Titles or Aliases The Wisened Ragemonger Master of Ingenuity
Gender Male
Age 28
Race Human
Color Red and Blue
Appearance
He stands at 6'3", with a relatively slim frame, yet is decently muscular. He has a rather bony face, with light blue eyes, and hair that is mostly grey in color. His hair sits at a seemingly unkempt length, falling just above and around his eyes , jagged and awkward amongst itself, as if cut in an uncaring manner with a simple dagger or knife. He wears a simple grey shirt with long sleeves, and simple grey pants, both of linen.
He covers himself with a long currant red cloak, with blue runic symbols that roll down it's length in uniform lines. Upon the trim of the entire coat lies more runic symbols seperated from the rest of the cloat by a blue line. The runes do not reach to the cloak's hood, except for those upon the trim. He also has wears a belt, though it is really just a strap of leather tied around his waist.
Brief personality Emmes constantly weighs his options and examines his surroundings, using logic and reason to counteract the emotional irrationality that he grew up relying on. Due to his upbringing, he is rather thin-skinned and emotional, and can often be seen as childish, even though he attempts to keep to calm and rational thought. Emmes believes that the ignorant will only destroy themselves, and that knowledge, understanding, and empathy are required to truly flourish.
Home planeValmeir- A tribal plane ruled over by a massive 5 color dragon known as Levias, the Eternal. Levias and her brood enforce their tyrannical rule upon the populus, forcing them to make regular sacrifices, or face destruction.
Equipment Emmes always carries a dagger that was made to look as if the great Ryx himself was emitting a sword from his throat. He also carries a staff made of a strange metal native to Aercholm. The staff seems to break off into tendrils at the top, curving around a glowing blue orb, which has a diameter not much larger than that of the staff.
Abilities Emmes can channel his emotions into magic, due to his past as a ragemonger. Through this, he can inflict heavy direct damage, as well as use this rage to buff and empower allies. Emmes' training with Aerchos has allowed him to excel in counter-magic, bounce spells, and several manners of spell manipulation. In combination, Emmes' spellcraft is brutally quick, focused on constantly weaving the perfect counter to the opponent's attack. Emmes is also competent with hand to hand combat, but is definitely rather rusty.
History
Emmes was born on the plane of Valmeir as Ragnar Agrum, son of Dalnar. His father was the chief of a nomadic tribe of warriors that lived in the domain of Ryx, one of Levias' 5 great spawn, which split the lands of Valmeir into 5 different domains and collect sacrifices for their master and mother, Levias. Ryx was known as "The eternal pyre." If your tribe did not deliver their sacrifices to Ryx on time, your tribe would burn for eternity, or however long it took them to burn to death.
Under the guidance of his father, Ragnar learned the strength of rage and blind power. Any beast would fall to the wrath of the ragemongers, berserking mages that ran into battle guided only by their anger. As a ragemonger, Ragnar was not amazing. His rage was unbridled, but it was too direct and pinpointed. Dalnar wanted his son to hit his enemies like a thrown hammer, but he was hitting as if a spear was thrown at a mountain with the intent to smash the entire thing. He had the power, just not the technique. Dalnar was disappointed in his son.
Ragnar was 18 when his father decided that his son was a lost cause. In the middle of the night, the other men of his tribe kidnapped him, and took him to the summit of a great volcano, where Ryx resided. Ragnar was to be sacrificed to the dragon.
Ragnar looked into the gaping maw of the volcano, where lie a slumbering Ryx, surrounded by lava. One of the tribe's shamans shambled to the edge of the cliff, looking down over the great dragon. The shaman chanted Ryx's name, and began to call him to awake.
"FOUL MORTALS, WHY DO YOU CALL" The beast did not roar this, though it seemed to display this message through some sort of magic, some sort of telepathy.
"We have brought the sacrifice of the Agrum clan, oh great Ryx!" said the shaman, who wandered back, far back, with most of the other men who had started to walk down the mountain. The ropes that bound Ragnar had been removed, and he now stood at the edge of the volcano's maw, with a massive dragon rising out of the lava, it's head still far below the top of the volcano.
"WELL, CHILD, ARE YOU READY TO DIE?" The dragon seemed lazy and slow. "FEED YOURSELF TO ME. JUMP DOWN, CHILD." The dragon commanded Ragnar to commit himself to his own demise, but Ragnar would not have it. He was fed up with the tyranny of these dragons.
