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The Multiverse—a boundless expanse of worlds, each different from the last. These worlds, called planes, differ as widely as the imagination. One plane might be covered entirely in dense jungle, for example. On another, city has replaced nature entirely. Still others are volcanic, icy, barren, or more like our own world, with many varied elements.
Most planes are spheres with an atmosphere and one or more suns and moons; they resemble planets. But there is no law of physics common to all planes of the Multiverse. Planes can be infinite expanses of matter, tiny specks of empty space, or logic-defying inversions of normal reality. A plane can contain an entire, sprawling universe or nothing at all.
Only one thing unites all the planes of the Multiverse: mana, the energy that fuels magic. Mana infuses the land, and only those with a connection to the land can call upon its mana. Some planes are far richer in mana than others. On those planes, magic is powerful and commonplace. Elsewhere, where mana is scarce, magic is rare.
Average beings have no idea that planes exist beyond their own. They live their lives believing their world is the only world. Their perception is limited by the scope of their experience, cut off from the rest of the Multiverse. Only planeswalkers know the greater truth: that each plane is but one of many, and that only they can travel to planes beyond their own.
All planes are connected by the substance of the Multiverse itself: the Æther, called the Blind Eternities by planeswalkers—the only beings who ever see it. In this chaotic, surreal expanse of uncontained energy and matter, time, distance, and the senses have little meaning.
Their ability to cross the Blind Eternities is not the only thing that makes planeswalkers different from every other being in the Multiverse. That ability leads them to form connections with many different lands, to encounter hundreds or even thousands of different races and creatures, and to learn a vast array of spells—more than most archmages bound to a plane could ever hope to master.
The vastness of the Multiverse and the wonders it holds...that is what unites all planeswalkers, what drives them forth, through the Blind Eternities and into planes beyond their own.
note, not just planeswalkers can planeswalk, godlike beings and immortals can do, or just things summoned by planeswalkers
(stolen from http://archive.wizards.com/Magic/multiverse/planes.aspx)
you are one of these planeswalkers, your "spark" has just ignited, and your journey has just begun.
the planeswalkers spark, is something found in 1 in 300 sentient beings, but even then, these planeswalkers can live their entire lives without their spark igniting. the trick to igniting the spark, a moment of incredibly high stress. when this condition is filled, the sentient will be cast across the multiverse to a random location, be it a plain, or the blind eternities itself.
there are 5 colours of mana, each does its part in the multiverse
and a secret colour, purple, produced by twisted dimensions hidden deep within the truth of the blind eternity's, only accessible by destroying a plane.
there are an infinite number of planes out their, but some you should know our:
theros: a plane rather resembling ancient Greece, ruled by 14 gods, 5 for the single coloured "main" gods, and 9 lesser 2 colour gods. their was once 15 gods, sort of, a satyr planeswalker called Xenagos, got the idea into his head to become the red green god of revellers. he succeeded. however the other gods didn't like this, "upstart god". http://mtgsalvation.gamepedia.com/Theros
ravnica: long ago, this plane was ruled by 10 warring clans, but, then the war reached a stage where the very plane was at risk, so the 10 paruns, got together and write a powerful enchantment called the guild pact, which forced the 10 clans into a form of bitter peace, forced to use only to colours each to keep an order of balance.
http://en.wikipedia.org/wiki/Ravnica
mirrodin: a plane constructed by hand by a silver golem planeswalker named karn. every inch of the plane is a master piece, an artisan would cry to behold. however. "phyexians" evil mutated hybrid cyborgs, have been seeking to make the plane their own, the world is being controlled my memnarch, a phryexian golem once loyal to karn, whom is using the world as an experiment, abducting creatures from their native plane.
http://en.wikipedia.org/wiki/Mirrodin
shadowmoore/lorwyn: hidden deep in the blind eternities, that one would try hard to find, a plane where humanity has not blossomed hides. in habituated by several species, but mainly a xenophobic species called kithkin, maybe this lack of humanity is part of its charm? but the truly spectacular thing about it is its day and night cycle. in lowyn a day and a night last a month, and when night comes the inhabitants lose their memory of the day and become, bitter, evil and powerful. http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/db8
Alara: a very bizarre plane, split into 5 shards by an interplaner storm called the maelstrom. each shard knows nothing of the other, and is limited to only using 3 colours of mana.
grixis: blue red black, a hellish world of undead
bant: blue white green, a world untouched by evil, filled with honour
Naya: red white green, a world filled with gargantuan beasts, which the locals praise as gods
jund: red, green, black, a war wrecked plane where dragons are treated as gods.
esper: blue black white, a world of invention, whom believe that etherium, a magic infused metal local to esper, is the ultimate enlightenment, and the locals infuse their own bodys, and those of the animals around, with etherium.
