Magic: The Gathering Drive to Work Podcast - #802: Kaldheim, Part 1
Episode Date: January 22, 2021This is part one of a two-part series on the design of Kaldheim. ...
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I'm not pulling out of the driveway. We all know what that means. It's time for the drive to work. Coronavirus edition.
Okay, guys. It is time to talk Kaldheim.
So, I'm going to tell you the story, or at least my part of the story, of Kaldheim's design.
Okay, so, we start by going...
Let me start by saying that we have been talking about doing a Norse set forever.
I mean, I probably the first time, like, I remember discussing doing a Norse set was
over 20 years ago.
Like, it's been on the short list forever.
I know, for example, when we were doing Kamigawa, and Kamigawa was the first top-down set that
we ever did, or I guess I'll be nice was the first top-down set that we ever did,
or I guess I'll recognize it as the first top-down,
but the first set where we said,
okay, we're going to design this top-down more consciously as a block.
And I know we wrote down all the worlds we wanted to do.
The winner was obviously Japanese mythology.
Number two was Egyptian.
I think number three was Norse. Greek and Norse were
both up there. But Norse is one of those things that we keep talking about. But we never actually
put it on the schedule. It was always one day we're going to make a Norse set. But it never
quite got put on the schedule. And then, so nowadays, the way we sort of plan out is we'll get a bunch of people together.
It is me.
It is Aaron Forsythe, who's my boss.
Several members of the creative team.
Jenna Helen.
Doug Byer.
Jess.
Anyway, there's a bunch of people from the creative team
and then normally we have
like Eric Lauer will be there representing
set design, Dave Humphries often is there
Anyway, we'll have about, I don't know
8 to 10 people, there's a few other people
that are there, and we sort of
pitch ideas of what could we do
and normally what'll happen is we'll put a bunch of ideas
up on the board of, these are world ideas
that we've been talking about.
Some of them come about because the creative team has a cool idea for a world.
Some come out because I have some mechanical thing I'm interested to explore.
And sometimes they're just things people ask for.
And Norse is a very popular – it's something we knew one day we would do.
And it's – so every time we'd have one of these meetings, we'd write up like Norse always got written up.
But we always ended up picking other things.
So one meeting we're there and we put them all
up on the board and Aaron
says, we always put this on the board
but we never do it. How about this time we do it?
And so we put
Norse on the schedule.
Now originally the Norse set
was supposed to be the fall
set of 2020. So where Zendikar Rising was North set was supposed to be the Fall set of 2020.
So where Zendikar Rising was, was originally going to be, it was going to be the Fall set.
And then, I don't even remember what happened.
I was supposed to lead, I was supposed to lead Call Time back when it was going to be the Fall set, because I was leading the Fall set.
But then the schedule got moved around.
And so instead of it being the fall set, it got moved to be the – I'm using Northern Hemisphere seasons here.
It got moved to be in the winter, early in 2021.
And I think what happened was we'd already mapped everything out.
So I was kind of already locked in to do the fall set.
And so anyway,
I tapped Ethan.
Ethan Fleischer was the lead vision designer for call time.
I was on the team.
Normally what happens is even when I'm not leading the vision,
I'm on the team.
I'm on all the vision design teams.
That is the easiest way I've learned for me to sort of keep it.
It's easier for me to be in the meetings than it is to hear updates outside of the meetings
because it's hard to wrap your brain around what's going on when you're not there.
So I'm on all the vision design teams.
And so I was there.
So obviously, as I tell you the story, I was there, but I was not the lead.
Ethan Flesher was the lead.
Now, Ethan has led vision design teams before, but this is the first new world that Ethan
has read.
New worlds are a little trickier because when you're doing an established world, yeah, you're
finding new tweaks and things, but it's already sort of fleshed out.
But when you're doing a new world, there is nothing fleshed out yet.
So you have to sort of figure it out.
So I did work a lot with Ethan because this was his first New World.
But I think he did a really good job, obviously, looking at the set.
So let's start by talking about, like, the interesting thing when you're doing a top-down set.
This is clearly a top-down set is, okay, we're doing Norse mythology.
So one of the things you do very early on in design is you sort of say, okay, well,
what would people expect?
What does the audience expect?
And you just write down things on the board.
Like, you should have frost
giants. You should have dwarves.
So you're writing down all the different things that you think.
You should have vikings.
What would people expect from Norse mythology? You have to have gods.