Contrary to what you may think, the people of Valmeir do not see their draconic overlords in any sort of positive light, seeing them more as tyrants than gods. If the people of Valmeir had the power to fight against Levias, they would, but alas, they are simply mortals.
Ragnar let his rage flow through him, channeling it around him, turning himself into a living bomb of rage. He jumped, screeching a deep battle cry as he fell, into the volcano, and the maw of Ryx, the eternal pyre. Ragnar found himself in the throat of the beast, his flesh beginning to feel as if it was being seared off. Ragnar released his rage in a brilliant explosion.
Ragnar had no idea if he was alive, but he felt odd, as if he was no longer surrounded by flame and heat, as if he had suddenly been plucked from the dragon's throat, and placed in some safer, cooler, quieter place. The ragemonger opened his eyes, realizing he was laying against some cold stone ground in an unfamiliar place. The sky was a mix of blues and purples, with hazy clouds that occasionally floated by. Ragnar stood and looked around more. The ground was mostly grayish-blue stone, which made up a mountainous and jagged expanse that went on for miles. There was no visible life. And then, something spoke to Ragnar, as if from all around him.
"You, planeswalker, how did you get here? This place has been inaccessible for millennia." Ragnar's head snapped around wildly, as he looked for the source of the voice.
"Planeswalker? What? Who said that?" Ragnar's last question was answered when the clouds on the horizon coalesced into the form of a man.
"You seem confused, planeswalker. It seems I must explain much to you. I am Aerchos, the soul of this place. This is my plane. Wherever you were previously, it is a separate plane, somewhere across the multiverse. You have just jumped between the two of them."
"What? That is insanity! I am sure this is some sort of test to get into the afterlife, right? I'm sure I just died!"
"Well, you certainly look like you were just in a large explosion, but no, you are not dead." Ragnar then realized that his clothes had been completely singed off. "I will help you learn how to walk between worlds, if you simply tell me about yourself." So, Ragnar sat himself down on the cold ground, and found himself telling his life story to the entity that called itself Aerchos. The entity seemed to find Ragnar and the world of Valmeir to be interesting. "This Levias, they are most certainly a planeswalker. There wouldn't be any other way for a being of such power to arrive at such a place as Valmeir." Aerchos decided to not only teach the ragemonger how to planeswalk, but he would also teach him the ways of his own magic, which relied on blue mana, the same mana that flowed through the plane.
The entity also told Ragnar the origin of this nameless plane and himself. He had once been a mortal planeswalker, a human, like Ragnar. He was a powerful blue mage who had made friends in all of the wrong places, and those friends had turned on him once he had gotten too powerful for them. They chained him to this place, tying his soul to the plane. He gained tremendous power, but could no longer planeswalk. Aerchos had essentially become the plane itself. In addition to this, they cast some massive ward on the entire plane, which somehow barred entry into the plane for thousands of years. It seemed that the ward had finally run out, which allowed Ragnar to fall into the plane.
Several years later, the planeswalker once known as Ragnar has adopted a new name, Emmes, a name given to him by Aerchos, who said it sounded more sophisticated. Emmes had been training with Aerchos for 10 years now, completing tasks for him by traveling to other planes and collecting items for him. Aerchos wanted for his plane to grow life, so he had Emmes collected samples and specimens from other planes, crafting a glorious ecosystem on Aerchos' plane which they now called Aercholm. During this time, Aerchos decided that his plane's ecosystem was perfect. Now, red, blue, green, and white mana all flowed on Aercholm. Emmes was no longer the only student of the chained planeswalker, but he was certainly the first to finish his training. He had decided to go and travel the planes, searching for more things to learn within the vast multiverse, as well as things to bring back to the once barren plane.
When Emmes decided to go off and travel the multiverse, the first plane he planeswalked to was his home plane of Valmeir. Within moments of his arrival, Emmes left, planeswalking away with such haste that he tumbled through the blind eternities, unsure of where he was going to end up. The mage opened his eyes to find himself on the deck of a ship in the middle of a vast ocean, with a cutlass pointed at his throat.
