Aura.
Sirith fue conocida, entre otras cosas, por su filosofia pacifista y conciliadora. El Aura de Sirith fue uno de los Hechizos defensivos mas caracteristicos de esta famosa hechicera, el cual se convirtio rapidamente en un Hechizo basico en el repertorio de los magos y Paladines de la Cuarta Era.
Esta coraza magica era casi impenetrable. Se sabe que este Hechizo salvo la vida de Sirith mas de una vez durante la prolongada guerra con su hermana Aldurith.
El Aura de Sirith es el Hechizo defensivo por excelencia. Su regla especial Acorazado puede ser aprovechada al maximo cuando este Hechizo sube de Nivel, de esta manera puede absorber el daño completo de ataques de cualquier Nivel.
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Sirith was known, among other things, for her pacifist and conciliatory philosophy. The Sirith's Aura was one of the most characteristic defensive spells of this famous sorceress, which quickly became a must have in the repertory of wizards and Paladins of the Fourth Era.
This magic shield was almost impenetrable. It is known that this spell saved Sirith life more than on time during the long war with her sister Aldurith.
Sirith's Aura is the ultimate defense spell. The special rule Dreadnought can be exploited to the fullest when the spell Levels up, so it can absorb the full damage from attacks of any level.
TOP 2.- Portal de Agarin. / Agarin's Portal.
Durante muchos años Agarin experimento con portales en un intento por reproducir "La Puerta de las Pesadillas", el ultimo portal que conecta al Inframundo con el plano de Epikha.
Jamas logro reproducir el portal del Inframundo, pero a cambio desarrollo varios portales que pudo usar a lo largo de los años en las guerras que el mismo inicio. Su portal mas poderoso se le conocio como el Portal de Agarin, y era capas de transportar cualquier cosa desde su fortaleza en Abaron a cualquier lugar donde el abriera el portal.
Un Hechizo barato que puede poner en juego (en cualquier momento) cualquier Personaje, Arma u Objeto de la parte superior del mazo siempre sera una gran ventaja. Puede poner en juego en un instante a un Lion Arkan, una Yuna Franz o un Ishmak Tok para salvar el dia.
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For many years Agarin experimented with portals in an attempt to create a copy of "The Gate of Nightmares", the last portal that connects the Underworld with the Epikha plane.
He never succeed in to create the copy of the Underworld portal, but instead he developed several portals that could be used throughout the years in the wars that he also started. His most powerful portal was know as the Agarin's Portal, it can move anything from his stronghold in Abaron to anywhere where the portal where opened.
A cheap spell that can put into play (at any time) Characters, Weapons or Items from the top of the deck, will always be a great advantage. You can easely put in play one Lion Arkan, Yuna Franz or even Ishmak Tok to save the day.
TOP 1.- Sello de Oro. / Golden Seal.
Agarin era famoso por torturar a sus enemigos dentro y fuera del campo de batalla. Para esto desarrollo una serie de Hechizos que podian paralizar a casi cualquier oponente, dandole el tiempo suficiente para hacerlo sufrir hasta que eventualmente moria.
Los Hechizos que desarrollo fueron el Ojo de Agarin y el Sello de Oro. Ambos hacian lo mismo pero el Sello de Oro era mas estable y requeria menos energia. Estos Hechizos fueron prohibidos durante un tiempo despues de la muerte de Agarin a inicios de la Quinta Era de Epikha.
Un Hechizo Continuo que puede amarrar de manos a cualquier Jugador o, si se tienen los suficientes Hechizos, a varios Jugadores. El Ojo de Agarin es mas costoso pero tiene el factor sorpresa. El Sello de Oro es un Hechizo que siempre esta a la vista, pero su costo es menor ademas, ya que es Nivel 5 es dificil de retirar.
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Agarin was famous for torturing their enemies inside and outside the battlefield. Because of this he developed several spells that could paralyze almost any opponent, giving him enough time to make them suffer until they died.
The spells that he developed were the Agarin's Eye and Golden Seal both do the same thing but the Golden Seal was more stable and required less energy. These spells were banned after the death of Agarin in the beginning of the Fifth Age of Epikha.
A Continuous Spell that can tie the hands of any player or, if you have enough Spells, several players. The Agarin's Eye is more expensive but has the surprise factor. Golden Seal is a spell that is always at sight, but it costs less plus as a Level 5 spell is difficult to remove.
miércoles, 15 de enero de 2014
Inside Epikha No. 9: TOP 5 del Diseñador; Objetos / Designer's TOP 5; Items.
