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Fandom Magic the Gathering: Guildfall [Under Construction]

Feel free to post all character sheets below. Once approved, I will quote your name and character name up here to let you know you've made it. If you have anything specific you want to do with your character or have a question, feel free to send me a private message and we'll work things out. Thank you for your interest!


Accepted Characters:


@Cosmoknot - Akylas Katsaros


@pbtenchi - Aeinz Witchheart


@Ayreon - Aro


@LeviathanL - Darion
 
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Name: Akylas Katsaros


Color Identity: Akylos represents the far less law-driven side of blue and white mana. He derives his power from the benevolence, the thoughtful progress that it represents. He tends towards grand, arching strategies and community planning above all else.


Home Plane: Grant found his home in Meletis, a city-state of Theros


Native Race: Human


Preferred Spells: Akylas primarily studies the movements of the Nyx starfield, and as a result has devoted his spell learning to the casting of enchantments. He relies mainly on his variety of enchantments but augments these through a variety of spells that can "bestow" Eidolons upon creatures, search his prepared spells for the proper enchantments, and gain a greater reserve of spells to utilize.


Abilities:


[Attach target aura you control to target permanent.] Akylas is able to move existing aura-based enchantments between targets. Unfortunately, his ability is only useful at the speed of a sorcery.


[Put a 1/3 blue and white Spirit enchantment creature token with vigilance onto the battlefield. You may attach any auras you control to it.] As part of his study of Nyx, Akylas is able to create his own enchantment creature, a Spirit, who can then be infused with auras that he has already cast. Not quite an Eidolon or a figure of legend, his Nyx Spirit is more than capable of remaining "vigilant" enough to defend him during combat.


[
Exile target enchanted creature you control and all auras attached to it. For each enchantments exiled this way, you may search your library for up to one enchantment and put it into your hand, then shuffle your library.] With time and concentration, Akylas has the ability to release the magic he controls to shape even greater enchantments. When well-protected and free to use his grand strategy he pulls forth the spells he needs to truly seize victory.


Appearance:


Jonah_Profile.jpg



Akylas' appearance can be described as "lovable goof" in his general appearance. His loose Ravnican street clothes are always unbuttoned a bit too much or poorly tied. He lets his curly hair run free, showing along with his prominent nose his Meletis heritage. He keeps several scrolls and odds and ends stuffed into his jacket and pants pockets at all times, alluding to whatever ideas he was in the middle of before something more interesting came along. The biggest identifier of Akylas' heritage is his insistence upon wearing the sandals from his home, claiming that Ravnican shoes are far too restrictive.


Affiliations: Akylas has very few interactions with the guilds that can be described as positive. He is terrified of Orzhov agents, avoiding their offers at all costs. His initial dealings with Izzet, meant to be a share of information, ended up with a near-miss magical lightning storm that took out a portion of the block. He has found some work with Azorius, managing the auras used to subdue criminals to get the most efficient use out of them.


Goals: If there is anything to say about Akylas, it is that he is not often bogged down by such things as "Goals." He will become involved in something and spend his full mental power trying to see it through to its conclusion, then he will become exhausted until something else comes along. He hopes to learn more about other planes and the nature of enchantments across them, but he will do most anything that allows him time to research beyond that.


Likes/Dislikes: First and foremost, Akylas enjoys a chance to learn and plan. He takes on grand designs at a moments notice and will embark upon epic quests to see them through. He enjoys reading and discussing things with people in a very annoying manner; he asks questions to prove his point until the opposition has no choice but to "teach themselves" the answer. He loves wine and hearty food, a combination that is not easy to come across in Ravnica.


Akylas is somewhat weak of stomach, however, and cannot much stand needless aggression or bloodshed. He considers haste an absolute detriment to well-laid plans and thinks that those who allow their emotions to drive them to kill cannot be trusted. Above all else, he fears and hates Rakdos as a representation of all he tries to go against.



Short History:


Born at a rather peaceful time in the city of freedom and knowledge, Akylas had no trouble devoting his young life to philosophy and magic. He was born with a talent and plenty of ambition, it was by sheer luck that fate granted him the means to realize both. Akylas studied under great diviners of Meletis, learning to scry for the answers that Nyx provided and search for answers in the stars. He held faith in the gods even when they were decried, always looking to the sky to discover more.