http://mtgsalvation.gamepedia.com/Alara
inistrade: a plane home to vampires, werewolf's, zombies ghouls and all sorts of unholy beings that feast upon mortal flesh. it is primarily a black and white plane, but other colours are present. the native humans find hope and power in their belief of the great angle avacyn, using their faith as weapons to protect against the dark horrors around them.
http://archive.wizards.com/Magic/multiverse/planes.aspx?plane=innistrad
races:
Humanoid races
[edit] Humanoid races without their own subtype
[edit] Humanoid races (in appearence only)
[edit] Sentient non-humanoid races
[edit] Non-Humanoid races without their own subtype
[edit] Crossbreeds
[edit] Animals
[edit] Animals (phantastical)
[edit] Plantlife
[edit] microorganisms
[edit] Artifact creatures
http://mtgsalvation.gamepedia.com/Races
I have in interesting idea with this rp... how about whenever a battle begins, we battle it out using online decks constructed and played in the online mtg deck builder. http://www.mtgdeckbuilder.net/Decks/EditDeck
if we decide on doing this, their will be a rule of no legendary creatures without reason to have them.
be polite
don't be afraid to have your character die, the multiverse is tragic
only make as many characters as you can use
minimal romance
please don't go on without me, I don't want to wake up to 42 pages.
this is, at the end of the day, my rp. I have final say
Most planes are spheres with an atmosphere and one or more suns and moons; they resemble planets. But there is no law of physics common to all planes of the Multiverse. Planes can be infinite expanses of matter, tiny specks of empty space, or logic-defying inversions of normal reality. A plane can contain an entire, sprawling universe or nothing at all.
Only one thing unites all the planes of the Multiverse: mana, the energy that fuels magic. Mana infuses the land, and only those with a connection to the land can call upon its mana. Some planes are far richer in mana than others. On those planes, magic is powerful and commonplace. Elsewhere, where mana is scarce, magic is rare.
Average beings have no idea that planes exist beyond their own. They live their lives believing their world is the only world. Their perception is limited by the scope of their experience, cut off from the rest of the Multiverse. Only planeswalkers know the greater truth: that each plane is but one of many, and that only they can travel to planes beyond their own.
All planes are connected by the substance of the Multiverse itself: the Æther, called the Blind Eternities by planeswalkers—the only beings who ever see it. In this chaotic, surreal expanse of uncontained energy and matter, time, distance, and the senses have little meaning.
Their ability to cross the Blind Eternities is not the only thing that makes planeswalkers different from every other being in the Multiverse. That ability leads them to form connections with many different lands, to encounter hundreds or even thousands of different races and creatures, and to learn a vast array of spells—more than most archmages bound to a plane could ever hope to master.
The vastness of the Multiverse and the wonders it holds...that is what unites all planeswalkers, what drives them forth, through the Blind Eternities and into planes beyond their own.
note, not just planeswalkers can planeswalk, godlike beings and immortals can do, or just things summoned by planeswalkers
(stolen from http://archive.wizards.com/Magic/multiverse/planes.aspx)
you are one of these planeswalkers, your "spark" has just ignited, and your journey has just begun.
the planeswalkers spark, is something found in 1 in 300 sentient beings, but even then, these planeswalkers can live their entire lives without their spark igniting. the trick to igniting the spark, a moment of incredibly high stress. when this condition is filled, the sentient will be cast across the multiverse to a random location, be it a plain, or the blind eternities itself.
there are 5 colours of mana, each does its part in the multiverse
- White, the color of order, healing, justice, and light but also authoritarianism, subjugation and beaurocracy. It's produced by plains.
- Blue, the color of knowledge, reason, and trickery, the elemental power is water. It's produced by islands.
- Black, the color of death, darkness, despair, selfishness, and amorality, but also individuality and ambition. It's produced by swamps.
- Red, the color of chaos, destruction, war, and fury, as well as lightning and fire. It is the color of love and emotion, as well as freedom and warmth. It's produced by mountains.
- Green, the color of life, nature, growth, instinct, and interdependence. It's produced by forests.
and a secret colour, purple, produced by twisted dimensions hidden deep within the truth of the blind eternity's, only accessible by destroying a plane.
there are an infinite number of planes out their, but some you should know our:
theros: a plane rather resembling ancient Greece, ruled by 14 gods, 5 for the single coloured "main" gods, and 9 lesser 2 colour gods. their was once 15 gods, sort of, a satyr planeswalker called Xenagos, got the idea into his head to become the red green god of revellers. he succeeded. however the other gods didn't like this, "upstart god". http://mtgsalvation.gamepedia.com/Theros
ravnica: long ago, this plane was ruled by 10 warring clans, but, then the war reached a stage where the very plane was at risk, so the 10 paruns, got together and write a powerful enchantment called the guild pact, which forced the 10 clans into a form of bitter peace, forced to use only to colours each to keep an order of balance.