Top 5.- Armadura Ika. / Ika Armour
Los Ika no son famosos por su resistencia, aunque son habiles con la magia su cuerpo es menos resistentes en comparacion a las otras razas de Epikha. Por ello los alquimistas Ika crearon armaduras resistentes que ademas se auto reparan. Asi los soldados Ika pueden igualar la resistencia de otras razas en combate.
La Armadura Ika es una Objeto basico y de poca resistencia pero muy util. Su regla especial Regeneracion le permite reciclarse tantas veces como se necesario, pero lo mas importante es que, como cualquier Objeto, comparte sus reglas con el Personaje que la usa.
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The Ika are not known for their resistance, although they are skillful magic users they body is less resistant compared to other races of Epikha. So the Ika alchemists created a resistant armor that also self repaires. So the Ika soldiers can match the resistance of other races in combat.
Ika Armor is little resistance and basic Item but very useful. Its special rule Regeneration allows it to re-use it as many times as needed, but more importantly, like any other Item, it share their rules with the character who uses it.
Top 4.- Baculo Ika. / Ika Staff
Los Ika han llegado a dominar la Magia como ninguna otra raza de Epikha. No solo desarrollan Hechizos, tambien crean Objetos que aumentan o mejoran la efectividad de los Hechizos. Uno de estos Objetos es el Baculo Ika. Tiene un nucleo de Opalo de Vital que aumenta la potencia de los Hechizos.
El Baculo Ika es un Objeto muy util en casi cualquier mazo de Paladines de Epikha, pero es obligado en un mazo basado en Hechizos. Un solo Nivel en los Hechizos puede ser la diferencia entre perder y ganar un juego, entre destruir o remover un arma peligrosa. El Baculo Ika es un Objeto barato que puede subir Nivel a Hechizos de manera muy facil.
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The Ika have mastered magic like no other race in Epikha. Not only develop Spells, also create Items that increase or enhance the effectiveness of Spells. One of these Items is the Ika Staff. It has a core of Vital Opal to increase the power of spells.
The Ika Staff is a very useful Item in almost any Paladins of Epikha deck , but is a must have in a based spells deck. A Single Level can be the difference between winning and losing a game, destroy or remove a dangerous weapon. The Ika Staff is a cheap Item that can level up spells in a very easy way.
Top 3.- Piedra de Anulacion. / Annulation Stones.
Creadas en la Segunda Era por una tribu Gahus ahora extinta, las Piedras de Anulacion representan la cima del ingenio Gahus en alquimia. Temidas por cualquier mago o Paladin estas piedras pueden anular el efecto del mas poderoso Hechizo si son usadas adecuadamente.
Control, eso es lo que representa este Objeto. El anular efectos magicos de manera inesperada siempre dara una ventaja en el juego.
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Created in the Second Era by a now extinct Gahus tribe, the Annulation Stones represent the top of Gahus ingenious in alchemy. Feared by any wizard or Paladin these stones can negate the effect of the most powerful Spell if are properly used.
Control, that's what this object is. To null magical effects unexpectedly always give an advantage in the game.
Top 2.- Amuleto de Sirith. / Sirith's Amulet.
Este amuleto, creado por la famosa hechicera Sirith en la Cuarta Era, permite a cualquiera que lo use transportar casi cualquier cosa de un lugar a otro muy lejos. Aunque solo puede transportar una cosa a la vez, resulto ser un muy util articulo de defenza para Reyes y Nobles.
El Amuleto de Sirith es otro Objeto de control indispensable en cualquier mazo. Talvez su efecto no sea muy rapido por ser solo de Nivel 2, pero aun asi puede regresar a la mano cualquier Arma u Objeto peligroso del oponente o importante para nostros en el campo.
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This amulet, created by the famous sorceress Sirith in the Fourth Era, allows anyone to use it to transport almost anything from one place to another far away. Although it can only carry one thing at a time, proved to be a very useful self-defence article for Kings and Nobles.
The Sirith's Amulet is another control Item essential in any deck. Maybe the effect is not very fast because its Level 2, but still may return to hand any dangerous opponent Weapon or Item, or an important Item in the field for us.
Top 1.- Pergamino de Tok. / Tok's Scroll
Ishmak Tok, el mas poderoso mago de Epikha en la Sexta Era es tanto respetado como temido en todos los continentes. Su poder y sabiduria es comparable a la de los grandes magos de inicios de la Segunda Era. Se dice que Ishmak Tok ha creado decenas de Hechizos pero que los mantiene en secreto, seguros y lejos en pergaminos especiales donde no puedan ser usados de manera incorrecta.
El poder tomar una carta extra siempre es bueno, pero es mejor cuando se toman dos. El Pergamino de Tok es una carta que acelera el juego. Su Nivel 2 le permite tener un poco de velocidad en caso de que quieran destruirlo para prevenir su efecto.