Titles or Aliases: Warmonger, Mad Witch, Lady Knight
Gender: Female
Age: 23
Race: Human
Color: Black, red, white
Appearance:
Brief personality: War is the nature of any state or nation. Between any two separate individuals there will be a war. Victoria sees this as truth and tries to profit in all kinds of conflicts. Victoria acts like a fun loving, uncaring individual. She takes nothing seriously. She is aggressive and relishes a good "fair" fight. However, her constant fighting has strong suicidal overtones. She cares not who employs her, who she fights with, or who she is fighting as long as she can get wealth from it.
Home plane: She has no base of operation on any plane. However, she was born and raised on Theros.
Equipment: Normally, Victoria does carry much on her. She definitely carries a red velvet bag to hold coin and a small smooth disk of Darksteel that could fit in the palm of her hand. Any armor, spears, swords, and shields she uses she creates as needed by solidifying mana into weapons she is familiar with it. She can fashion weapons from any she has seen across the multiverse. These weapons usually fade after she is done with them. When not in battle she usually wears a black and red dress.
Abilities: Victoria practices a variety of killing and lethal magics. Lightning, fireballs, strangling with shadows, magical dismemberment, are just some. Her white magic may be the most peaceful way to go, but the more she despises you the more she will use red, then black magic to make one suffer. She can also use artifact summoning, usually equipment. She does not share her summoned artifacts using them to augment her fighting. Victoria has always had a innate talent for conflict. She can understand how to use a weapon just by holding it or observing its use once. She also sees time pass a lot slower in combat. Warriors and soldiers commonly do this in life and death situations, but she can force this whenever she wants. She may see time pass slower, but she has no ability to manipulate time.
History:
Victoria was born on the plane of Theros, a realm where heroes and gods are idolized. Her childhood was very peacefully in comparison to the endless conflict of her later life. She was born to a very devout pair of farmers who worked peacefully in the shadows of the polis. Victoria, as a young girl, behaved and dreamed like the other girls that they would marry a hero and live happily ever after. When Victoria was 12, her family made a trip up to the polis in order to join a celebration in the city-state after it won a long war between the humans of the polis and the minotaurs of Mogis. Victoria and her family lined the road into the city as the victorious heroes rode into the city.
Theros is not just a plane of mortals, but a plaything of living gods. This excessive celebration of the victory was taken as an insult by the god, Mogis. Mogis sent his minotaur horde against the polis again. The minotaurs charged at the citizens of the city. As the citizens panicked and tried to get behind the walls of the polis, many were trampled by each other as well as minotaurs. The city defenders, who were caught off guard, failed to close the gates in time and the walls were breached. Victoria and her family were caught in the charge. She was protected from being trampled by the bodies of her mother and father. When everything around her fell silent, She pushed her way out of the pile of corpses. She looked around to see a single minotaur eating the remains of her brother. In despair and hatred, Victoria cried out. And Mogis answered. He blessed Victoria with madness, and she blacked out.
The god Mogis has a twin, the god Iroas. Both are gods of war, both gladly undermine each other. Victoria, in her berserk rage, began killing everything that showed hostility. Iroas saw her anger as justified and was impressed by her natural marital talents. Mogis only blinded her with rage, but that would never have gotten Victoria anywhere if she was not special. Iroas directed her madness against the minotaurs and aided her fight. Then he finally released her from Mogis's madness.
Victoria came back to herself. She was panting, her dress was covered in blood of minotaurs and humans, and wielding two swords not her own. She had no knowledge of how she got into the middle of the streets of the polis. There was a shout behind her and she turned to see the polis's champion and his closest troops behind him. She knew him well and even idolized him. His exploits had at one time been the bedtime stories that her mother told. Victoria dropped her swords as started to approach him. He however was not as pleased to see her. Her hero however was not as nearly happy to see her. Seeing her as a follower of Mogis for she once carried the blessing of Mogis, He ran her through the stomach with his spear. In shock of this betrayal, fear of death, and hatred for the man she once admired, Her planeswalker spark ignited and she fell through the Blinding Eternities.
