Dominia (not Dominaria) used to be the name of the magic multiverse. For a time, in the pre-revisionist era of Magic, there was one planeswalker interested in catalog and study of the denizens and peoples of the various planes, and so, Taysir started and created the Encyclopedia Dominia. Here we have recovered his progress on such a vast and monumental task, and have put forth all his notes and entries from it.
Here is the first part of this restoration process.
Taysir's Journals
Entry 1: I have existed for thousands of years, one person amid a multitude too vast for even a planeswalker such as myself to comprehend. Yet each of this great throng, each person who exists upon any of the planes in Dominia, weaves his or her thread into the tapestry of history. Unfortunately, few beings can actually gain any perspective upon the worlds they live in or the peoples with which they live. Life is too short and the planes too vast.
Here I presume to take my experience and my knowledge, and set to paper history, legends, and tales from the immense array of cultures found in Dominia. Hopefully, others will come to gaze upon this collection and learn from it. Throughout these volumes I shall provide commentary, yet I vow to never censor the words of others within their own stories.
In my youth, I would not have had the patience for this lengthy task. But, having lived and died--and lived again--I have come to a greater understanding of the necessity for the quietest virtue.
Long ago I loved a woman with greater passion than any other man had ever loved . . . . Of course this isn't true--my love was no greater or lesser than any others, but I was then convinced of its unique worth. It brought me only grief because it was a selfish love that did not truly care about the woman at its center. Since that time, I have learned much.
I dedicate this compilation, which I shall call the Encyclopedia Dominia, to Kristina . . . and also to my adopted daughter, Daria. Both women are brilliant, and the fabric of the world is richer for the shining threads of their lives.
Entry 2: While I sit among the creature comforts of my library, I can't help but muse upon how important our environment is to who we are.
Imagine, if you will, that I choose to clone a young mortal. The boy and his other self would be identical in all things. If, however, these two identical people were placed in very disparate environments, they would rapidly grow different from each other, no longer truly identical. For example, if one boy spent his time in a tranquil place where he faced nothing more terrible than the teasing of his siblings and the occasional minor injury, where all his physical and emotional needs were met, would not his character and personality reflect this environment? Would not the identity of the other boy, living in a place of constant want, with no one to care for him, grow (or wither) in very different ways?
A truly wonderful or terrible environment leaves a deep imprint indeed upon its inhabitants. The best and worst of places may even affect the other realms with which they coexist. Thus, the literature and myths of numerous cultures again and again reference certain places. One of these places is the realm known as Phyrexia, a black abyss of pain and terror. It is astounding that creatures manage to not only exist, but occasionally even thrive in this place of charnel smoke, metal, and ash; a place where the only light is belched forth by huge soot-spewing furnaces.
The impact of such an environment on any who spend time there is surely great. Undoubtedly the unrelenting misery crushes the bodies and spirits of most creatures, but it is also true that only in the hottest forges are the truest blades formed. Without adversity there is seldom heroism. Without evil, good is meaningless. Thus, I feel it is just as important to record the history and culture of a place such as Phyrexia as it is of one more palatable, such as Llanowar.
Entry 3: I have spent many hours contemplating the way in which the elves of Llanowar have managed to create and maintain a world unto themselves. Though they do have some contact with their neighbors, the Llanowar have done a remarkable job of keeping other peoples and cultures from influencing their home. Some scholars claim it is the tremendous size of the forest that has long protected the elves, but although the forest of Llanowar is, indeed, quite vast, it is not in any way unique in its size. There are other elves in other vast forests throughout Dominia who have been much more "infected" by neighboring cultures.
There are reportedly up to ten separate elven cultures (or "elfhames," as the Llanowar term them) contained within this sprawling forest realm. Each of the elfhames supports in its own way the elves' desire to keep their culture and traditions safe from outside influence. Some elves disappear into the trees and rarely, if ever, venture from their homeland. Others trade with the outside world of humans, minotaurs, etc., but maintain a strict belief, grounded in religion, that they must keep some distance from other peoples in order to retain their mystical connection to nature and their forest home.