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Ishmak Tok, the most powerful wizard in the Sixth Era of Epikha is both, respected and feared in all continents. His power and wisdom is comparable to that of the great magicians of the beginning of the Second Era. It is said that Ishmak Tok has created dozens of spells but he kept them in secret, safe and away in special scrolls where they can not be used improperly.
Being able to draw an extra card is always good, but better when you can draw two. The Tok's Scroll is a card that speeds up the game. His Level 2 allows you to have some speed in case your opponents want to destroy it to prevent its effect.
lunes, 13 de enero de 2014
Inside Epikha No. 8: Espiritus Magicos de Epikha / Magic Spirits of Epikha.
Cuando cualquiera en Epikha muere manda su espiritu a “La Fuente Primigenia”, la cual mantiene vivo al plano de Epikha. El concepto de La Fuente Primigenia es parte de la mayoria de las religiones y cultos en Epikha, aunque se le conoce con diferentes nombres. El nombre mas popular para este concepto es “Aron”, palabra Ika que puede interpretarse como “Dios”, “Origen”, “Primero” o “Vida” dependiendo del contexto.
El “Aron” mantiene la vida en Epikha y hace posible la Magia en ella. La correcta compresion del “Aron” hace posible que los seres concientes de Epikha puedan manipular la materia y energia a su alrededor. Debido a que el “Aron” se alimenta de espiritus se hace mas fuerte conforme pasa el tiempo, dando asi mas fuerza al plano de Epikha.
Sin embargo en ocaciones el espiritu o esencia de algunos seres no va al “Aron” cuando termina su vida en el plano fisico de Epikha. Algunos espiritus simplemente se resisten y se mantienen vagando en un plano fisico que no los puede percibir. Esto genera un fenomeno adicional; al ser estos espiritus independientes funcionan como pequeñas Fuentes Primigenias, captando la esencia de otros seres que mueren serca de ellos o que son afines a ellos. Debido a esto un espiritu que permance fuera del “Aron” puede hacerce mas fuerte conforme absorve la esencia de otros seres. Muy pocos espiritus se resisten a entrar al “Aron”, pero los que lo hacen se convierten en poderosas fuentes de energia independientes de la Fuente Primigenia.
Los Gahus y los Ika fueron los primeros en saber de la existencia de estos espiritus vagabundos. Pero fueron solo los Gahus los que desarrollaron tecnicas para entrar en contactos con ellos. Gracias a esto los espiritus vagabundos pudieron interactuar con el mundo fisico de Epikha una vez mas. Pero no fue hasta la Segunda Era cuando estos espiritus pudieron manifestarse fisicamente.
Fue hasta el final de la Primer Guerra [CONFIDENCIAL] que los espiritus vagabundos pudieron tomar forma fisica y desde entonces se les conocieron como Espiritus Magicos. Esto fue posible gracias al ingenio de varios magos y alquimistas Ika, Gahus y Gigantes que crearon las Armas Magicas Espirituales. Estas armas permiten primero contener a un Espiritu Magico. Despues permiten su materialisazion y control en el plano fisico de Epikha. Gracias a un ingenioso objeto creado por los Gigantes llamado “Rubicon de Vital” fue posible mantener a un espiritu contenido. Los Gahus e Ika desarrollaron el hechizo que atrapa al espiritu y lo mantiene. La tecnica para controlarlos la desarrollaron los Humanos.
Durante siglos los Paladines y magos, principalmente, han usado a los Espiritus Magicos. El controlar un Espiritu es dificil y peligroso. Parte del secreto es la creacion de un vinculo fisico entre el Espiritu y quien lo controla. Para eso es necesario un poco de sangre. La sangre del Paladin o mago le da al Espiritu la materia que necesita para hacerse fisico. Pero a cambio mantiene un vinculo constante con quien lo invoca, de tal manera que cualquier cosa que sienta el Espiritu lo siente tambien el que lo invoca y viceversa. Debido a esto los Humanos desarrollaron, como parte del hechizo de control, un escudo de proteccion que mantiene al Paladin o mago protegido ya que ellos son la parte mas vulnerable. El Espiritu puede resistir grandes cantidades de daño sin siquiera sentirlo, sin embargo un ser normal sigue siendo tan vulnerable como siempre, por lo tanto no importa que tan fuerte sea un Espiritu Magico, si su compañero Humano, Ika, Gahus o Gigante es herido de gravedad el Espiritu reciente el mismo daño en proporcion.
