Link to OOC thread: roleplayerguild.com/topics/92822-journ..
Drawing power from the world around them, mages wield forces often beyond the dreams of most men. How a mage uses their power is up to them. Some use their power to protect the weak and innocent. Others use their power to drive their cruel ambitions. But there are mages that are so rare that a gathering of them always signals great events and, quite likely, great cataclysm. These mages are the dimension traveling Planeswalkers.
You are a Planeswalker. Only one in a million mages are born with the Spark and only one in a million of those with the Spark will have it ignited. This spark grants you more power than most mages and the daunting ability to travel between different planes of existence. How you use your power is only limited by your own imagination.
In your travels, you have encountered many worlds and many peoples. Most will never believe the things you've seen. Perhaps you've seen the planet-wide city of Ravnica? Or maybe fled the Kami of Kamigawa? Or did you fight for the light against the demons and horrors of Inistrad? Regardless, you've been to many places and you travel further in days than others will travel in generations.
The types of mana:
Magic is derived from the natural world. There are five sources mages typically draw from, each with a color associated with it. They are as follows:
White: White mana is derived from the plains and is based on order and life. Mages who align with White magic tend to value the law and believe peace to be a natural state. They are often lawmen, legislators or healers. White's primary trait is organization.
White mana is most allied with Blue and Green mana, while it most opposes Red and Black mana.
Red: Red mana is derived from the mountains and is based on chaos and destruction. Mages who align with Red magic tend to be passionate and quick tempered. Most Red mages tend to be warriors. Red's primary trait is emotion.
Red mana is most allied with Green and Black mana, while it most opposes Blue and White mana.
Blue: Blue mana is derived from islands and is based on patience and intellect. Mages who align with Blue magic tend to be contemplative and generally consider all angles before acting. Most Blue mages tend to be scholars. Blue's primary trait is intelligence.
Blue mana is most allied with White and Black mana, while it most opposes Red and Green mana.
Green: Green mana is derived from the forests and is based on nature and survival. Mages who align with Green magic tend to believe in survival of the fittest and often find themselves at odds with growing civilizations. Green mages tend to be druids or rangers. Green's primary trait is instinct.
Green mana is most allied with White and Red mana, while it most opposes Blue and Black mana.
Black: Black mana is derived from swamps and is based on decay and death. Mages who align with Black magic tend to believe that death in inevitable and that life should be spent with one's own self in mind. Black mages are often necromancers or assassins. Black's primary trait is self-interest.
Black mana is most allied with Red and Blue mana, while it most opposes White and Green mana.
The Multiverse:
Literally limitless, the Multiverse is all of existence. Even if a Planeswalker were a god, they would still travel for eternity and not even see a single percent of the Multiverse. The worlds of the Multiverse are infinitely diverse. No two worlds are completely alike.
There are worlds like the artificial plane of Mirodin, with its strange magic construct environments and the unusual peoples that inhabit its single planet. Other Planes include the city-world of Ravnica, a Plane where nature and society have become one in the same and the dual planes of Lorwyn and Shadowmoor, one a world of bright hope, the other a world of eternal night.
We will visit a number of worlds in our journey. Some you may be familiar, others, not necessarily. But our story begins on the cold world of Orisfal.
Orisfal is a dark world. Its sun is seemingly eternally covered by volcanic ash, leaving the planet in permanent winter, killing much of its life. Most of the world's kingdoms are locked in war for the scarce resources.
The Story So Far:
On the world of Orisfal, in the southern kingdom of Arussia, King Pheren has been assassinated. No one knows why this is. Arussia's power is waning. They are on the losing side of a century long war with their northern neighbors, the Kingdom of Frasc, with Frasc's forces occupying most of the country thanks to a number of recent decisive victories. Arussia was quickly losing and was likely only, at most, two years from surrender. It is rumored that the same general, who appeared out of no where to lead the Frascan forces, that ended the decades long stalemate is responsible for King Pheren's death.
The players, answering a call by the reagent of Arussia for powerful mages to play a role in a desperate counterattack for the assassination of the king, have been gathered with a small number of other mages, not knowing fully what they are getting themselves into, only knowing that they are promised a great reward in they succeed.
A few things to note:
* You are a Planeswalker. However, while this makes you very powerful, it does not make you immortal. In fact, it is possible, however unlikely, that you could be out powered by a mage who ISN'T a Planeswalker. You are powerful, but you are not a god.
* You are also not Nico Bolas or Urza. You are a post-Mending Planeswalker. You still age, you sill need mortal sustainence. You are not omnipotent and the only truly unique aspect to your magic is Planeswalking itself.
* I'm not kidding when I say that your abilities are only limited by your own imagination. However, your powers should reflect the color(s) you choose to be aligned with.