Eventually, he took to his own studies and began to search for answers outside of his mentor's help. He learned enough about Nyx to begin weaving its magic on his own, gaining control over it that few possessed. It was this talent that led to him joining up with a group of heroes questing for a rumored item of great power hidden in the wilds. He joined as a diviner and navigator, ensuring success until they came across a great cyclops. Before he could begin casing spells of protection, Akylas woke up on Ravnica.



Over the course of the next few months, Akylas began to learn what exactly this meant. He came to terms with his identity and the power held by those like him. He avoided getting involved with Orzhov even as he sought any source of money to survive. Still young and inexperienced, Akylas began to look further than Nyx for inspiration. He looked for power in the guild's magics, tried to understand what lied beyond even this plane. His appetite has increased from that day, and now he looks for a way off the plane. Though he can't be certain, he thinks that there should be a way to planeswalk away from Ravnica. With a spell book full of Theros and Ravnica's enchantments, he intends to find out.



Quote: "But consider this: If blessings of Nyx can take shape, why can't all enchantments? What stops us from realizing the very essence of life within magic?"
 
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Name: Darion


Color Identity: Red Blue
mana-symbol-ur.png


Home Plane
: Vryn


Native Race: Human


Preferred Spells: Force magic, rather than channel his mana into flame or electricity, Darion prefers to utilize the very essence of the physical world. He can Push and Pull on objects with telekinetic blasts, but his ability to do so is limited by his weight, his distance to the target and mana reserves.


Abilities
:


[until your next turn, whenever Darion is dealt combat damage, draw a card] Darion excels at thinking under pressure, and often has his best ideas in the middle of a fight to the death.


[Gain control of target artifact whose converted mana cost is equal to or less than the amount of loyalty counters on Darion] Darion can Pull objects towards him.


[Darion deals X damage, divided as you choose, among any number of target creatures, where X is the amount of loyalty counters on Darion] Darion can forcefully Push on enemies to inflict damage. If he focuses on a single point he can Push with more more concentrated force than if he Pushed over a broad area.


Appearance:


hawke.png



Affiliations: The Gateless, other planeswalkers


Goals: -To have fun. He cares little about some higher goal, only to have a good time and quench is insatiable curiosity. He will probably help his friends achieve their goals, but he'd do it for them, caring nothing about the goal itself.


-If a fellow planeswalker has been slighted, Darios will gladly take up the mantle of vengeance to rectify that.


Likes/Dislikes:


+Darion loves his independence


-He is arrogant and a planeswalker elitist. Unless you have seen multiple worlds he will consider you beneath him.


+His arrogance makes it hard for him to make friends with non-planeswalkers, but those he has he will defend to the last breath.


-He hates being ordered around, and will often do the exact opposite out of principle. He particularly loathes the gods of Theros, or at least the ones that meddle in mortal affairs.


Short History: Darion grew up among the Trovian Seperatists, a rebel faction of Vryn that fights against the dominant Ampryn League. The league uses the network of mage-rings to hoard massive amounts of the plane's mana, at the expense everyone else. Darion fought on behalf of the Seperatists, believing with all his heart that the Ampry League was evil, and that the Trovians were the heroes fighting for equality and independence.


But that simplistic world-view was not to last, and Darion would soon learn the harsh reality of the world, and it came on the eve of his greatest triumph. He and his team had just seized control of one of the more contested mage-rings. Darion expected to be given orders to destroy it, thus interrupting the mana-stream and denying the Ampryn League a large amount of power. It came as a shock to him when the higher ups forbid him from doing so. When he prodded further, the truth came to light. The Trovian Seperatists didn't want to destroy the mage-rings because they were planning on making use of them themselves. Their ultimate goal was to topple the League and take over the nexus of the network. They weren't fighting to stop the misuse of power, they were fighting to take that power for themselves.


Enraged at the Trovians and his own naivety, Darion vowed to destroy the mage ring anyway. He climbed to the top of the ring and was preparing to sabotage the machinery when he was interrupted by his own team. Unfortunately for Darion, his team was aware of the true Trovian goal and supported it whole heartily. As punishment for his sabotaging attempt, Darion was flung of the mage-ring. Darion was still screaming in betrayal when he hit the mana-stream, and his spark ignited.


Darion found himself alive, in another world, and he vowed never to blindly follow orders again.
 
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LeviathanL said:
Didn't Ob Nixilis destroy his home plane?
The First World Is the Hardest
pbtenchi said:
I thought he only took it over?
Hey guys, please keep this to the OOC chat board in the future. I'm going to delete those messages, but once both profiles are fully filled out they will be accepted.