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When anyone dies in Epikha sends his spirit to " The Primal Source ", which keeps the plane of Epikha alive. The concept of the Primal Source is part of most of the religions and cults in Epikha, although it is known by different names. The most popular name for this concept is " Aron " an Ika word that can be interpreted as "God" , "Origin " , "First" or " Life " depending on context.
The " Aron " keeps Epikha's life and makes the Magic possible. The correct compression of the " Aron " allow to manipulate matter and energy in Epikha. Because the " Aron " feeds from spirits it becomes stronger as time passes, giving more strength to the plane of Epikha .
However on occasion the spirit or essence of some things do not go to " Aron " when his life ends in the physical plane of Epikha . Some ghosts just refuse and kept wandering in a physical plane that can not perceive them. This generates an additional phenomenon; these spirits works as small independent primal sources, capturing the essence of other beings near them or related to them. Because of this a strong spirit that stay out of the " Aron " gets stronger by absorbing the spirits of other beings. Very few spirits refuse to enter the " Aron ", but those who do so become powerful energy sources independent of the Primal Source .
The Gahus and Ika were the first to know about the existence of these ghosts. But it was only the Gahus who developed techniques to get into contact with them. Thanks to this the ghosts were able to interact with the physical world of Epikha once again. But it was until the Second Age when these spirits could manifest itself physically.
It was during the end of the First [ CONFIDENTIAL] War that this strong spirits could take physical form and since then they were know as Magic Spirits . This was possible thanks to the ingenious of several Ika , Gahus and Giants wizards and alchemists who created the Spiritual Magical Weapons. These weapons allow to contain, materialize and control Magic Spirits in the physical plane of Epikha. Thanks to an ingenious object created by the Giants called " Vital Rubicon " was possible to maintain and contain a spirit. The Ika and the Gahus developed the spell that captures and keeps the spirit. The Humans developed the control technique.
For centuries the Paladins and mwizards have used the Magic Spirits. The spirit control is a difficult and dangerous matter. Part of the secret is creating a physical link between the Spirit and that who controls it. For that we need a little of blood . Paladin or Wizard's blood gives the matter the Spirit needs to be physical. In exchange they keep a constant link with those who control them, so whatever the controller feels also feels the Spirit and vice versa . Because of this the Humans developed a protection shield as part of the control spell that keeps the Paladin or Wizard protected since they are the most vulnerable part of the link. A Magical Spirit can withstand great amounts of damage without even feeling it, but a normal beeing remains as vulnerable as always, so no matter how strong the Magical Spirit is, if the controller is injured the Magic Spirit recieve the same damage in proportion .
lunes, 23 de diciembre de 2013
Inside Epikha No. 7: Los Opalos de Vital. / Vital Opals.
Hay varias leyendas de su origen. La leyenda Ika indica que los Dioses le dieron los Opalos a “Ab eth Aron”, el primer Ika , para ayudarlo a dar forma a la joven Epikha. Dice la leyenda que los Opalos de Vital eran capaces de mover montañas y cambiar la corriente de los rios. Podian crear grandes cañones y fertilizar campos en instantes. Una vez que Epikha termino de ser reformada “Ab eth Aron” pidio a los Dioses que no retiraran los Opalos de Epikha, que permitieran a sus hijos y los hijos de sus hijos usarlos para continuar fortaleciendo al joven mundo.
Los Opalos de Vital son fuentes casi inagotables de “Vital”, la fuerza que hace funcionar la magia en Epikha. Estas piedras no puede ser creadas, y aunque por miles de años los mejores magos y alquimistas de Epikha han tratado de reproducirlas artificialmente nunca han logrado conseguirlo.
Las vetas de Opalos de Vital se encuentran dispersas en toda Epikha, y hasta ahora no se sabe que tanto de este material queda enterrado.
Un Opalo de Vital puede durar años, incluso decadas activo, todo depende de la calidad de la piedra. Es por eso que la explotacion de este material ha sido moderado y en los ultimos años a sido tambien regulado. Empiria, Taliuz y Abaron son los reinos productores de Opalos de Vital mas importantes de Epikha, no solo cuentan con las vetas mas grandes conocidas si no que tambien producen los Opalos de Vital de mayor calidad en todo el mundo.
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The
Vital Opals are the oldest "natural" magic items used in
Epikha .
There are several legends about their origin. The Ika legend said that the Gods gave the Vital Opals to " Ab eth Aron ," the first Ika to help shape the young Epikha . Legend also said that the Vital Opals were able to move mountains and change the flow of the rivers. That could create large cannons and fertilize fields in just few moments. Once " Ab eth Aron " finish reforme Epikha he asked the Gods not to remove the Opals from Epikha. He asked them to allow his descendants to use them to further strengthen the young world.