She emerged on the metal plane of Mirrodin. She was bleeding badly. She would have died shortly after if a Vedalken healer had not stumbled upon her. She was restored to health and after recovering she questioned her rescuer. The blue man was foreign to anything she knew. The Vedalken was a wizard who was looking for an answer to the Phyrexian oil that was corrupting his homeland. He had also informed her of the war that was now waging across the world. She felt obligated to repay the man, but he refused any payment. He however suggested that if she was truly determined to repay him, she could fight to protect the world from the phyrexian forces. This is the moment that she joined the Phyrexian-Mirrodin war.
Her fighting never made her path cross that of Elspeth, Venser, or Koth. She knew of Koth as he was an influential leader, but the other planeswalkers were less known. Her path was that of a common foot soldier. She learned how to wage war and how to fight true monsters. Her talents and her new found skills eventually gained her command of a small group of soldiers. She was largely victorious, but she was fighting for a losing cause. Phyrexian forces had raw numbers over the Mirrodin forces. They also had a unified force and could coordinate across large distances. Phyrexians took vast areas of strategic importance despite any efforts of the Mirrodins. It slowly became clear to Victoria and her troops that the war was lost. Her men actively deserted before they were wiped out by the enemy. Those who remain lost the will to continued fighting. Victoria's war came to an end as the plane of Mirrodin accepted its identity as New Phyrexia. She did not stay on with the mirridon resistance. She stood on top a mountain looking down on the corrupted plain full of mindless Phyrexian drones. For the second time, she could see her faith and belief in high ideals fail before her. Clutching a small disk of Darksteel, a piece of Mirrodin that would never fall to Phyrexia, She shook her head and turned her back to it all as she planeswalked away.
Since this time, Victoria has wandered the multiverse fighting in conflicts all over and for all kinds of reasons, mainly coin. War was the natural state of nations, she might have well made a profit in such a reality. High ideals that Victoria was raised to believe in, she now understood they were lies told to encourage killing and death. Victoria no longer has a goal. Her coming to the plane of Omara was just another random jump through the multiverse in the hope of finding a new conflict to fight in.
Syeena was born of the plane of Alara long after the Conjunction of the Shards. She was one of the many female elves to be trained to become the Anima of Naya. With the shards identities fading away, the Elves remained eager to hold onto their identity and at least keep their home lands free of black and blue mana.
Her training consisted of deep meditation, and not much else. Until she was past forty years of life could she begin her training in calling upon the energies of the land, itself, for self-defense. Then, she would stretch her sphere of awareness further outward until it met the boundaries of their lands. Then she could begin to animate nature. When her awareness reached the boarders of the other shards, she began her training in the neutralization of blue and black mana.
Another 40 years she spend learning to defend against intrusions of the mind and the decay of unnatural death. When she could successfully attain these defenses would she go through the ceremonies to become the new Anima. However, a massive attack was focused upon the lands of Naya from that of the remaining Esper. Their unnatural artifice poisoned the minds of her once-friends as well as the beast so reverently held. She needed to protect her land as the Anima of old would have. She called upon all the mana she could, turning the world around her against her enemies.
Then the remnants of Grixis attacked.
She was in such a state of meditation that her mind fell into a cold white until she could feel nothing. She was told that the transformation into the Anima would something like this, but she had no idea the level of exhilaration and fear she would feel. The cold burnt her skin and covered her eyes with soft furs.
However, she was not told that she would return to a physically conscious form.
She opened her eyes and looked at the world around her. It was no longer Naya. The meditation required to become the Anima, instead, sparked her Planeswalker abilities. She’d heard of the ancient Planeswalker Ajani and knew of their existence. Never could she dream of being one herself.
Now a youthful 92, she believes this land, what they call Viragraf, could help her on her home Plane. It could help her free Naya from the purges of blue and of black.
Mana
Being an Elf, her natural affinity leans toward Green. However, her time on Alara and the attempts to conserve Naya, she developed a talent for accessing Red and White mana, as well.
Green
Her strengths lie in the harvesting of large amounts of mana across a large area without need to physically travel it. This mana, when Green, she transforms into defensive forms, usually. She rarely falls into combat, herself. She uses the nature around her to protect herself and those she feels she needs to protect.
She can ground mental intrusions and suppressions (blue) as well as absorption of power and reincarnation (black). However, she can also destroy things, outright, by returning them to their natural form. She can resist Countering effects (can’t be countered, hexproof) and Destroy/Sacrifice effects (indestructible/can’t be sacrificed). This requires much focus, however. If she tries to direct this protection onto others, it’s important that her concentration not break or the effects will fail.
