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Fandom Magic the Gathering: Guildfall [Under Construction]

Well, I'll go ahead and send you a very simple summary of the world we're playing in and the function of mana. I would love to see you discover more and find an interest in Magic, since the lore really is what sets it apart in my opinion.
 
Ayreon said:
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 began his time in Ravnica as an Azorious bureaucrat. However, he found their tactics rather agressive and soon left to join the Orzhov in search of a method of expanding his lifespan even further. Eventually, he found his way into House Dimir, where he learned more about the city's vast network of underground information. This is where he now resides, sharing his outside knowledge and using the network of Dimir spies to learn more abotu the strange occurance on Ravnica.


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."
I'm pretty sure if you join a guild you can't leave to join a new guild short of dying unless your Dimir. And Jace/the guildpact forces guild members to keep to their two colours. Are we doing this strictly canon?
 
pbtenchi said:
I'm pretty sure if you join a guild you can't leave to join a new guild short of dying unless your Dimir. And Jace/the guildpact forces guild members to keep to their two colours. Are we doing this strictly canon?
Fair point, let me fix it right quick. I was tired while typing and completely forgot the "You're in a guild for life" rule.
 
Tell me about it, man! I'm playing around with Daxos' deck right now. My friends and I have all agreed to play them out-of-box for a few weeks before modifying, but the second that happens I'm swinging into auramancy that ends with a huge spirit beatdown.


@Ayreon


There are elements that are changing with the guilds and how Ravnica works, but I can't reveal much more than what the story has actively already altered. I would like you all to keep yourselves to the singular guilds but if you're just a contractor who the guilds have payed to do work I don't see that as too much of a problem. Though I also really, really don't think Dimir would go out of their way to let people into their service temporarily.
 
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Cosmoknot said:
Tell me about it, man! I'm playing around with Daxos' deck right now. My friends and I have all agreed to play them out-of-box for a few weeks before modifying, but the second that happens I'm swinging into auramancy that ends with a huge spirit beatdown.
@Ayreon


There are elements that are changing with the guilds and how Ravnica works, but I can't reveal much more than what the story has actively already altered. I would like you all to keep yourselves to the singular guilds but if you're just a contractor who the guilds have payed to do work I don't see that as too much of a problem. Though I also really, really don't think Dimir would go out of their way to let people into their service temporarily.
I always thought Dimir were the guild most likely to hire outsiders. That way you don't have to tell them everything and you can just erase their memory afterwards.


incursionspecialist.jpg
 
RiddleWrappedEnigma said:
[0] Look at the top card of your library, if it is a creature draw it, then shuffle your library
Incorrect template,[0]Look at the top card of your library, you may reveal it, if a creature is revealed this way, draw a card


No point in shuffling, and it seems more like a green ability.
 
I'm going to be doing some work over the weekends and the beginning of the week, but with that and one more person I'm waiting on specifically we should be ready to go.
 
[QUOTE="Lux___Wolf]



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 Xenon 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. Xenon 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?



Xenon 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," Xenon slurps in his sleep. A nest of spiders scatter out from his open mouth.



Appearance:


96f1bacfc02f849fb4e5e0568eb051eb.jpg
With stony olive skin and glassy green eyes, Xenon 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.



Xenon 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:


If a creature has dealt damage to Xenox this turn, destroy it. Return that creature to the battlefield under your control. It becomes a Zombie in addition to its other types. Xenox devoted himself to the mastery of revival and exploitation of anything alive. What better way than to take enemies and make them minions? For lack of control, this can only happen at the speed of a sorcery.


Choose one - Target creature gains the ability Undying. Or put a petrification counter on target creature.


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


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. 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. For lack of control, one effect happens at the other's expense.



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.
So how did he get his spark ignited? It doesn't seem to say.




[/QUOTE]
 
pbtenchi said:
So how did he get his spark ignited? It doesn't seem to say.
Ah, lmao I forgot that detail. I'll add it in under Short History immediately. Anything else?


Edit: I just added in the spark info.
 
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