The Vital Opals are almost endless sources of " Vital " , the force that powers the magic in Epikha . These stones cant be created, but for thousands of years the best magicians and alchemists of Epikha have tried to artificially reproduce it without success.
The veins of Vital Opals are scattered throughout Epikha , and nobody known how much of this material is buried so far.
A Vital Opal can be active for years even decades, all depends on the stone's quality. That's why the extraction of this material has been moderated, and in recent years regulated. Empiria , Taliuz and Abaron are the most important producers of Vital Opals in Epikha, they not only have the largest known veins but also produce the finest Vital Opals worldwide .
There are several legends about their origin. The Ika legend said that the Gods gave the Vital Opals to " Ab eth Aron ," the first Ika to help shape the young Epikha . Legend also said that the Vital Opals were able to move mountains and change the flow of the rivers. That could create large cannons and fertilize fields in just few moments. Once " Ab eth Aron " finish reforme Epikha he asked the Gods not to remove the Opals from Epikha. He asked them to allow his descendants to use them to further strengthen the young world.
The Vital Opals are almost endless sources of " Vital " , the force that powers the magic in Epikha . These stones cant be created, but for thousands of years the best magicians and alchemists of Epikha have tried to artificially reproduce it without success.
The veins of Vital Opals are scattered throughout Epikha , and nobody known how much of this material is buried so far.
A Vital Opal can be active for years even decades, all depends on the stone's quality. That's why the extraction of this material has been moderated, and in recent years regulated. Empiria , Taliuz and Abaron are the most important producers of Vital Opals in Epikha, they not only have the largest known veins but also produce the finest Vital Opals worldwide .
sábado, 21 de diciembre de 2013
Inside Epikha No. 6: Piedras de Anulacion. / Annulation Stones.
Uno
de los objetos mas temidos y misteriosos de Epikha son sin duda las
Piedras de Anulacion.
Estos
objetos, a diferencia de sus hermanas los Opalos de Vital, no son
piedras “naturales”. Las Piedras de Anulacion son una creacion de
tribus [CLASIFICADO] Gahus a
partir de Opalos de Vital.
El
origen de las Piedras de Anulacion se remonta a la Segunda Era, al
inico de la primer Guerra [CLASIFICADO]
. En un inicio estos objetos no fueron diseñados para absorber y
anular magia como ahora. Al principio se crearon para contener
energia del Inframundo y recivian el nombre de [CLASIFICADO]
. Fueron la gran arma de los ejercitos [CLASIFICADO]
en las guerras de la Segunda Era.
Al
final de estas guerras los [CLASIFICADO]
que no fueron destruidos se modificaron y se convirtieron en las
actules Piedras de Anulacion.
Estos
objetos funcionan creando un micro vortice que absorbe y contiene
cualquier energia magica producida en el plano de Epikha. Varios
magos y alquimistas experimentan con las Piedras de Anulacion para
crear diferentes objetos, todos con el mismo proposito; contener y
manipular energia magica.
Es
dificil crear una Piedra de Anulacion, muchas son inestables y suelen
desintegrarse despues de ser usadas unas cuantas veces. Todos los
reinos de Epikha fabrican Piedras de Anulacion, pero las tribus Gahus
son las que siempre han fabrican las Piedras de Anulacion de mejor
calidad. Y esto ha fomentado mas el rechazo hacia esta raza.
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One
of the most feared and mysterious objects in Epikha are certainly the
Annulation Stones .
These objects , unlike her sisters the Vital Opals, arent "natural" stones. The Annulation Stones are a creation of [ CLASSIFIED ] Gahus tribes using Vital Opals .
The origin of the Annulation Stones its from the Second Era, at the start of the first [ CLASSIFIED ] War . Initially these objects were not designed to absorb and nullify magic as thay are doing now. At first they were created to contain energy from the Underworld and recived the name of [CLASSIFIED]. It was the great weapon of the [ CLASSIFIED ] armies in the wars of the Second Era.
At the end of these wars the [ CLASSIFIED ] that were not destroyed were modified and became the current Annulation Stones.
These items work creating a micro vortex that absorbs and hold any magical energy produced in the plane of Epikha . Several magicians and alchemists have experimented with Annulation Stones to create different objects, all with the same purpose , to contain and manipulate magical energy .
It is difficult to create an Annulation Stone, many are unstable and tend to disintegrate after being used a few times. All the kingdoms of Epikha manufacture Annulation Stones but the Gahus tribes have always made the best quality Annulation Stones. And this has encouraged more rejection to this race.