And so we made the long
list. So one of the things that was made the long list um so one of the things
that was very clear early on and one of the things so when you are making a top-down set
a top-down magic set uh the thing that i always want to do early is what is something unique to
that world that sort of blends with magic in a way where magic can put its own stamp on it. Right?
So one of the ideas early on that we gravitated toward was in Norse mythology, there are nine realms.
Earth is Midgard, which is one of the realms.
But then there was, you know, there's nine different realms.
And one of the mythologies is talking about the gods walking between the realms.
Well, nine worlds and there are characters, special characters that can walk between them.
Does that sound like anything?
So it's very clear that the idea of different worlds is something magic does very well.
And so something we talked about very early on was that Magic really likes multiples of five, right?
Because of the color wheel.
So early on, they were talking about maybe doing five worlds just because there's a lot of resources.
Every world – someone has to make the world and stuff.
But I was very adamant that I thought there should be 10, not five.
Um, and I think Ethan shared my desire for it to be 10.
Um, but he was worried that it was, it was too big of an ask, you know, if, uh, um, so
I, I remember I had a meeting, uh, with Aaron's, my, my boss, um, really sort of saying, look,
I know this is extra, like, it'll take extra work, but, um, you know, going from nine realms to five realms just seems like a letdown, right?
Like, we lost four realms.
Like, going nine realms to ten realms, A, felt closer to Norse mythology, and B, you
know, just, I just felt like five realms just felt like not enough.
And Aaron got what I was saying, and we got extra resources, and, you know, we were able
to make nine realms
so the idea that we had very early on with the nine
realms was that we were
going to take the color pairs
you know the
two color pairs and that we would assign
each two color pair to a world
and then we decided that each world
would have an iconic
tribe was the idea
and the thought process was that Each world would have an iconic tribe was the idea.
And the thought process was that we know the tribal stuff just works very well with players.
I mean players really sort of enjoy it.
And so what we wanted to do was, okay, well, so there are nine existing realms.
I will admit that I don't – well, I know a decent amount of norse mythology or i know some norse mythology um most of my knowledge is a little more filtered through marvel and thor um i don't know all i don't know all of the um the worlds but i do know that we
the creative team went and looked at the existing worlds in actual norse mythology
and then so nine of the ten realms I think are offshoots.
I mean, they're our take on them, but they're
sort of, we were inspired by
actual realms
from Norse mythology. And then what we
did is for each one, we assigned
a creature,
a creature type.
Because one of the things,
flashback, when I
talk about on the board, we wrote things on the board like, oh, what would people expect? One of the things I go flashback when I talk about on the board, we wrote things
on the board, like, Oh, what, what would people expect?
One of the things we realized very early on is one of the things people expect are there's
a lot of creature types you expect.
Like if you do Norse mythology and don't do elves or dwarves or giants or Vikings, you
know, like, like, um, I'll get to, I'll get to Vikings in a second.
Um, you know, it, it definitely is something that is like, there are a lot of things that just feel like, well, how do you not do that?
How do you not, you know?
And so we like the idea of doing the realms and tying them to colors and tying them to creature types.
And we really like the idea, we realized that there needed to be some sort of tribal component.
That there's something that the, you kind of wanted to build a deck of elves
or a deck of dwarves.
You kind of wanted to do that.
But what we realized was,
is that the,
there was more,
there were more,
like normally when you do creature types
and you do like a,
a more traditional tribal set,
you,
you have a list of how many you could get away with.
And that you can, normally when we do a tribal set, you have a list of how many you can get away with.
And that you can – normally when we do a tribal set, like we'll – back in the day, we would try a little more.
Like, you know, I think Lorwyn has eight.
But the problem when you do something like eight is just there's no room in the set
for anything but one of those eight.
And so we knew that we wanted to do something tribal,
but the tricky part about it was that we're doing a top-down set.
There's a lot of one-ofs that you want to do, right?
There's a lot of, you know, hey, there's this legendary squirrel.
How do you not do a legendary squirrel, right?
You know, I definitely want to do a legendary squirrel.
But, like, there's a lot of one-ofs and things that we definitely want to do. And, like, in a top-down set, like, we got to do this or we got to do Legendary Squirrel. But, like, there's a lot of one-offs and things that we definitely want to do.
Like, in a top-down set, like, we got to do this, we got to do that.
So we wanted to have a tribal component, but we didn't want it to take up too much space.
So the other thing we wrote on the board early on was we knew there were some tribal components we wanted.
We knew we needed gods.
And we knew we wanted some sort of combat.
Like, when you're doing Norse, you're also doing a lot of the Viking stuff.