Animating the earth around her is her honed skill, however. She can transform lands into powerful Elemental creatures. But this requires she remain in a meditative state.
Red
A secondary mana to Syeena, Red is utilized for its direct damage (deal X damage to target creature/player) but also to impassion others toward her cause or to simply increase their power (+X/+0, gains trample, gains haste).
White
A secondary mana to Syeena, White is utilized for its granting of vitality (life gain, lifelink) and focusing of martial talents in others (put tokens on battlefield, gains vigilance, gains first strike).
Naya
What Syeena deems as “Naya” mana, it is simply the combination of Green, Red, and White mana. She can unite individuals with nature, itself, to defend against a common enemy. She has honed this since on Omara and has been able to use raw mana from the Plane directly in order to perform spells with a small variety of effects. Regardless, this can turn the tide of a losing battle. She has not been able to perform this without Planeswalking, however. The first time attempting this in her Anima state forced her onto Omara in the first place. She has only studied the mana of Omara and has applied similar effects with it.
Brief personality
She usually holds herself in a regal manner. There is certainly an air of pomposity about her. However, it is understandable. Her upbringing to be the next Anima bred her to hold herself highly. Along with this heightened sense of self-importance comes a heightened sense of responsibility to care for “her” people. She can be quick to anger and just as quick to exact justice (or revenge, however you want to view it).
Syeena goes out of her way to present herself in the most flattering way possible. To be a Godreacher means to present yourself as if you are a god yourself. And she views herself as a kind of ambassador between those bound to a Plane and the Blind Eternities, themselves. Since she does not participate in hand-to-hand combat if she can help it, Syeena doesn’t often wear the most practical clothing during a battle.
Name: Phaerun Markuv Titles or Aliases: The Faithless, the Wandering Spirit Gender: Male Age: 32 Race: Human/Ghost Color: W/B Appearance:
As a member of pure Orzhov blood, Phaerun's natural form has some physical deformities. His skin is a dark gray, appearing to be rotting. That's because, well, it is. His face lacks any distinguishing features beyond this under normal circumstances. When he has taken life force to heal himself, he takes on the form of what he would have looked like if it hadn't been for that nasty Orzhov tendency to twist up genetics like a balloon animal in order to achieve longevity. In this form his skin is a dark white Mediterranean, with a short goatee and long hair, black as obsidian. Regardless as to whether or not he is in his healthy form or his true birth form, Phaerun's eyes shimmer golden, and his left ear is pierced with an earring designed to be identical to the Orzhov sigil. When his spirit is separated from his body, it appears to look perfectly identical to how his body currently looks, apart from being translucent with wisps of blue. Phaerun wears protective leather armor everywhere he goes, along with a hooded cloak. The hem is made of white silk, the main body of the cloak is black, and the symbol of Orzhov is worn proudly emblazoned upon the back.
Brief personality: Usually reserved until he has something to say, but when Phaerun does speak, he tends to show off his intelligence and education with adept observations and somewhat long-winded sentences. He very much believes in the "little guy" and does his best to look out for commoners, but more to the point he enjoys rooting out corruption and paying evil unto evil. He's a classic example of how being good does not necessarily mean that you are nice, as his punishments often involve draining the life force from his enemies in order to heal his own body, then subjugating their ghost to his will, or animating their corpse as a thrull. Phaerun often hides his kind and caring nature behind the facade of a self-centered elitist. Home plane: Ravnica Equipment: An ornate dagger for protection and ceremonial use, leather armor, cloak with Orzhov symbol. Abilities: Aside from his magic, Phaerun has the ability to separate his soul from his physical body, which then enters a trance-like state. Phaerun’s ghost retains all of his spellcasting and planeswalking capabilities, but cannot interact with the living or any solid matter.
As a pure blooded Orzhov, Phaerun is a master of magic involving contracts, life force (specifically taking it from others or imparting it to allies), the creation and animation of thrulls, raising the spirits of the dead, and of course the ultimate power in any plane: money.
It should be noted that due to the nature of his soul and his body, Phaerun’s physical form decays faster than your standard pureblood Orzhov, so he needs to steal the life force of other beings regularly to repair his body.