These objects , unlike her sisters the Vital Opals, arent "natural" stones. The Annulation Stones are a creation of [ CLASSIFIED ] Gahus tribes using Vital Opals .
The origin of the Annulation Stones its from the Second Era, at the start of the first [ CLASSIFIED ] War . Initially these objects were not designed to absorb and nullify magic as thay are doing now. At first they were created to contain energy from the Underworld and recived the name of [CLASSIFIED]. It was the great weapon of the [ CLASSIFIED ] armies in the wars of the Second Era.
At the end of these wars the [ CLASSIFIED ] that were not destroyed were modified and became the current Annulation Stones.
These items work creating a micro vortex that absorbs and hold any magical energy produced in the plane of Epikha . Several magicians and alchemists have experimented with Annulation Stones to create different objects, all with the same purpose , to contain and manipulate magical energy .
It is difficult to create an Annulation Stone, many are unstable and tend to disintegrate after being used a few times. All the kingdoms of Epikha manufacture Annulation Stones but the Gahus tribes have always made the best quality Annulation Stones. And this has encouraged more rejection to this race.
Inside Epikha No. 5; Las Armas de Horno. / Furnace Weapons
Las
Armas de Horno son creacion de los Gigantes. Los Gigantes han usado
estas armas desde hace miles de años. La forma y uso de estas armas
varia segun el gusto o la necesidad de quien la crea.
El
principio basico de las Armas de Horno es incorporar un pequeño
generador de calor u horno a alguna arma u objeto. Estos pequeños
hornos estan alimentados de fragmentos de Piedras de Anulacion. Las
Piedras de Anulacion, contienen calor de la misma manera que absorber
y contienen energia magica. Una Arma de Horno puede generar grandes
cantidades de calor por largos periodos de tiempo, al mismo tiempo
que tambien pueden anular magia.
Ya
que los Gigantes nunca han sido buenos magos se veian en desventaja
frente a las otras razas que si podian usar magia de manera
eficiente. Debido a esto crearon las Armas de Horno, estar armas
compensaban la poca experiencia que tenian con la magia.
Con
el tiempo las Armas de Horno se fueron desarrollando hasta llegar a
ser lo que son ahora. En la Sexta Era la tecnica de manufactura de
Armas de Horno ya no es exclusiva de los Gigantes, ahora varios
reinos Humanos fabrican y desarrollan Armas de Horno, sin embargo las
mejores armas de este tipo aun siguen siendo construidas por los
reinos Gigantes.
The Furnace Weapons were created by
Giants . The Giants have used these weapons for thousands of years.
The form and use of these weapons varies according to the taste and
need of the maker .
The basic principle of Furnace Weapons is to incorporate a small heat generator or furnace to a weapon or item. These furnaces are fed by small pieces of Annulation Stones . The Annulation Stones contain heat in the same way that absorb and contain magical energy . A Furnace Weapon can generate large amounts of heat for extended periods of time, and also can cancel magic.
Since the Giants have never been good magicians they had a disadvantage against the other races that use magic effectively. Because of this they created the Furnace Weapons, to compensate their lack of experience with magic.
Eventually Furnace Weapons were developed to become what they are now . In the Sixth Era the technique of manufacturing Furnace Weapons is no longer exclusive to the Giants, now several human kingdoms develop and manufacture Furnace Weapons, however the best weapons of this type are still being built by the Giants kingdoms.
The basic principle of Furnace Weapons is to incorporate a small heat generator or furnace to a weapon or item. These furnaces are fed by small pieces of Annulation Stones . The Annulation Stones contain heat in the same way that absorb and contain magical energy . A Furnace Weapon can generate large amounts of heat for extended periods of time, and also can cancel magic.
Since the Giants have never been good magicians they had a disadvantage against the other races that use magic effectively. Because of this they created the Furnace Weapons, to compensate their lack of experience with magic.
Eventually Furnace Weapons were developed to become what they are now . In the Sixth Era the technique of manufacturing Furnace Weapons is no longer exclusive to the Giants, now several human kingdoms develop and manufacture Furnace Weapons, however the best weapons of this type are still being built by the Giants kingdoms.
lunes, 16 de diciembre de 2013
Inside Epikha No.3; Los Ika y la Legenda de "Ab eth Aron" / The Ikas and The Legend of "Ab eth Aron"
Los
Ika son la raza mas antigua de Epikha. Los registros historicos mas
antiguos provienen de tribus Ika. Despues de ellos le siguen los
gigantes y despues los humanos y gahus.
La
cultura Ika a influenciado a todas las razas. De hecho el nombre
Epikha es una palabra derivada de un antiguo dialecto Ika. Epikha
viene de la palabra “Ep eth ikha” que en antiguo dialecto Ika
significa “Tierra de Ikas” o “Lugar donde los Ika habitan”.
