Arena Games
Overview
Origins and Nature
The Arena Games were conceived by the government and military leaders of the Gloridax Empire as a proving ground for skill, courage, and spectacle. The first tournaments took place atop Praetoria’s Mount Mox, and before long, officially sanctioned arenas opened across the Splinterlands.
The Games pit battle mages against one another. Farmers, merchants, blacksmiths, and nobles alike have stood in the arena, their skill measured not by heritage but by mastery of the cards. You need not be a magic user or warrior to compete; the cards themselves hold the magic and do the fighting.
Combat unfolds in controlled battlefields inscribed with runes and overseen by the Order of the Scale, who maintain every aspect of the Games, from approving cards to training competitors. Battle mages conjure manifestations born from the fusion of mana and the elements, brought forth through the runes of the cards.
Today, whether in grand imperial arenas or modest provincial pits, the roar of the crowd and the clash of conjured combatants echo the same way they did in the early days atop Mount Mox. The Arena Games are more than a sport; they are the greatest contest in the Splinterlands.
The Flow of Battle
Every match begins with the arena's runes flaring to life, enforcing the rules of the battle. Combatants stand at opposite ends and, at the presiding official’s signal, each battle mage invokes their archon, channeling its magic to determine their available elements and special advantages.
Once imbued with their respective archon’s power, the battle mages summon their manifestations and set their battle plan. When the match begins, the manifestations fight on their own, following the tactics and formation prepared by the battle mage, each clash and strike unfolding without further command. Victory is awarded when all of an opponent’s manifestations have been defeated.
From the opening invocation to the dissolution of the last manifestation, the arena is alive with the clash of magic and steel, the chants of the crowd, and the constant pressure to outthink and outlast an opponent who is trying to do the same.
Cardsmithing
Anatomy of a Card
A battle mage’s cards are magical items that bear the words of a conjuring spell, written in runes. The spell’s magic is contained within the card itself, and reciting its runes conjures a single elemental manifestation that the battle mage can control.
Craftsmanship
Cards are created by cardsmiths, specialized runesmiths trained and employed by the Order of the Scale. Their craft is a closely guarded secret, and they work in secure and supervised facilities to prevent leakage of proprietary knowledge. They take great pride in their discretion, and they are very well compensated for it.
After inscribing their runes and infusing the conjuring spell, the cardsmith uses additional spells to enhance the durability of the cards, making them weatherproof and immune to everyday wear and tear.
Battle Mages
Training
It requires no innate magical ability to become a battle mage. Instead, the cards themselves contain the magic.
Consequently, schools and universities have sprung up across the Splinterlands, promising to train battle mages and ensure their fortune and glory. Some individuals throw vast sums of coins at the very best cards and personal trainers. Alas, much like any endeavor, coins and training will only get you so far. Only those born with an innate ability and aptitude for arena combat rise to the top of the Champion League.
It is often said that any fool with two coins to rub together can purchase a deck and step into the ring. However, be aware that some level of training is required. For one, it would be impossible to conjure its manifestation—or even imbue oneself with the magic of an archon card—without being able to read the cards' runes. And in every instance where someone was able to read the runes but was not properly trained to control the conjured manifestation, things have turned out very badly.
Consequently, only trained battle mages may compete in the Arena Games, and the Order of the Scale’s Waur Medge Academy of Battle Magic is the premier school on Praetoria that teaches those aspiring to do so. Training can last for years and includes everything one needs to know to master the craft: how to imbue oneself with the magic of archon cards; cast spell cards; conjure elemental manifestations; combine cards; tactics, techniques, and protocols of the arena; and much more.
Obtaining Cards
Battle mages should always buy, sell, and rent cards through officially sanctioned marketplaces, which are usually found in or near an arena or training school. Those who choose to conduct business elsewhere may find themselves holding nothing but counterfeits or empty promises when the deal is done.
Note that Gladius cards are only found in guild stores.
Upgrading Cards
Battle mages are able to combine the power of duplicate copies of a card into a single, more powerful version of the original. The exact number required depends on the rarity of the card, with rarer cards requiring fewer copies to upgrade, and gold-foil cards requiring even less.
