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    1. Cloud3514 11 yrs ago

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Gav's got some strange ones this time, the barkeep mused to himself. Not that it was his problem. He was being paid quite handsomely for keeping quiet and all Gav wanted was use of the back room. Still, he couldn't help but think Gav's plot was something he wanted nothing to do with. The sooner they were gone, the better in his eyes.

In between serving his actual customers and keeping an eye on a few obnoxious drunks, he quietly retrieved a note from behind the bar. When he was sure no one was looking, he slipped a key to his back room into the folded parchment and slipped it to Bridgit. He did the same with another note and key for Phaerun. He quickly scrawled an extra bit on Gui's and had one of his server girls slip one to Victor in the corner.

"Quietly make your way through the door by the bar," the note read, "To your right will be a locked door. The key will unlock that door. Enter the room, lock the door, place the key on the table and wait. The time for action is near."

Gui's copy of the note had an extra bit scrawled on it; "Your entourage will wait here."

And we're off. I'll let you guys get creative with a few things, but I expect a few things from the first post. I want an introduction to your character, why they accepted the mission laid out for them and how they made their way to Varen and the Grey Ox. Also, try not to arrive at the same time as everyone else.
The city of Varen, capital of Frasc, is a dirty, dangerous place to be. There aren't many guards to speak of. The majority of the king's men are sent to the front lines and the guards that remain have so little overhead that they have no problem abusing their power. The people are miserable and poor and often have no love for the king, but they don't have the means to do anything about him. He is always hiding in his castle, guarded by the greatest soldiers in the kingdom that haven't been sent to fight in a war. Not that they'd want to rise up anyway, as the most common punishment in many kingdoms is simply being drafted into a war older than anyone still fighting it.

Ironically, this also means that the people are likely to turn a blind eye to oddities going on, with the exception of petty thugs who do little more than rough up traveling merchants before pissing away their ill gotten goods at their preferred taverns and pubs. At the very least, this makes a tavern in the bad part of town a perfect place to plan an assassination.

You don't know how the others made their way to Varen; Gav specifically ordered all of you to travel alone. What you do know is that you were told to meet at the Grey Ox Inn, a small back alley tavern and inn that has a particularly poor reputation. The barkeep is in on the plot to an extent, but only so much as he knows some associates of his old drinking buddy are coming to make use of his back room.

Gav has told all of you to arrive alone. You were told to arrive, make your way to the bar and order a Black Mead, a popular drink in the western nation of Halla. You were individually given a pass phrase. Only two people know all of them: The barkeep and Gav himself. With the phrase, according to Gav, you will be given further information.

Your journey begins here. You've been chosen for this mission for a reason. You were told its because Gav believes you to be the best shot at turning the war in favor of his kingdom, but you have a feeling that something is brewing that goes far beyond one assassination plot.
I have no excuses. I've been working on other projects and procrastinating. Apologies, but I have not forgotten about this.
And plenty of Red for that matter.
Alright, so it seems like this is all we're getting in terms of characters. So, in other words, tentatively, you're all in. I won't officially close applications until I've posted the first IC post, but its been about 2 days since the last post, so I don't think its going to be an issue.
@MarsAdept: You were one of the first five people to post in the Interest Check, so you are one of the few with first consideration. As such, while I'm waiting for more characters for the rest of the group, you can count yourself in.

EDIT: Also, I will only be reserving two slots for early responders. That way everyone has a far chance of being considered and even with first consideration, if I don't like your character, you're not guaranteed a spot.
And we're launched. I'll be giving the first few people who posted here first consideration for their characters, but it will ultimately be based on the characters I like best and think will be most interesting together.
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. White mages tend towards Lawful alignments. Good White mages tend to view the law as a force meant to serve and protect the people. Evil White mages tend to view the law a force to control the masses, who would otherwise descend into chaos.

White elements include light and life.

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. Red magges tend towards Chaotic alignments. Good Red mages tend to believe in protecting the weak. Evil Red mages tend to care only for their own goals.

Red elements include fire, earth and ice.

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. Blue mages tend towards many alignments. Good Blue mages often believe that knowledge belongs to all. Evil Blue mages often believe that lesser beings don't deserve knowledge.

Blue elements include water and ice.

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. Green mages tend towards Neutral alignments. Good Green mages believe their is a balance that can be found between society and nature. Evil Green mages believe that society is a cancer to nature.

Green elements include nature and life.

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. Black mages tend towards Evil alignments. Chaotic Black mages will try to achieve their goals by any means necessary. Lawful Black mages will try to push and bend the letter of the letter of the law as far as possible for their own gain.

Black elements include death.

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. Two hundred years ago, it suffered calamity in the form for hundreds of massive volcanic eruptions in the span of only a few months. This devastated the world, destroying cities, the death toll was countless, the sun has been blocked by volcanic ash, leaving the world in an unending winter. It is a barely habitable world with little vegetation and animal life able to survive the harsh environment.

The people of Orisfal live in small communities, mostly around seas and rivers. The only major cities left are the kingdoms' capital cities. The already difficult life in this world's environment is made even more difficult due to much of a given kingdom's resources being sent to the front lines of an unending war for what's left of the world.

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.

Gav Hall, court magician and acting reagent of Arussia in lieu of the still too young to take the throne Princess Sarah, has announced to the people that he will avenge the King. He believes that if he can eliminate Bran Coldwing, the Frascan general responsible for Frasc's recent victories and believed to be responsible for the assassination plot, the resulting demoralizing effect it would have on Frascan forces can tip the scales in Arussia's favor.

Gav's assassins have begun gathering at the Grey Ox Inn, a rough tavern in a bad part of a bad city. How they traveled there is of their own choice, but they were told to arrive alone. From there, they await further instructions.

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.

* Character alignment is the standard Lawful/Neutral/Chaotic and Good/Neutral/Evil system. While the terminology suggests that "Evil" characters will be villainous, this is more of a flaw with the terminology than any specific way you will act. "Good" would be better described as "Selfless" or "Moral," while "Evil" would be better described as "Selfish" or "Amoral."

* While mages of certain colors do tend towards certain alignments, it is not a hard rule. It is unusual, but not unheard of for a Black mage to fall under a "Good" alignment, while many soldiers tend to fall under "Lawful" alignments, while still being associated with Red. Just as your color and powers should reflect who you are, so should your alignment.

* 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.)

Alignment: (Standard Lawful/Neutral/Chaotic, Good/Neutral/Evil scale.)

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.)

Current Plane: Orisfal
Accepted Players and their character status:
Victor Pax, Death's Omen - @MarsAdept
Phaeron Markuv, Wandering Spirit - @ProPro
Brigid Grigsholm, the Jal-Touched - @shagranoz
Like I said earlier, I an on vacation. I'll be launching once I'm home.
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