And so, like, we wanted, like, you know you wanted some combat mechanic or something.
We knew that would be kind of, had to be somewhat combat-oriented.
There's a lot of fighting that goes on.
And then also, we wrote up a few other things about Norse mythology. We talked about
omens, we talked about runes,
you know, there was a bunch of things that
we really said, okay, if we want to do this,
we have to do that. So,
there's a lot of things we wrote early on
that definitely sort of
guided
where we were going.
Okay, so,
oh, okay, let me
quick aside before I get into talking about
tribal stuff. Let me talk a little
bit about Vikings, just cause
so one of the things
that came up very early on
was, should Viking
be a creature type? Something we talked about.
I'll be honest, I was in the
camp of, I wanted Viking
to be a creature type.
The tricky thing about it was that Viking, even though I think nowadays that modern people sort of think of Viking like it's some sort of occupation,
I think technically it has to do with where you're from.
technically it has to do with where you're from and
magic has, I mean, one of the
things that's always tricky is the balance
between, you know, look
we have a lot of
catch-all creature types that represent
things. When
do you want to do a specific
new flavorful thing and when do you
want to, like, for example
if we made Viking a brand new creature type
and called it Viking, there's no support anywhere else. If you want to make like, for example, if we made Viking a brand new creature type and called it Viking, there's no support
anywhere else. If you want to make a Viking deck,
you got this set and only this set to work with.
Whereas, if we made Viking
like Warriors and Berserkers
and things like that, well, there's years
and years of Magic who've made those cards, so
there's a lot more backward compatibility.
And there's always a tension
there because, hey,
dinosaurs are cool, dinosaurs are cool
pirates are cool, ninjas are cool
we definitely have things where like
oh we want to do this cool thing
and there's a lot of talk of
viking unto itself
but we had done a lot of stuff
obviously Zendikar Rising the set before
cared about warriors in a big way
so like
there was a lot of tension there
we did talk about it in the end
we decided that we would use our normal combat stuff to represent the vikings rather than a
viking creature type uh but i just want people to know we did we did discuss it and did talk about
it and i i was probably the biggest champion of trying to do it um but it was clear the majority
people did not want to do it so So I did not actually talk about this.
Here's why you listen to my podcast because I tell you things that I forgot to write about in my article.
OK.
So back to the tribal stuff.
OK.
So we knew we wanted tribal components.
We knew we were going to tie each realm to have a – not that they're limited to that race, but they were
the main one from that realm.
So the thing we came up with
was something we called clan.
And clan,
interestingly enough, actually
came from
a mechanic we had done
what was the code name?
It was
salad. So Dominaria Salad. So Dominaria
was Soup. So Dominaria was supposed
to have a small set called Salad.
Soup and Salad were the name of the block.
Because we used to do, for a long
time Magic did large, small, small.
Or did three set blocks. They weren't always large, small, small.
And then we moved to a world where we did
two two set blocks every year.
And now we're in a world where things can be
as big as they want to be. But a lot of worlds are one set blocks every year. And now we're in a world where things can be as big as they want to be,
but a lot of worlds are one set blocks.
One set. Just one set.
I guess they're not blocks.
And where am I going with this?
Oh, yeah, sorry. Soup and salad.
So Dominaria was the set that kind of shifted.
I mean, Guilds of Ravnica and Raven Allegiance were already two large sets.
And so they just sort of split apart.
But when small sets went away, well, Soup was a small set, so it went away.
In Soup originally, the plan was that it was going to be the attack on the bad guy,
Belzenlok, was doing evil things
and the good guys had to come and stop him.
And so originally the attack on the castle
was going to be in Soup Salad.
And so the whole set was the big final climax fight.
So sort of everything leading up to it and then the, you know, the dominaria would end on it.
Now we must, you know, attack.
But anyway, because it was a combat-oriented set, we made a mechanic we called Leader.
And the way Leader worked was when a card with Leader enters a battlefield, you choose a leader,
and then it grants an ability to the leader.
Now, if you play a second
card with leader,
you have a choice to change
who the leader is, but there's only ever one
leader. So if I change the leader,
now the first card and the second card both
grant something to that creature. Now, I
can keep it the same. I don't have to change the leader.
So let's say the first card granted the leader
flying, and the second card granted the leader
first strike. Well, now, whatever
the leader is, which is one creature,
has both flying and first strike.
Anyway, it was a cool mechanic we never
ended up making. Maybe one day we'll make it.
But when
we were trying to make
a tribal thing,
we said, well, what if we took that technology and said, okay, so the way clan worked was you picked a tribe.