Card Storage
A battle mage’s card collection is priceless. It is the source of their power, fame, and fortune.
They typically store their collection in a vault or other secure and discreet location and carry their cards with them only when necessary. Whether it be a custom satchel, backpack, or other container, it is certain to be protected by powerful runes and wards that deter potential thieves with lethal force and return the container to the battle mage via a spell of recall if it is ever misplaced or stolen.
Guilds
Official Sanctioning
Across the Splinterlands, many battle mages began working together and formed guilds. Members of guilds combined their resources to construct halls, lodges, barracks, stores, and even arenas where they hosted brawls—tournaments that pitted guilds against one another in a series of battles (known as frays) to prove which guild was the best.
Recognizing an opportunity to expand its influence and profit, the Order of the Scale formally subsumed guilds into the combat arena industry, requiring them to purchase a charter to become officially sanctioned organizations.
Limitations and Bonuses
Guilds pay all construction costs to the Order of the Scale, who employ architects to oversee the construction of—and upgrades to—all buildings. A standard menu of upgrades and improvements determines a guild’s limitations and bonuses.
Conjuring a Manifestation
How to Conjure
To conjure a card’s elemental manifestation, a battle mage need only read the runes written upon the card—either aloud or, for the most adept, by subvocalization. Many have developed their own techniques and flourishes to rile and delight the crowd.
For most, it takes considerable time and experience competing and reaping the rewards to build a sizable collection of cards. However, regardless of the size of a battle mage’s collection, the number and power of their manifestations is limited by the battle mage’s training and skill. Novice battle mages might be able to conjure one or two manifestations for several minutes, while the most experienced battle mages can conjure up to six manifestations for several hours.
Moreover, these elemental manifestations are not as potent as their real-world counterparts. Most are mere shadows of the flora, fauna, and figures they represent, lacking both the strength and abilities of their natural forms. Even fully upgraded cards are bound by the battle mage's skill and the inherent limitations of the magic with which they are infused. Subsequently, while the spectacles of the arena might suggest otherwise, battle mages do not possess the sheer power of true magic users.
Ending the Conjuration
Conjuring a card’s manifestation does not consume the card’s power. Rather, the magic returns to the card when:
the manifestation is defeated.
the manifestation is dismissed by covering the card’s face (e.g., it is flipped over, returned to its container, obscured by a hand or cloak, etc.).
the manifestation ranges too far from its card (more experienced battle mages can control their manifestations at greater distances).
The battle mage can no longer control the manifestation as a result of physical or mental impairment, unconsciousness, or death. For example, a well-trained battle mage might be able to maintain control of their manifestations while drunk, blindfolded, and dismembered; whereas a novice battle mage may lose focus after stubbing a toe.
If any of these conditions occur, the manifestation undergoes a rapid dissolution, and its magic returns to the card.
Note that, if an alternate power source is available and within range, elemental manifestations conjured from cards need not a battle mage to remain corporeal.
Archon Cards
Purpose
At the heart of every battle mage’s strategy lies the archon card. Each typically depicts a figure of renown—a hero, villain, or other legendary presence. By reading the runes etched upon the card, the battle mage becomes imbued with the archon’s magic.
While a battle mage can conjure manifestations without an archon card (though only from a single element at a time), the rules of the Arena Games require the use of an archon in every match. The right archon can change everything, granting the wielder the ability to command multiple elements in a single battle or endowing their manifestations with powers and abilities drawn directly from the archon’s own power and legend.
This bond between mage and archon shapes every decision on the battlefield. The chosen archon determines which manifestations can be summoned, how they fight, and the unique advantages they carry into the fray. While tactics, timing, and quick thinking decide the outcome, it is the synergy between battle mage and archon card that turns a competitor into a champion.
Invoking an Archon
A battle mage uses an archon card the same as any other card: they read the runes written upon it. After invoking an archon card, the battle mage is imbued with its magic.
Ending the Invocation
The magic of the archon card will imbue the battle mage for as long as the battle mage can sustain it, and the invocation will end under the same conditions that end a conjuration: if it is dismissed, the battle mage ranges too far from the archon card, or the battle mage is incapacitated or killed.