This isolationist philosophy is taken to its most disturbing extremes by the Order of the Steel Leaf, a select cadre of Llanowar said to have been first brought together by the goddess-planeswalker Freyalise herself. The Steel Leaf are zealous in their efforts to maintain the purity of Llanowar. To this day, any non-Llanowar risk their lives when entering territory controlled by the Order, which has been known to kill intruders (not merely goblins) without trial. A few arrows and the unfortunate strangers' bodies soon "feed the forest."
The Steel Leaf have even been known to direct their isolationist zeal against other Llanowar, for they disapprove of any cooperation or "collusion" with non-elves. It is not beyond the realm of possibility that someday the Order might turn their swords and arrows on those of their own people whom they consider traitors for consorting with outsiders.
In their fervor to preserve their people, will the Steel Leaf be the Llanowar's savior--or its executioner?
Main Encyclopedia Entries:
The Amber Prison: This magical golden stone fits easily in the palm of a large man's hand. Although small, the amber prison contains great power. When wielded by a mage, the prison is capable of trapping a single being (of any size) in its amber depths. The unfortunate prisoner remains in stasis for as long as he or she is trapped in the prison. Although the prisoner apparently retains some vague, dreamlike awareness, time has little if any affect on the physical body. Upon release, the prisoner appears exactly as he or she did at the moment of imprisonment.
Asmira, Holy Avenger: Since her youth, Asmira has possessed the gift of prophecy. Although in recent years this gift has grown stronger, even Asmira's early teachers -- Femeref priests -- recognized her ability. Detesting violence and loving all the peoples and lands of Jamuura equally with all her being, Asmira has recently become the reluctant head of the Femeref resistance to Kaervek's advance. Although many Femeref cities have fallen, Asmira remains a shining example of goodness and hope to all the people of Jamuura. Her devotion to Jamuura and her will to see this terrible war ended have forged Asmira into a Holy Warrior of unparalleled skill and power.
Bassorah is one of the most established cities in all of Rabiah, found in the vast majority of the plane's incarnations. Bassorah boasts a tremendous variety of inhabitants (from bird maidens, to desert nomads, to gypsies) and a truly stupendous bazaar, known for the vast array of merchandise one can find there. Only the Bazaar of Baghdad is larger, and it does not have the same curious variety of goods.
Strange items from other planes somehow make their way into a Bassoran merchant's stall. Often even the merchant has no idea where he picked up an item. Such finds are often called "Shahrazad's gifts" due to their uncanny tendency to fall into the hands of those who most need them.
Bird Maidens: Although bird maidens are found in other lands of Dominia, Rabiah is almost assuredly their true home. A beautiful, flying race of humanoids, bird maidens, as their name implies, are always female. They make their sparse homes high in the craggy caves and outcroppings of rock created by the constant winds and updrafts of the deserts.
One of the more curious arts the bird maidens practice is wind sculpting. Talented maidens place diamond dust in sharply funneled bone tubes, which they tie to rock formations. As the wind blows the dust against the stone, the rock erodes faster than usual. Over the course of several--even tens of--years, the sculpture appears.
Bird maidens mate with humans, and the resulting offspring is either bird maiden if female, or human if male. The human children are given back to their community, while the females are raised by the maidens. All bird maiden births are twins, and all twins are of the same gender. Bird maidens hold their birth-sisters extremely dear, although they seldom feel true kinship to their other siblings. Legends abound about the male offspring's exceptional strength, luck, and magical talent, which is why any village finding abandoned twin boys will almost invariably adopt and honor them.