Abaron,
el gigantesco reino Ika que es por si solo un continente es hogar de
la primer civilicacion de Epikha. El nombre Abaron proviene de la
antigua palabra “Ab eth Aron” que significa “Hijo de Dios” o
“Heredero de Dios” o “Decendiente de Dioses” dependiendo el
contexto. Segun la mas antigua leyenda Ika “Ab eth Aron” era el
nombre del primer Ika, elegido por los Dioses para darle forma al
cielo, mar y tierra . La leyenda cuenta que Ab eth Aron, durante su
recorrido por el joven y caotico planeta, creo a los Gahus, Humanos y
Gigantes partiendo de un arbusto, un pedaso de metal y una montaña
respectivamente. Debido a esto se considera a “Ab eth Aron” como
el primer “Rastreador Ika”.
Los
Ika fueron tambien los primeros en experimentar y desarrollar la
magia, posteriormente compartieron su conocimiento con las demas
razas, siendo los Gahus y humanos sus mejores discipulos.
Las
relaciones de los Ika con el resto de las razas varian mucho;
mientras que han llegado a desarrollar grandes lazos con los Gahus y
Humanos, su relacion con los Gigantes siempre a sido muy limitada.
Actualmente los Ika y Gahus son grandes aliados pero no siempre fue
asi. Segun registros antiguos al incio los Gahus eran una raza
sometida por los Ika. Pero cerca del final de la Primera Era la
relacion entre ambas razas cambio radicalemente.
Los
reinos Ika se distinguen por su prosperidad y su poca beligerancia.
Sin embargo no dudan en tomar las armas cuando es necesario.
--------------------------------------------------------------------------------------------------------------------------------------------
The
Ika are the oldest race of Epikha . The most ancient historical
records are from Ika tribes, followed by the Giants and then Humans
and Gahus .
The Ika culture influenced all races. Actually the name Epikha is a word derived from an ancient Ika dialect. Epikha comes from the word " Ep eth ikha " in ancient Ika dialect that means "Land of Ikas " or "place where the Ika live ."
Abaron , the giant Ika kingdom which is a continent by itself its home of the first Epikha civilicacion. The name Abaron comes from the ancient word " Ab eth Aron " which means " Son of God" or " heir of God" or " descendant of Gods" depending on the context . According to the oldest Ika legend " Ab eth Aron " was the name of the first Ika , chosen by the Gods to shape the sky, land and sea. The legend said that “Ab eth Aron” during his journey over the young and chaotic world, creates the Gahus, Humans and Giants using a bush, a piece of metal and a mountain respectively. Because of this "Ab eth Aron" is also considered as the first "Ika Tracker".
The Ika were also the first to experiment and develop the magic, later they shared their knowledge with other races , being the Gahus and humans its best disciples .
Ika 's relations with the other races vary greatly, while they develop a great relationships with Gahus and good with Humans, but the relationship with the Giants always has been very limited. Currently the Ika and Gahus are great allies but it wasnt that way in the past. According to an ancient record, in the beginning the Gahus were a race conquered by the Ika . But near the end of the First Era the relationship between the two races changed radically.
The Ika kingdoms are distinguished by their prosperity and little belligerence. But they dont hesitate to take the arms when necessary.
The Ika culture influenced all races. Actually the name Epikha is a word derived from an ancient Ika dialect. Epikha comes from the word " Ep eth ikha " in ancient Ika dialect that means "Land of Ikas " or "place where the Ika live ."
Abaron , the giant Ika kingdom which is a continent by itself its home of the first Epikha civilicacion. The name Abaron comes from the ancient word " Ab eth Aron " which means " Son of God" or " heir of God" or " descendant of Gods" depending on the context . According to the oldest Ika legend " Ab eth Aron " was the name of the first Ika , chosen by the Gods to shape the sky, land and sea. The legend said that “Ab eth Aron” during his journey over the young and chaotic world, creates the Gahus, Humans and Giants using a bush, a piece of metal and a mountain respectively. Because of this "Ab eth Aron" is also considered as the first "Ika Tracker".
The Ika were also the first to experiment and develop the magic, later they shared their knowledge with other races , being the Gahus and humans its best disciples .
Ika 's relations with the other races vary greatly, while they develop a great relationships with Gahus and good with Humans, but the relationship with the Giants always has been very limited. Currently the Ika and Gahus are great allies but it wasnt that way in the past. According to an ancient record, in the beginning the Gahus were a race conquered by the Ika . But near the end of the First Era the relationship between the two races changed radically.