Note that various runes, shields, and other measures are used to protect battle mages during the Arena Games. To date, no fatalities or injuries have occurred in any battle officially sanctioned and licensed by the Order of the Scale (or at least none that have been made public).
Immortalized in Fame and Infamy
The Order of the Scale commemorates the greatest battle mages—many of whom have long since retired but are still venerated within the arenas of the Splinterlands—as archon cards. These individuals were masters of their arts and unstoppable in the arena. Today, not only are their cards used in the Arena Games, but their tactics and techniques are studied at Waur Medge Academy of Battle Magic, as well.
Most archon cards, however, commemorate individuals for their deeds and misdeeds despite never having fought in an arena. Many consider it the highest honor to be depicted as an archon card, immortalized forever in the most popular sport in the world. Largely, these cards are reserved for the greatest heroes and those responsible for shaping the course of history. In some instances, archon cards are created in recognition of infamy rather than fame, forever serving as a warning that the only thing necessary for the triumph of evil is for good people to do nothing.
Unveiling Festivals
The Order of the Scale is the final approval authority for all proposed archon cards, and new cards are revealed in ceremonies during grand unveiling festivals that attract tens of thousands of spectators.
Approval of New Archon Cards
The current stance of the Order of the Scale forbids the creation of cards—archon or otherwise—that depict gods and godlike beings. Their reasoning is threefold: a god cannot be accurately represented without making the card too powerful; reducing its power to align with current cards does not give the god the respect it deserves; and a god that is not respected is an angry god, which tends to lead to a vengeful god.
In most other instances, anyone and anything that has made a lasting impression on the Splinterlands—both good and bad—is fair game for an archon card. It is said that proposals accompanied by a hefty “donation” to line the Order’s pockets are often given greater consideration, although this is only a rumor.
Card Editions and Sets
Beta and Alpha Set
In preparation for the shift from magic users to battle mages, the Order of the Scale commissioned its cardsmiths to craft a limited number of Alpha set cards. It was hugely successful and quickly sold out as citizens of the Splinterlands scrambled to build their decks and seek their fame and fortune in the arena. The Beta set soon followed to meet demand, increasing the availability of existing cards and introducing new ones as well.
Essence Orb and Other Promotional Cards
When the means to harness the Dark Energy released during the Splintering was discovered and Dark Energy Crystals were created, they soon became a universal currency across the Splinterlands. To commemorate this historic event, the Order of the Scale released the promotional Essence Orb subset during the largest unveiling festival in history.
Since then, other promotional cards have been crafted to mark significant events and occasions.
Untamed and Azmare Dice
The Untamed set, which also includes the Azmare Dice subset, further expanded the repertoire of authorized cards, as well as the possible tactics and combinations for battle mages, much to the delight of spectators and fans of the sport.
Reward Cards
Battle mages can purchase reward cards in the Order of the Scale’s Glint Shop using Glint, which they can earn after each victory in a sanctioned ranked battle and at the end of a season.
Gladius
In recognition of the growing influence of battle mage guilds and the popularity of brawls, the Order of the Scale commissioned its cardsmiths to craft the Gladius set, which consists of cards that conjure elemental manifestations of elite gladiators. These manifestations are much more powerful than those conjured by other cards. As such, their use is subject to additional restrictions.
The Gladius set is only available to guilds that have built an accredited guild store and can only be purchased with merits, which are rewarded in ranked-battle chests and at the conclusion of brawls.
Chaos Legion and Riftwatchers
Following the Chaos Legion’s invasion, a new set of cards was crafted. Some celebrated the heroes and creatures that defended the Splinterlands, while others represented the invaders. The leaders of the Chaos Legion dictated the forging of many of these cards for their own enjoyment in the arenas.
Similarly, upon the Riftwatchers’ return to the Splinterlands, a subset of cards was crafted to celebrate their arrival. These included Oshuur Constantia and other rumemancer leaders, many of the Riftwatchers' rank and file, as well as some of the Splinterlanders who fought alongside them and those of the Chaos Legion who fought against them.