Brass Man: Clumsy and slow, the brass men are mechanical-magical constructs of limited intellect. Although phenomenally tough and capable of withstanding extremes of temperature and weather, the brass men suffer from a strange malaise. Any action they take seems to use extreme effort, and no brass man will function long without intermittent, regular infusions of mana. Is this a flaw in their initial construction, or in their very nature? Such questions are for planeswalkers and wise ones, and outside the scope of this encyclopedia.
Breathstealers: The Breathstealers are an ancient assassin guild from Urborg known for their ability to kill with complete accuracy and utter silence. In fact, the Breathstealers pride themselves on being able to kill a man without waking his wife sleeping beside him. The Breathstealers are currently insinuating themselves into Suq'Ata society, and although silent, these killers may be an even greater danger to the noble Suq'Ata than Kaervek's armies. The Breathstealers can work minor magics, including controlling certain darling creatures, and they worship a terrible force known as the Spirit of the Night. It is the ultimate honor for a Breathstealer to sacrifice himself to become part of the Spirit of the Night made manifest.
The Church of Angelfire is perhaps the most popular church in present-day Benalia. Upwards of twenty percent of Benalkin (a term used by Benalish to describe themselves, particularly within the city of Benalia) proclaim themselves to be worshippers of Angelfire.
The church is named for the legendary warrior Gabriel Angelfire, whose spirit, it is claimed, burns on to this day. The main altar of every Angelfire church glows with the peculiar red-green candlelight of this "spirit-flame." The candles are thought to represent Gabriel's indomitable will, and are almost impossible to snuff once lit. The candle-making formula is considered a religious secret.
A number of historians believe the Church of Angelfire arose to replace the somewhat similar Church of Serra, whose worship is condemned in Benalia. This condemnation dates back to the days of Benalia's forerunner, the Sheoltun Empire. The growing settlement of Epityr cast off the ruling chains of Sheoltun when a priest of Serra called forth the angels of Serra to free the town. This uprising was the straw that broke the empire's back, and the already fading Sheoltun soon after lost all control of eastern Terisiare.
City of Brass: This mystical city is a shining paean to pain and rage. Legend has it that the city was built long ago by an aggrieved planeswalker who wished solace from some great pain. Located somewhere on the farthest reaches of Rabiah (or perhaps even in the plane of Wildfire), the City of Brass constantly shimmers with heat, easily maintaining a temperature some 20 degrees warmer than the surrounding desert. Constructed entirely of stone and brass, the city's structures reflect the sun, shimmering blood-gold from sunup to sundown, and glowing dimly with heat radiance for hours after nightfall. Even the nearby mountains are coated in brass, and although snow and ice often forms in the peaks at night, it melts within an hour of sunrise.
Due to the unbearable conditions of the city only a few creatures make their home there. Djinns and efreets frequent the city, although brass men are by far the most numerous inhabitants. Other beings who attempt entry often do not survive the experience. Despite all this, the City of Brass attracts a number of magic-workers with its high concentration of readily available mana. Unfortunately, the mana burns as hot as molten brass, and no wizard may use it without pain.
Desert Nomads: Found in even the harshest of dunes, the desert nomads are ubiquitous throughout Rabiah. It is difficult to believe that at one time this hardy people was almost lost forever to a series of terrible plagues. Yet today's nomads are tougher than ever, and they are truly unequaled at moving unseen and unheard through desert wastes. The nomads claim that even a desert child of six years can survive a fortnight lost in the sands. Although this claim is undoubtedly an exaggeration, the nomads do possess unrivaled knowledge of the desert and its ways.
The dragon engines were first introduced to Dominaria by the renowned artificer Mishra. Powerful artifact creatures capable of destroying almost anything in their path, Mishra's dragon engines were nevertheless only pale shadows of the original Phyrexian creations. Phyrexian dragon engines are as intelligent and swift as organic dragons, not in the slightest hampered by their mechanical origins. Many of Dominaria's goblin tribes believe that carrying a gear or cog from a dragon engine will keep other dragons from attacking the bearer.