History: Our story begins somewhere quaint, quiet, and completely normal without any expectations of greatness... Is what I would say if I wanted to lie. Phaerun was born the first son of Korva, head of the Markuv family and pure blood members of the Orzhov Syndicate. From an early age the family raised and educated Phaerun on how to be a good Orzhov elitist. How the Obzedat ghost council was the supreme law within the guild, about faith, tradition, and profits. He was taught what to shun, such as the evils of charity, falling into debt, independence. All for one for the faithful of Orzhova.
As he grew, Phaerun focused his studies on the other guilds, as a method of knowing the competition. At least, that's what he told his family and his tutors, and it was true... At least at first. The more he studied the methods of the other guilds, the more he became enamored with them. These were nine other governing bodies of the city-plane, all with radically different methods and ideologies, and yet each one was successful in its own way (except for the Gruul, whom Phaerun still has nothing but disdain for). How could the rule of the Obzedat be so absolute when clearly they had nine equals? Guildpact or not, that did not sit well in the mind of Phaerun. And so he took a turn that he would live to regret...
Upon his 17th birthday Phaerun was given a modest sum of money with which he was to invest however he saw fit. The test was to ensure that he could make back his initial investment within one year. He did exactly that. After all, Phaerun was a born and bred pure blood Orzhov. It's what he did with that profit that became an issue. Phaerun began taking profits off the books and using them to provide for the sick and needy, particularly in the slums of the Undercity. His activities were discovered by guild bookkeepers after a few months and while it was not illegal to use his own money in such a way, it was shall we say, highly discouraged. Phaerun lost favor within his family and the guild, and this act of charity inspired others to teach him another economic lesson: cutthroat competition.
Over the course of the next two years other guild members acted against Phaerun's interests. He put up a good fight, called in numerous favors, expanded his businesses, and showed them all that he was of a fantastic business mind, but their combined efforts bled dry his coffers until he eventually had to rely upon his family's wealth once more. Wealth that he couldn't spend however he saw fit. The guild and their church preached unity among the families, sharing their influence and wealth amongst one another, yet for the small crime of charity they turned on him in an instant, and at the order of the ghost council itself. Phaerun lost faith in the church. Not in what it preached, but what it practiced. This made Phaerun desperate.
No longer caring for the consequences, the Markuv heir began to share with the commoners once again, this time from the coffers of the guild itself. Unfortunately he did not think this plan through very well, and was almost instantly caught red handed. For the crimes of stealing from the Obzedat and treason against the Orzhov Syndicate, Phaerun was sentenced to death and 1000 years of indentured servitude, in that order. The council made the necessary preparations to have Phaerun's soul torn from his body and placed under thrall to carry out his sentence. It was during this painful, excruciating process, that something unbelievable happened.
Phaerun's spark ignited.
Half way through the ritual, the young Orzhov heir's planeswalker spark flared to life, and by reflex he found himself transported to another location, another world entirely. One where foxes spoke, men lived in the clouds, and the very land itself came to life. Ever since his first walk interrupted that dreadful ceremony, Phaerun has possessed the magic to separate his spirit from his body at will, a most fortuitous ability.
He has spent the last three years walking to different planes, studying the various cultures, and doing whatever he can to help out. He doesn't consider himself a usurper, but a liberator. The one thing he cannot stand seeing more than any other is the ruling class lording their wealth and power over the suffering of the common man. Such tyrants often find that their very life force has been stolen away, used to heal the body of the Wandering Spirit, just as their money is used to feed the servants they built such wealth from.
Now Phaerun the Faithless has found himself on the plane of Omara, hopeful that he can make a difference here. He intends to spread the good word of Orzhova, but unlike the guild he has left, he intends to practice what he preaches.
Card:
Phaerun the Faithless (W/B) Planeswalker - Phaerun Phaerun the Faithless can be used as your Commander. When casting Phaerun the Faithless, pay X where X is the number of your opponents or exile Phaerun the Faithless. +X: Each opponent takes 1 damage and Phaerun the Faithless gains loyalty equal to the total damage dealt. 0: Until the end of the turn Phaerun the Faithless becomes an X/X spirit creature with Flying and Lifelink where X is its loyalty. -6: You get an emblem with “Creatures named “Phaerun the Faithless” get Shadow and Shroud.” Starting Loyalty: 1