Rebellion
Five years after the Chaos Empire’s conquest of the Splinterlands, the people of Praetoria rose in defiance against its tyrannical reign. These rebels comprise mighty warriors and magic users, but they also include blacksmiths, alchemists, merchants, and other tradesfolk. In the Rebellion set, the Order of the Scale recognizes not only the leaders and champions of the rebellion, but also the everyday folk who are the true heroes—as well as many of the tyrants against whom they fought.
Conclave Arcana
After the fall of the Chaos Empire, Archmage Portia Nyr and her Conclave Arcana sought the fabled secret of Praetoria, scouring the land for its scattered fragments in the hope of wielding its power to claim dominion over the Splinterlands. A handful of splinters rose to oppose them. In response, the Order of the Scale commissioned a new set of cards to chronicle the conflict.
Foundations
The Foundations set is the starting deck for every new battle mage and the only set authorized for use in the Frontier format. Crafted to teach the fundamentals of the Arena Games, these cards celebrate the many splinters and bloodlines that make up the Splinterlands. From the moment a battle mage steps into the arena, Foundations cards provide the tools to learn, adapt, and grow in skill before facing the wider challenges of other sanctioned play.
Arena Formats
Wild Format
When the Arena Games began, any cards approved and sanctioned by the Order of the Scale (and crafted by an accredited cardsmith) were authorized for use in the Games.
At the time, this was considered the standard format for the Arena Games. It was not until the introduction of the Modern Format that the term “Wild Format” was coined.
Modern Format
Because cardsmiths craft only a limited number of each card, the price of early sets increased exponentially over time. The first battle mages had amassed massive stockpiles of fully upgraded cards that were now worth several fortunes. They rented their cards to newer battle mages, further increasing their riches, and only the extremely wealthy were able to raise enough funds for a collection of cards that was competitive at the highest levels of the Arena Games.
To remedy this, the Order of the Scale introduced the Modern Format, in which only cards from the two most recent sets are playable. This has greatly reduced the investment required of new battle mages.
Both the Wild Format and the Modern Format are used in arenas across the Splinterlands, catering to spectators who enjoy seeing the full range of possible cards, as well as those who prefer to focus on the latest releases.
Survival Format
In the Survival Format, when a battle mage’s manifestation is destroyed in battle, they cannot use its card again for a set period of time, determined by foil and rarity. This forces competitors to adapt their tactics as the season progresses, making each battle a careful balance between securing victory and preserving their most valuable cards for future matches.
These battles draw crowds eager to see which battle mages can endure the longest as their options dwindle and the stakes rise with every fight.
Frontier Format
The Frontier Format limits competitors to cards of the Foundations set, creating an even battleground where victory depends on preparation, adaptability, and mastery of the fundamentals. Without the advantage of rarer or more specialized cards, battle mages must rely on sound tactics and a deep understanding of their deck. Frontier arenas are favored by those who enjoy testing pure skill and by spectators who relish battles where the outcome is decided by strategy rather than by who has the most cards in their satchel.
Rule of the Arena
Card Use Outside of Arenas
The Order of the Scale has established strict rules and regulations concerning card use outside of officially sanctioned and licensed training and combat arenas. Generally, battle mages may conjure elemental manifestations to perform menial tasks or in defense of self or others. Any who use their cards unlawfully are dealt with swiftly and severely and will most likely find themselves stripped of their cards and banned from the sport.
Arena Masters
Officially sanctioned arenas are owned and operated by Arena Masters. They are responsible for the maintenance of their arenas, distribution of rewards, and ensuring all battles adhere to The Manual of Arena Combat. In return, they receive a portion of the venue generated by their arenas, with the remainder going to the Order of the Scale to fund ranked battle rewards, research and development, logistics, marketing, education, payroll, and other operating costs.
Arena Size and Shape
The size and shape of combat arenas and their battlefields varies. They may be rectangular, square, circular, oval, hexagonal, or any other shape. However, regulations stipulate that the battlefield must provide at least 160 meters in length and 80 meters in width to accommodate the battle mages and their respective manifestations.