The Ika kingdoms are distinguished by their prosperity and little belligerence. But they dont hesitate to take the arms when necessary.
viernes, 13 de diciembre de 2013
Inside Epikha No. 2: El Torneo de Krom / Krom Tournament.
El Torneo de Krom es uno de los eventos
mas antiguos relacionados a la cultura Paladin en Empiria.
El torneo fue creado hace mas de dos
mil años por Krom Valrenth para reclutar nuevos paladines para la
orden de Efiria, la cual habia quedado severamente diezmada por la
revuelta que llevo a la caida del regimen de August Efirias en la
Cuarta Era.
Durante siglos el Torneo de Krom a
reunido a los mejores paladines de Epikha año tras año, solo las
guerras de mediados de la Quinta Era interrumpieron la continuidad
del torneo por pocos años.
Las reglas del torneo son simples;
cualquier guerrero, sin importar su raza u Orden (Rompehuesos, Cazador, etc), puede participar. Deben presentar un sello oficial reconocido
de su Orden, un Arma Magica Espiritual en caso de los Paladines o simplemente ganar los combates preliminares. Todo dentro de los combates
esta permitido excepto matar a su oponente.
El Campeon del torneo, ademas de
llevarse la “Espada
de Efiras”, trofeo hecho de oro y diamantes, gana la
oportunidad de entrenar en el Gran
Santuario de Efirias, situado al norte de Empiria en la franja de
montañas que forman la frontera con el reino gigante de Taliuz.
Como
aprendices tienen la oprtunidad de especializarse en aulguno de los
diferentes oficios que ofrece la Orden Efiria; desde escribas y
archivistas en el Santuario hasta miembros de la Guardia Real de
Paladines de Empiria. Los paladines mas jovenes comunmente elijen
formar parte de la Guardia Real, mientras de los paladines mas viejos
que logran ser Campeones elijen ser escribas del Santuario.
Debido
a esto la Guardia Real de Empiria es una de las fuerzas de paladines
mas poderosas en toda Epikha, contando siempre con mas de 100 habiles
paladines de diferentes razas.
A
pesar del gran premio que ofrece el Torneo de Krom no siempre el
Campeon acepta formar parte del la Orden Efiria, en ocaciones algunos
Campeones solo toma la “Espada de Efirias” y se retiran.
---------------------------------------------------------------------------------------------------------------
The Krom tournament is one of the oldest events related to the Paladin culture in Empiria.The
tournament was created more than two thousand years ago by Krom
Valrenth to recruit new champions for The Efiria Order , which had been
severely decimated by the revolt that led to the fall of the regime of
August Efirias in the Fourth Era.
For centuries The Krom Tournament has gather the best warriors of Epikha, only the wars of the mid Fifth Era interrupted the continuity of the tournament for a few years .
For centuries The Krom Tournament has gather the best warriors of Epikha, only the wars of the mid Fifth Era interrupted the continuity of the tournament for a few years .
Tournament rules are simple; any Warrior, regardless of race or Order (Bonecrusher, Hunter, etc), can participate. They must submit an Official Seal of its Order, a Magic Spiritual Weapon if it is a Paladin or just win the preliminary matches. Everything is allowed in the matches except for killing your opponent .
The tournament's champion, in addition to get the "Sword of Efirias "
trophy made of gold and diamonds, wins the opportunity to train at
the Grand Shrine of Efirias, located north of Empiria
in the mountains that form the border with Taliuz giant kingdom.
As apprentice he or she have an opportunity of specializing in different trades that Efiria Order is offering; from scribes and archivists at the Shrine to members of the Empiria's Paladins Royal Guard. The younger champions commonly choose to be part of the Royal Guard, while the older that manage to be champions choose to be scribes at the Sanctuary.
Because of this the Empiria's Paladins Royal Guard is one of the most powerful forces in all Epikha, always with more than 100 skillful champions of different races.
Despite the grand prize offered by the Krom Tournament not all accept to be part of the Efiria Order, some times the Champions just take the "Sword of Efirias" and leave.
As apprentice he or she have an opportunity of specializing in different trades that Efiria Order is offering; from scribes and archivists at the Shrine to members of the Empiria's Paladins Royal Guard. The younger champions commonly choose to be part of the Royal Guard, while the older that manage to be champions choose to be scribes at the Sanctuary.
Because of this the Empiria's Paladins Royal Guard is one of the most powerful forces in all Epikha, always with more than 100 skillful champions of different races.
Despite the grand prize offered by the Krom Tournament not all accept to be part of the Efiria Order, some times the Champions just take the "Sword of Efirias" and leave.
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