[Edit] Shoot! RP Nation for some reason thought I wanted to delete the three posts instead of two? I apologize for that, pbtenchi, I assure you that I did not intend to delete your character post here.
 
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Name: Aro, Etherium Pacifist.


Color Identity: Aro had trained for years to become an Ethersworn, giving him a natural affinity for White, Blue and Black magic. His stark lack of Red or Green influence turned him into a very calculating person, and he prefers things to be in a neat order, whether his research notes or his enemies on the battlefield.


Esper, Alara


Native Race: Human


Preferred Spells: After studying Etherium crafting for years on end, he has a nack for artifact based spells, and his brief training as a knight taught him all he needed to know about counterspells. When his spark ignited during conflux, he found himself on the plane of Zendikar, where he encountered the Lightmine field, and sought to mimic its effects. He began honing his planeswalker ability, and used it to further his of understanding of the multiverse. He found himself on Kamigawa, where their shrines to different parts of nature and magic inspired him to study on their effects.


Abilities:


{+2} Each opponent loses 1 life, and you gain life equal to the life lost this way.


Upon arriving in Innistrad for his first time, the planeswalker Sorin took a brief interest in Aro. Aro studied the vampires' magic, and began experimenting with his own brand of life-force manipulation.


-0: Until your next turn, whenever a creature attacks, Aro deals damage to it equal to the number of attacking creatures.


Aro has almost mastered his copy of the Lightmine Fields found on Zendikar, and uses it to keep his foes at bay.


-2: Draw three cards and lose three life.


Aro has no sense of definite mortality, and will gladly trade his life-force for knowledge.


-8: You may put any number of Enchantment or Artifact cards from your hand into play.


His mastery of the way of the Ethersworn allows him to create enchantments and artifacts almost at will, but at the cost of a great amount of energy.


Appearance:



sHXiZCd.png



Aro keeps his hair tidy, but allows himself a short beard. He's usually seen with a highly detailed Etherium-trimmed cloak over his light armor. His eyes are the eyes of a researcher, constantly taking in new information.


Affiliations:


Aro has no direct affiliation with any guild, trying to carry out his research uninterrupted.


Goals: Aro seeks out knowledge, first and foremost. And right now, his goal is to find out what exactly is happening on Ravnica that is causing such a large influx of planeswalkers.


Likes/Dislikes:
Direct confrontation. Aro doesn't understand the concept of trying to over-power your enemies, seeing it as a short cut for the weak minded. He also detests chaotic and unorganized things, as he was trained to keep his notes in the tidiest of orders/


Short History:


Aro was born pre-Conflux on the shard of Esper. He was raised and trained towards the role Ethersworn Artificer. He was an apprentice to one of the lead Ethersworn at the time Vronos made his deal with the Esper leadership. He learned about the other planes and much about the planeswalker's 'Spark.' After news of Vronos' death reached Esper, Aro soon began studying diligently on everything they knew about the other planes. By the time of Conflux, he had established himself as an Ethersworn, and was one of the most promising artificers on the shard. When Conflux came and Esper began to smash into Grixis and Bant, Aro was one of the artificers responsible for protecting the various cities and struggling to keep the Esper Hegemony alive. Aro was busy planning and assisting with an invention to move the remaining Esper residents when the first of the dragon attacks began. It was so fast and unexpected, none of the Ethersworn could react. It was in that moment, that Aro's spark ignited and he found himself awakening on the plane of Zendikar, at the feet of a group of Kor Lithomancers inspecting the Hedron Networks. He learned what he could from them, and became interested in all sorts of their defensive magics. He began recalling his research on Vronos, and began using the home of the lithomancers as his base for planeswalking excursions. He learned plenty in the next few years, visiting planes like Kamigawa, Innistrad, and Theros, obtaining the knowledge of the various different enchantments and artifacts to be had. When the Eldrazi were released from their prison, Aro tried his best to defend those who lived there, but to no avail. The Eldrazi were too powerful for him. He planeswalked away, finding himself among the tens of planeswalkers on Ravnica.


Quote: "If all the armies came charging to us from the valley, let them come. Those that get by are the ones we must worry about."
 
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WIP




Name: Vaal Nirkana


Color Identity: Black/Red


Home Plane: Zendikar


Native Race: Guul Draz Vampire


Preferred Spells: Vaal lacks many spells and mainly relies on his enhanced abilities to give him an edge in battle. Spells he does have involve invigorating his allies and powering them up.