Runes of the Arena
Each arena is inscribed with runes that serve various purposes. For example:
Amplification and dampener runes equalize the power of the cards each battle mage can play during a battle.
Elemental runes restrict the types of elemental magic that can be used.
Modifier runes provide additional limitations or benefits for additional depth and variety.
The rune of veiling separates the arena and conceals each battle mage from each other and the crowd.
Various runes, shields, and other measures are used to protect officials, battle mages, and spectators during battle.
The scrying rune (also known as “the eye that doesn’t lie”) records and reports the results of ranked battles and rewards, ensuring league standings are updated instantaneously.
Sequence of Events
Excerpt from The Manual of Arena Combat, Version 310.4, Errata 7, Order of the Scale:
The following sequence of events will be used for all officially sanctioned battles.
Note that any numbered items assigned to the presiding official may alternately be performed by the Arena Master. However, any items assigned to the Arena Master must be performed by the Arena Master. During brawls conducted in guild arenas, all items are the responsibility of the owning guild’s leadership. Failure to comply will result in revocation of the guild’s charter.
Prior to the battle, the presiding official will inspect the license of each battle mage to ensure they are valid, as well as their cards to verify they were crafted by an accredited cardsmith.
During ranked battles only, the presiding official will ensure the rune of veiling is active to conceal each battle mage from the crowd and each other.
The battle mages enter the arena and take their positions at the opposite ends of the battlefield.
The presiding official will call for the activation of runes, and runesmiths will activate the amplification, dampener, and modifier runes to randomly choose the combat rules (to include mana cap and modifiers) for the battle.
The presiding official will direct the battle mages to imbue themselves with the magic of their respective archon cards and conjure their elemental manifestations; they will have until the sands of time run out to do so.
During ranked battles, the presiding official will command the rune of veiling to be deactivated, revealing the battle mages to the crowd and each other.
The presiding official will introduce the battle mages to the crowd, with the lowest-rated battle mage being introduced first. In the event that both battle mages are of equal rating, the order of introductions will be at the discretion of the announcer.
The presiding official will direct the battle mage to invoke any archon- or unit-specific abilities and conjure any items or spells using spell cards; again, they will have until the sands of time run out to do so.
The Arena Master or presiding official will signal the commencement of battle. Either the standard "Let the games begin!" or a personalized catchphrase are acceptable, as long as it does not bring discredit upon the sport.
The presiding official will provide a well-paced and entertaining account of the battle for the enjoyment of the spectators.
Upon completion of the battle, the presiding official will announce the victor (or a draw if that is the outcome).
The runesmith positioned at the scrying rune will confirm that the eye transmitted the results of the battle.
The presiding official will direct the battle mages to dismiss their respective archons and manifestations.
The Arena Master will confirm that neither battle mage is imbued with the magic of an archon and no manifestations remain on the battlefield. Once confirmed, they will call for the deactivation of all runes within the arena.
The losing battle mage will depart the battlefield. If the outcome was a draw, both battle mages will depart. If this is the case, skip to #18.
The presiding official will direct the victor to the center of the arena, where they will be afforded the opportunity to preen and, afterward, be presented with their reward (if applicable).
The victor will depart the battlefield. If required, the presiding official will ensure porters are available to assist with the transport of rewards.
If another battle is scheduled, the presiding official will announce when it will commence. A minimum intermission of 30 minutes is required to afford spectators the opportunity to place bets and purchase refreshments, souvenirs, and other goods. During this time, runesmiths and maintenance personnel will ensure the arena is prepared for the next battle.
If no other battle is scheduled, the presiding official will conclude with official announcements, a schedule of upcoming battles and events, and an offer of gratitude to the spectators for their attendance. Once complete, attendants will ensure the safe and orderly exit of all spectators from the arena stands.
Tournaments and Brawls
During tournaments, battles will be fought in reverse-seed order, with the highest-seeded battle mages fighting last. If seeding is random, battles will be fought in reverse-rating order, with the battles mages with the highest combined rating fighting last.
During brawls conducted in guild arenas, the order of battle is at the discretion of the owning guild’s leadership.
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