You picked a creature type.
And then it affected that creature type.
And the idea was that if you played a second card, well, you had to pick a creature type.
Now, you could change the creature type, but it only affected one thing at once.
So all your clan cards only affected one thing.
The thought process was it in Constructed,
well, you know, if you make a deck based on dwarves or whatever,
well, just you'll name dwarves.
So, like, for all intents and purposes, it was like,
it just was a very flexible mechanic that could apply to whatever creature type you wanted to.
And in Constructed, most of the time, you just would name the thing your deck's built around.
But in Limited, we thought it'd be kind of fun.
You know, like, hmm, based on my board right now, I kind of want dwarves. But maybe the game changed. Like, Limited, we thought it'd be kind of fun. That's something, you know, like, hmm,
based on my board right now, I kind of want dwarves,
but maybe the game changes, like, ooh,
now I want elves and not dwarves.
And so the idea that you could change it,
we thought would be cool.
And one of the things that's very interesting is when you're playtesting things in vision design,
a lot of what goes on is you're not,
you're just trying to have fun.
You know what I'm saying? you're not, the vision designers
are not the pro players, right?
we're not the ones who are pulled off the pro tour
not that we're bad at magic or anything
but we're, you know, we're trying to just
enjoy what we're doing, we're trying to have fun
and when
things get to
play design and set design
they're more like optimizing it because they're
pro players
it was the kind of mechanic that
ended up being a little bit clunky
so the reason clan didn't stick around was
there wasn't
enough decision making to be made and when there
was decision making it was making people
tank
it's slang I don't think R&D invented
the term tank but
tanking just means you have to think real long and hard.
And so what happened is, oh, let me think about my
deck and what might I draw and what's in my hand.
And there's all these factors because
if you name something, you know, you're stuck
with it. And so
anyway,
we ended up, so for
various reasons, clan ended up being
more than necessary and
we kept tweaking it, we tried
different things, but in the end, there are
a few individual cards that let you name a creature
type, but there's less of those, and
they're not nearly at lower, like, we had
ours set up so that you would, in limited,
clan was a real thing.
And that you really could build things
where you're caring about creature types.
And, because you could name what you needed
to, you could mix and match them.
But anyway, so clan ended up sort of converting over
to just a more generic tribal theme,
which is still in the set.
And if you notice, all the worlds,
the worlds do very much each have their feel.
The other thing you'll notice that happened in set design
is one of the other tricky things about creature types is
or tribal play
certain tribes have a certain feel to them
like let's take giants as an example
well giants are big creatures
that smash
they're large and they're good fighters
but the problem there is
okay so they tend to be bigger
it's hard to do tribal
giants just because there's no cheap like, it's hard to do tribal tribal giants just
because, well, they, there's no cheap giants.
There's no small giants. And so
it's kind of hard to
tribally build around them.
And so, like, for example, what we did in this set
is we tied giants to wizards.
So,
if you're going to make a deck, the few rewards we did
reward both giants and wizards
so that you can put giant wizards together so you can kind of curve out your deck.
Because wizards tend to be small and tend not to be big.
So you can make sort of small into big and then it would work.
I think if we look at the worlds, most of the creature types that we chose for the worlds were chosen because they were something that made sense
for the flavor.
Like I said, a lot of the realms
were based on
the actual Norse realms.
A lot of the work, you know, like,
one of the realms is like the Dark Elves,
so we'll do our version of the Dark Elves, you know,
because we're doing our take on it.
So let's see here if I can...
Okay, so
there are ten realms. So let me walk through the realms.
Okay, so
there was Axegard
which is kind of like Asgard.
Or no, is Axegard like Asgard or no, is Asgard like Asgard?
well anyway, so okay, so Asgard is the red white one
and it's focus was on dwarves
so we knew when we were doing this
that dwarves are super iconic
from Norse mythology
and a lot of the
dwarves as
weapon makers, as craftsmen
I think
Norse mythology
is kind of the biggest place
that that started,
kind of the origin
of the craftsman dwarf,
I think, started in...
I mean, it got picked up
by Tolkien and stuff,
so I mean,
you see it in other places,
but I believe the origin
of the dwarves as craftsmen
thing comes from Norse mythology.
So we knew we wanted to do
a place that had the dwarves.
We made it the red-white world
because dwarves are red and white.
Yeah, dwarves, when
Richard started, by the way, back in Alpha,
he had made them red.
I think the reason he made them red was they're from the mountains.