* Allied colors don't necessarily always work well together. White mages value civilization, which often puts it at odds with Green's focus on the natural world. Similarly, opposing colors can and do often work together. Soldiers often align with both White and Red, and magic scientists tend to channel both Red and Blue.
* At the start, I am planning a small cast of four, maybe five, players. I expect players to interact with each other and I encourage back and forth posting as long as you make sure things are happening, even if its just character development. Later on, I may increase the scale if I can balance it and I feel it necessary to introduce more players, but as of now, I want to keep things somewhat small.
Character Sheet:
Name: (Simple enough. What is your name?)
Titles or Aliases: (“The Firebrand,” “The Mind Sculptor,” “Knight Errant.” Many heroes in the Multiverse are known by titles and nicknames. This is not required, hell, it's not even encouraged. Having a title or alias can add flavor to your character, but it can also make you look silly.)
Race: (Humans, Elves, Dwarves? Pft. How pedestrian. Being one of the traditional fantasy races is perfectly OK. Most planes have humans and elves, after all. However, the Multiverse is far more diverse than that. For the record, I don't think I've ever heard of a Kithkin Planeswalker.)
Home Plane: (Be creative. While you could easily be a native of Dominaria, that's kinda boring. The Multiverse is literally limitless. If you're not feeling creative enough to think of a new Plane, that's fine. Just remember that Dominaria was designed to be THE generic fantasy setting. There are far more interesting and unique Planes to work with.)
Color: (Where do you derive your mana from? The way you plan to use your magic should determine this. While I recommend sticking to one color, it is not required.)
Appearance: (A description of what you look like. A picture is fine, but only if it's original art for this character. I don't want to see card art or art clearly taken from other sources.)
Background: (What is your history? Who were you before your Planeswalker Spark was ignited? How did your Spark get ignited? Remember, it takes something significant to ignite a Planeswalker Spark. A particularly traumatic death is surprisingly common among Planeswalkers. After your Spark was ignited, how long have you been traveling the Planes? Is there a reason you travel? Have you simply settled down somewhere after traveling to your content? And finally, how and when did you find yourself on Orisfal?
Remember, Planeswalkers travel for numerous reasons. Some are searching for something or someone. Others simply suffer from wanderlust. Still others, more altruistic Planeswalkers, travel to right the Multiverse's wrongs and less altruistic ones travel to plunder the Multiverse for their own gain. It is perfectly acceptable to be a newly ascended Planeswalker that has barely traveled or even never traveled, being a resident of Orisfal.)
Drawing power from the world around them, mages wield forces often beyond the dreams of most men. How a mage uses their power is up to them. Some use their power to protect the weak and innocent. Others use their power to drive their cruel ambitions. But there are mages that are so rare that a gathering of them always signals great events and, quite likely, great cataclysm. These mages are the dimension traveling Planeswalkers.
You are a Planeswalker. Only one in a million mages are born with the Spark and only one in a million of those with the Spark will have it ignited. This spark grants you more power than most mages and the daunting ability to travel between different planes of existence. How you use your power is only limited by your own imagination.
In your travels, you have encountered many worlds and many peoples. Most will never believe the things you've seen. Perhaps you've seen the planet-wide city of Ravnica? Or maybe fled the Kami of Kamigawa? Or did you fight for the light against the demons and horrors of Inistrad? Regardless, you've been to many places and you travel further in days than others will travel in generations.
The types of mana:
Magic is derived from the natural world. There are five sources mages typically draw from, each with a color associated with it. They are as follows:
White: White mana is derived from the plains and is based on order and life. Mages who align with White magic tend to value the law and believe peace to be a natural state. They are often lawmen, legislators or healers. White's primary trait is organization.
White mana is most allied with Blue and Green mana, while it most opposes Red and Black mana.
Red: Red mana is derived from the mountains and is based on chaos and destruction. Mages who align with Red magic tend to be passionate and quick tempered. Most Red mages tend to be warriors. Red's primary trait is emotion.
Red mana is most allied with Green and Black mana, while it most opposes Blue and White mana.
Blue: Blue mana is derived from islands and is based on patience and intellect. Mages who align with Blue magic tend to be contemplative and generally consider all angles before acting. Most Blue mages tend to be scholars. Blue's primary trait is intelligence.
Blue mana is most allied with White and Black mana, while it most opposes Red and Green mana.
Green: Green mana is derived from the forests and is based on nature and survival. Mages who align with Green magic tend to believe in survival of the fittest and often find themselves at odds with growing civilizations. Green mages tend to be druids or rangers. Green's primary trait is instinct.
Green mana is most allied with White and Red mana, while it most opposes Blue and Black mana.
Black: Black mana is derived from swamps and is based on decay and death. Mages who align with Black magic tend to believe that death in inevitable and that life should be spent with one's own self in mind. Black mages are often necromancers or assassins. Black's primary trait is self-interest.