Abilities:


[+1] Creatures you control get +1/+0 and Lifelink until end of turn


[0] Reveal the top card of your library, if it is a creature then draw it



[-6] Gain an emblem with "Whenever you play a creature, creatures you control get +1/+1and haste until end of turn."



Appearance:
how_to_sketch_an_anime_boy_by_catluckey-d5t7jxm.png



Affiliations: Allies of Zendikar, "Family" Nirkana, has had dealings with the Cult of Rakdos but was chased out and almost killed for "blaspheming" against Rakdos.


Goals: To gain enough power in Ravnica and gain the attention of powerful Planeswalkers so he can better aid Zendikar and his "family"


Likes/Dislikes:


Short History: Vaal was born into the leadership of the Nirkana "Family" group, one of the five leading tribes of Zendikar's Guul Draz Vampires. From a young age Vaal was groomed to take over from his father should the need arise, or to take power by force should his father prove unable. Vaal is still a young vampire though and thus mostly focusses on selfish desires.


When he was still fairly young, the Hedron network that kept the Eldrazi trapped was broken and the Eldrazi awoke. As with the other vampires, Vaal joined the cause of protecting the plain against this greater threat, a cause that united all of Zendikar's sentient races, some even say that the plain itself fought back against the Eldrazi in the form of various elementals and spirits.



Not long into the war, Vaal was involved in a brutal and futile attack against a powerful Eldrazi Devastator. It was during that battle that Vaal was almost destroyed by the Eldrazi. Luckily his planeswalker spark ignited before he could be killed and he found himself in Ravnica instead.



He stayed there for several weeks (during which he had multiple encounters with the Rakdos Cult who are now out for his blood) before he was able to figure out how to travel back home. He returned to find the land around him grey and lifeless. He managed to return to his father's stronghold and informed him of his newfound ability. He has now been tasked with returning to the other world to gain help for the Zendikar Allies' failing war effort against the Eldrazi
.


Quote: "Of course I care about the lives of humans. I care as a farmer would for his livestock."
 
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Name: Xenox. Home Plane: Ravnica. Native Race: Gorgon Demon.


Affiliations: Mercenary often contracted with the Golgari guild. A controversial assassin.


Gorgons, Demons, Zombies, Wurms, and Plants would be his true affiliation and vice versa.



A favorite and a useful enigma because he is generous with reviving
some of his victims.


After all, nobody paid him to
not bring them back. Well, except for the ruthless and smart ones who do.


A council of shamans and rogues called the Cilia act as a combination of advisory parliament and spy agency



and rarely all convene publicly or together at once. They act as a sensory apparatus to know what the outer



reaches of Golgari are doing and as a messenger service to deliver instructions. Sometimes they buy him.



That's the sad side of economy. Xenox rathers paying attention to the shiny and dead things.



He hopes to be noticed and summoned by the Orzhov guild someday. In the meantime, he sticks to



roaming the steamy fungus-choked undercity and weighing fate quietly.



Goals: Becoming one of the planeswalkers' strongest (and richest) necromancers. Especially in Ravnica.


Expanding Golgari territory. Spawning more undead. Making paydays pay off more.



Likes:


<+> Since when he was young, taking souls of predators and putting them in their prey was playtime. <+>



<+> Hot showers and baths. It is so very grimy down in the sewers, and they are so very deep to travel. <+>



<+> To breathe decay, mold, sickness, cobwebs. To see creatures grow stronger on their own. <+>



Dislikes:


<-> His demonic wrath makes him go bats. Xenox would revive and kill what he hates, over and over. <->



<-> He easily tires from debating with those of the following blue guilds: Azorius, Izzet, Simic, and Dimir. <->



<-> Artifacts, weirds, any abomination of mother nature. He hears their souls crying after a Gorgon gaze. <->



Short History:


Sometimes Xenox hangs out at Korozda, the Maze of Decay, the new Golgari guildhall, an arched cathedral surrounded by an immense, circular maze of overgrown, fungus-encrusted ruins. The lair of guildmaster and the place where the guildmaster meets with the Cilia. Korozda is patrolled by an array of swarming vermin, giant insects, zombies, and gleancrawlers. Xenox goes here to see if the Cilia has a job for him and their salary's usually the highest. Orzhov Syndicate would be at the top! Oh, Orzhov, won't you hire me?