They live in the mountains, and red
mountain is a thing.
And I think for a long time
we kept them in red. We try to play up
maybe the emotional aspect of dwarves.
They are very much impulsive and stuff.
But one of the things we realized was, well, a lot of the other things about dwarves was there's attention to detail and they're very dedicated.
And so there's a lot of things that felt very white about them.
And so in Kaladesh, we made the decision to start doing dwarves in white.
And so now dwarves show up in red and white when we do them. And so in Kaladesh, we made the decision to start doing dwarves in white. And so now dwarves show
up in red and white when we do them.
And so it made a lot of sense.
The other thing was
dwarves tend to make equipment.
Red and white are the colors that care about equipment.
They're the more combat-oriented colors.
So anyway, it just made a lot of sense that
the red and white would be where the dwarves
in Axegard.
Next, Bredegard. Next,
Bredegard. So this is the green white world.
This is the humans. So this is Midgard was Earth. So in the
sorry, let me take a drink here.
Coughing.
In Norse mythology, one of the worlds was literally
Earth, right?
And so we decided that we would have,
we wanted to do Vikings, you know,
we wanted to have that sort of feel.
So when you're doing Norse,
not only are you doing Norse mythology,
but also you're tapping into a lot of the historical Viking things as well.
And so that was another big part of it.
And we knew we wanted to do a world that had that.
So, um,
Breton Guard, interestingly,
while it's the green-white world,
we actually made Viking clans for each color.
The white is Beskir,
the blue is Omenseekers,
the black is the Skel,
the red is the Tskeri,
and the green is the Kana.
Kana.
Um, so anyway,
this is a,
I think we said it's a sprawling
grassland in ancient Forge. So there's a lot of
nature here. But it's where
it's also the white world. Green and white when you get
together are community. So this is kind of where
the humans, so the humans
this is the human world. So like if the
Axegar is the dwarves, this is where the humans are.
This is where a lot of the Viking stuff happens.
And so
and in a lot of ways, this was the world that was most trying to sort of get sort of a Scandinavian feel sort of to it.
OK.
Next, Notvald.
So Notvald is the red-green world.
Trolls is the focus creature.
So once again, there's a lot of fantasy
borrows from Norse mythology.
A lot of what happened is
different mythologies did different things
and then something like Tolkien, for example,
pulled pieces of a lot of it
to sort of put things together.
And Tolkien, in a lot of ways,
was the model that D&D used
and magic borrows a lot from Tolkien.
And so a lot of what people think of modern day fantasy there's a couple different sources tolkien's one
of the big ones um but anyway a lot of uh certain things got pulled through there and um one of the
things we realized when we wanted to go to norse was there's just so many fantasy creature types
that are at home so trolls is a good example of
so we put it in red and green.
We like the idea that
they're sort of
trolls are kind of
big nasties and red and green
made a lot of sense.
And also the idea of
sort of a mountainy
world with lots of forests.
Mountainy forest made a lot of sense for a
world. I'm not
sure, by the way, I'm not, I don't know
every world, I don't know the original source material
on all of these, so, like, I don't know whether we made
not-vols or whether that's borrowing of something.
Sounds like something that was already a realm,
but, uh. Okay, next.
Amherstrum, so black
and red. So this is where the demons live.
It's a land of fire and constant warfare.
I think we knew when we went through that we liked the idea of doing demons.
I don't know if the average person is aware, but demons – there were demons in Norse mythology.
In fact, I guess if you're if your window into Norse mythology is
like Thor in the Marvel movies,
we do see...
I think we see a demon.
I think we see a demon in one of the Marvel movies.
Anyway, I know this is
the world of fire is
another actual realm, I think, from Norse
mythology. But black and red seem cool.
Demons and black and red made a lot of sense.
It's kind of the hedonistic color combinationons and black-red made a lot of sense. It's kind of the
hedonistic color combination
and so sticking demons there made a lot of sense.
Next is Isfell.
So Isfell is the
world of spirits. It's white-blue.
It's a mist-shroud realm
at the base of the
world tree. And then it's
where most people go after they die.
And so
Isfell was basically...
The Norse mythology was very obsessed on
the afterworld, and there is a
couple different places you go when
you die, depending on who you were.
I think this is... I don't remember the original Norse
name, but there kind of is
the place for heroes,
the place for bad people, and then kind of
everybody else. This is kind of, I think, the everybody else one.
We like, we do spirits quite a bit, and white and blue.
We did white-blue spirits here.
Later in the year, we'll be going back to Innistrad, and white-blue spirits are one of the races from Innistrad.