Black mana is most allied with Red and Blue mana, while it most opposes White and Green mana.
The Multiverse:
Literally limitless, the Multiverse is all of existence. Even if a Planeswalker were a god, they would still travel for eternity and not even see a single percent of the Multiverse. The worlds of the Multiverse are infinitely diverse. No two worlds are completely alike.
There are worlds like the artificial plane of Mirodin, with its strange magic construct environments and the unusual peoples that inhabit its single planet. Other Planes include the city-world of Ravnica, a Plane where nature and society have become one in the same and the dual planes of Lorwyn and Shadowmoor, one a world of bright hope, the other a world of eternal night.
We will visit a number of worlds in our journey. Some you may be familiar, others, not necessarily. But our story begins on the cold world of Orisfal.
Orisfal is a dark world. Its sun is seemingly eternally covered by volcanic ash, leaving the planet in permanent winter, killing much of its life. Most of the world's kingdoms are locked in war for the scarce resources.
The Story So Far:
On the world of Orisfal, in the southern kingdom of Arussia, King Pheren has been assassinated. No one knows why this is. Arussia's power is waning. They are on the losing side of a century long war with their northern neighbors, the Kingdom of Frasc, with Frasc's forces occupying most of the country thanks to a number of recent decisive victories. Arussia was quickly losing and was likely only, at most, two years from surrender. It is rumored that the same general, who appeared out of no where to lead the Frascan forces, that ended the decades long stalemate is responsible for King Pheren's death.
The players, answering a call by the reagent of Arussia for powerful mages to play a role in a desperate counterattack for the assassination of the king, have been gathered with a small number of other mages, not knowing fully what they are getting themselves into, only knowing that they are promised a great reward in they succeed.
A few things to note:
* You are a Planeswalker. However, while this makes you very powerful, it does not make you immortal. In fact, it is possible, however unlikely, that you could be out powered by a mage who ISN'T a Planeswalker. You are powerful, but you are not a god.
* You are also not Nico Bolas or Urza. You are a post-Mending Planeswalker. You still age, you sill need mortal sustainence. You are not omnipotent and the only truly unique aspect to your magic is Planeswalking itself.
* I'm not kidding when I say that your abilities are only limited by your own imagination. However, your powers should reflect the color(s) you choose to be aligned with.
* Allied colors don't necessarily always work well together. White mages value civilization, which often puts it at odds with Green's focus on the natural world. Similarly, opposing colors can and do often work together. Soldiers often align with both White and Red, and magic scientists tend to channel both Red and Blue.
* At the start, I am planning a small cast of four, maybe five, players. I expect players to interact with each other and I encourage back and forth posting as long as you make sure things are happening, even if its just character development. Later on, I may increase the scale if I can balance it and I feel it necessary to introduce more players, but as of now, I want to keep things somewhat small.
Character Sheet:
Name: (Simple enough. What is your name?)
Titles or Aliases: (“The Firebrand,” “The Mind Sculptor,” “Knight Errant.” Many heroes in the Multiverse are known by titles and nicknames. This is not required, hell, it's not even encouraged. Having a title or alias can add flavor to your character, but it can also make you look silly.)
Race: (Humans, Elves, Dwarves? Pft. How pedestrian. Being one of the traditional fantasy races is perfectly OK. Most planes have humans and elves, after all. However, the Multiverse is far more diverse than that. For the record, I don't think I've ever heard of a Kithkin Planeswalker.)
Home Plane: (Be creative. While you could easily be a native of Dominaria, that's kinda boring. The Multiverse is literally limitless. If you're not feeling creative enough to think of a new Plane, that's fine. Just remember that Dominaria was designed to be THE generic fantasy setting. There are far more interesting and unique Planes to work with.)
Color: (Where do you derive your mana from? The way you plan to use your magic should determine this. While I recommend sticking to one color, it is not required.)
Appearance: (A description of what you look like. A picture is fine, but only if it's original art for this character. I don't want to see card art or art clearly taken from other sources.)
Background: (What is your history? Who were you before your Planeswalker Spark was ignited? How did your Spark get ignited? Remember, it takes something significant to ignite a Planeswalker Spark. A particularly traumatic death is surprisingly common among Planeswalkers. After your Spark was ignited, how long have you been traveling the Planes? Is there a reason you travel? Have you simply settled down somewhere after traveling to your content? And finally, how and when did you find yourself on Orisfal?
Remember, Planeswalkers travel for numerous reasons. Some are searching for something or someone. Others simply suffer from wanderlust. Still others, more altruistic Planeswalkers, travel to right the Multiverse's wrongs and less altruistic ones travel to plunder the Multiverse for their own gain. It is perfectly acceptable to be a newly ascended Planeswalker that has barely traveled or even never traveled, being a resident of Orisfal.)