Xenox travels mostly through Stonefare, a network of ancient arched brick tunnels that wind through the Golgari-controlled areas of the undercity, polluted with sticky slime, fungi, and cobwebs. The Stonefare is lined with—and in places architecturally composed of—the petrified bodies of gorgon victims. It's a beautiful and grisly place. The silence and sheer cold are amazing. He sometimes dozes off and nap here while vines creep and cover his body. "Your thrulls would be so, so strong. Obzedat, my services do not come cheap," Xenox slurps in his sleep.



A nest of spiders scatter out from his open mouth. Soon enough, Xenox wakes up choking on the wrapping vines and flailing spider legs. His left fist reaches for his mouth but is held back by a thick coiling root. He realizes the same's happened with his right wrist. He gags as the earth takes root down his throat. It's occupying him, stuffing his water sacs with soil to use as pots. Nature, the one enemy with no eyes. A Gorgon loses in this case. As for Demons, forget it. They are eternally governed by the laws of nature. This is why such darklings revel in blasphemy.



And he's not dead yet. Sucked dry from inside out! The horror!



Strangely enough, a warm bubbling sensation aries from the heart. The spark ignites.



The Planeswalker awakens and makes the earth obey him at once. The tendrils vanish in a blink.



Xenox finally vomits all the soil out, on the ground writhing with epiphany.



He gets chills when he feels life rumble through the undercity. He finally laughs to hysterical tears.



Appearance:


96f1bacfc02f849fb4e5e0568eb051eb.jpg
With stony olive skin and glassy green eyes, Xenox can capture your attention and petrify you without turning you into stone. The black tendrils that grab his face come off as hair, leeches, or a tattoo. Legend can't decide. He is a man who stands tall with broad shoulders but is as scrawny as the next tree. Sometimes his hands and nails are stained green from working with so many plants and chemicals.


He always wears black and green cloaks to better hide in the darkest parts of the wilderness and the undercity.



Xenox wears many golden filigree rings and bangles, and sometimes even a giant boa that coils around one arm.



Xenox's Quote: "You eat because the worms in you starve. Can't you feel them twitch? Crawl?"





Color Identity:

Black-Green_mana.png




Xenox recycles green and black mana. He derives power from relinquishing control to the wild and harvesting life that most people thought to have gone. Some don't sense powerful remnants of the past in the natural way that Xenox can. He's burdened, always fretting about the spinning coin of life and death. It must not fall on either side. Too much life or too much death messes with the Planes, therefore the Azorius guild and the guilds allied, even it means including the Golgari, are the enemy. Law and order move against the Golgari who fight for the freedom to grow. Xenox feels he must stop them from making the coin fall.


This is because he knows that he's not godly enough to revive an entire Plane. He's a mere half-demon.



With the sudden influx of Planeswalkers in Ravnica, he knows something big and permanent is happening.



Has the Guildpact, after ten millenia, been broken at last?



Preferred Spells: The mossy zombie wurms drive survivors to run in the other direction. What a waste. They don't see what Xenox sees: the dripping from their mana-infused bones. This becomes Xenox's signature move. Upon play, the zombie wurms allow him to search his library for a Forest or Swamp and put them in play tapped. He is known for using Umbras that endow his creatures +1/+1, Totem Armor, and "Whenever a creature dealt damage by enchanted creature this turn dies, you may draw a card."


Xenox sometimes casts sorceries that return target permanents from his graveyard to his hand.



Death benefits is the name of his game. Growth from decay.





Abilities:


Target creature gains the ability Undying.


(Undying: When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)


Capable in the art of converting lethal damage to reborn strength, Xenox does not believe in permitting cheap deaths. He demands commitment from his weak allies.



Put a petrification counter on target creature.


(Petrified: It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated.)


His Gorgon eyes are known to petrify his victims and even his minions when he needs them to be colorless so he isn't easily Intimidated. That is how much loyalty he commands from his creatures.



Sacrifice target Zombie. Put a 6/6 black Demon token with Reach in play under your control. It has the ability "Morbid - If a creature died this turn, untap this creature." (Reach: This creature can block creatures with flying.) It is with an indomitable will that Xenox learns how to make pacts with the devil. This is another reason he employs the zombies for neither he nor the undead hold qualms for such soul trading. Having a body slain in the demons' presence is enough to return their savage thirst for destruction.
 
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