Once again, see if I can figure out which one we made up.
I'm not 100% sure.
Next we get to Karfel. Karfel
is the blue-black world.
It's where the zombies are.
They call them Draugrs in
Norse mythology, I believe.
But they're creature-type zombie to us.
We do call them Draugrs, but they're
creature-type zombie.
Yeah, zombies are very much part of Norse mythology.
The Draugrs are a big part.
Like I said, they get very upset.
The Norse mythology really has a lot to do with dying in the underworld and stuff.
I don't know if they call it the underworld.
That might be Greek.
But there's a lot with sort of the worlds of death and things.
And part of the Nine Realms definitely played in the space of,
oh, well, now you go to this realm, you know, when you die and stuff.
And this is, what does it say?
The undead Draugr are the only remnant of an ancient and prosperous civilization,
but their fortresses have crumbled into ice-covered ruins.
So, oh, I see.
This is a world that's all sort of died off and all that's left are the zombies.
Next, we have Lothara, I believe
it's pronounced. I apologize if I'm mispronouncing these.
This is the blue-green world.
We put the shapeshifters here.
It's a mysterious realm of lakes and pine forests.
It's home to an equally
enigmatic race of shapeshifters.
So,
this came about, I think, because
the same reason that, like,
Lorwyn ended up having Changeling is why this had Changeling.
I'll get to Changeling probably in the next part.
But anyway, we knew we wanted to do a lot of tribal stuff.
We wanted a little bit of tribal glue here.
Since clan didn't end up working out, having some shapeshifters helped.
And so we ended up up the blue-green definitely
is the place where it makes the most sense.
It's where we do our shapeshifting, and so
the blue-green world being the shapeshifting
made a lot of sense. It's quite possible that that might be
our world. That's my guess. That's my guess that we didn't
base on somebody else and that's our world.
I'm not 100% sure, though.
Okay, so
next is Skimfar. Primary next is Skemphar.
Primary color, green.
Secondary color, black.
Focus tribe, the elves.
So this is the world.
So the dark elves are a big thing of – I think – I don't know whether there's two sets of elves in Norse mythology. But anyway, the dark elves are a big thing of, um, I think, I don't know whether there's two sets of elves in
Norse mythology, but anyway, the, the dark elves are a big thing.
Um, like the second Thor movie, I think the bad guy is the leader of the dark elves.
Um, so this is a shadowy, the shadow forest realm.
Uh, it's where the elves live and, um, the elves are a pretty popular part of Norse mythology.
So we knew we had to do our version of the elves.
The elves are a little bit, uh little bit darker and creepier here.
So it's in black-green.
Next, Starnheim.
Black and white.
That's where the angels are.
So we wanted to do Valkyries.
So Valkyries are winged creatures.
Probably one of the most iconic elements in Norse mythology.
So we did our version of Valkyries, which are angel creature type.
But we wanted to do Valkyries.
And this is the world. Winged battle angels called Valkyries, which are angel creature type. But we want to do Valkyries. And this is the world.
Wing battle angels called Valkyries select the worthy dead to spend eternity with them in their feasting hall in this realm.
So this is, once again, I said there is like the place where the good guys get to go, the bad guys get to go, and everybody else.
This is like where the good guys end up going.
I think it's possible that Immerstrom's where the bad guys go
when you die if you're not good.
You go to Immerstrom.
And then you go to Isfell
if you're in the neutral category.
And you go to Starnheim
if you're one of the worthy.
And then our last world was Surtland,
which is red and blue.
And this was the giants.
We knew we wanted to do giants.
Uh, the interesting thing is there are two different giants.
I think, uh, there are frost giants and there are fire giants.
Uh, and so we put them in blue red so that the blue could be the frost giants and the
red could be, uh, the fire giants.
Um, but it's, it's a snowy world.
It's a realm of constant geological turmoil
inhabited by two races of fierce giants
locked in a never-ending war
so that allowed us to do both of them
but we could unite them in a creature
I mean they're both giants, it made sense
anyway
I think a big part of giving the flavor to the world
was kind of locking down these realms
and so that was a big part of making
the set work.
But guys, I see my desk.
So we all know what that means.
This is the end of my drive to work.
But this is just part one.
So I did not finish. So you can join me
next time or next week
when I will do part two and I will
continue talking about the design
of
Call Time. So I guys hope you enjoy this and I will continue talking about the design of, um, call time. So I guys
hope you enjoy this and I'll see you all next time. Bye-bye.