http://en.wikipedia.org/wiki/Ravnica
mirrodin: a plane constructed by hand by a silver golem planeswalker named karn. every inch of the plane is a master piece, an artisan would cry to behold. however. "phyexians" evil mutated hybrid cyborgs, have been seeking to make the plane their own, the world is being controlled my memnarch, a phryexian golem once loyal to karn, whom is using the world as an experiment, abducting creatures from their native plane.
http://en.wikipedia.org/wiki/Mirrodin
shadowmoore/lorwyn: hidden deep in the blind eternities, that one would try hard to find, a plane where humanity has not blossomed hides. in habituated by several species, but mainly a xenophobic species called kithkin, maybe this lack of humanity is part of its charm? but the truly spectacular thing about it is its day and night cycle. in lowyn a day and a night last a month, and when night comes the inhabitants lose their memory of the day and become, bitter, evil and powerful. http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/db8
Alara: a very bizarre plane, split into 5 shards by an interplaner storm called the maelstrom. each shard knows nothing of the other, and is limited to only using 3 colours of mana.
grixis: blue red black, a hellish world of undead
bant: blue white green, a world untouched by evil, filled with honour
Naya: red white green, a world filled with gargantuan beasts, which the locals praise as gods
jund: red, green, black, a war wrecked plane where dragons are treated as gods.
esper: blue black white, a world of invention, whom believe that etherium, a magic infused metal local to esper, is the ultimate enlightenment, and the locals infuse their own bodys, and those of the animals around, with etherium.
http://mtgsalvation.gamepedia.com/Alara
inistrade: a plane home to vampires, werewolf's, zombies ghouls and all sorts of unholy beings that feast upon mortal flesh. it is primarily a black and white plane, but other colours are present. the native humans find hope and power in their belief of the great angle avacyn, using their faith as weapons to protect against the dark horrors around them.
http://archive.wizards.com/Magic/multiverse/planes.aspx?plane=innistrad
races:
Humanoid races
- Ape, Centaur (part Horse), Cyclops, Dauthi, Dryad, Dwarf, Elf, Faerie, Giant, Gnome, Goblin, Gorgon, Hag, Human, Kithkin, Kobold, Kor, Merfolk (Fish-folk), Metathran, Minotaur (part bull), Moonfolk (part Rabbit), Noggle (part ass), Ogre , Orc, Ouphe, Satyr (part goat), Siren, Soltari, Surrakar (reptillian), Thalakos, Troll, Vedalken, Viashino (Lizard-folk), Werewolf, Yeti, Duergar, Merrows, faerys, boggart.
[edit] Humanoid races without their own subtype
- Amphin (Salamander-folk), Aven (Bird-folk), Kitsune (Fox-folk), Leonin (Lion-folk), Loxodon (Elephant-folk), Nantuko (Insect-folk), Nezumi (Rat-folk), Orochi (Snake-folk), Rhox (Rhino-folk), Wolfir (Wolf-folk)
[edit] Humanoid races (in appearence only)
- Angel, Archon, Avatar, Bringer, Djinn, Reflection, Shade, Shapeshifter, Skeleton, Sliver (Magic 2014 version), Specter, Spirit, Thrull, Vampire, Wraith, Zombie.
[edit] Sentient non-humanoid races
- Carrier, Cephalid (part Octopus), Beeble, Demon, Devil, Dragon, Drone, Eldrazi, Elemental, Eye, Gremlin, Harpy, Homarid (part Crab), Homunculus, Horror, Illusion, Imp, Incarnation, Kirin, Nephilim, Nightmare, Nightstalker, Spawn, Sphinx (part Cat), Spirit, Thrull (made from dead flesh, but not undead), Treefolk (part Plant), Zubera.
[edit] Non-Humanoid races without their own subtype
[edit] Crossbreeds
[edit] Animals
- Anteater, Antelope, Ape, Aurochs, Badger, Bat, Bear, Bird, Boar, Camel, Caribou, Cats, Crab, Crocodile, Elephant, Elk, Ferret, Fish , Fox, Frog, Goat, Hippo, Horse, Hound, Hyena, Insect, Jellyfish, Leech, Lizard, Mongoose, Nautilus, Octopus, Ox, Oyster, Rabbit, Rat, Rhino, Salamander, Scorpion, Sheep, Slug, Snake, Spider, Sponge, Squid, Squirrel, Starfish, Turtle, Whale, Wolf, Wolverine, Wombat, Worm.
[edit] Animals (phantastical)
- Atog, Basilisk, Beast, Brushwagg, Camarid, Cockatrice, Drake, Gargoyle, Griffin, Hellion, Hippogriff, Hydra, Kavu, Kraken, Lammasu, Leviathan, Lhurgoyf, Licid, Manticore, Mutant, Pegasus, Phelddagrif, Phoenix, Serpent, Slith, Sliver, Spike, Unicorn, Wurm.
[edit] Plantlife
[edit] microorganisms
[edit] Artifact creatures
- Assembly-Worker, Blinkmoth, Chimera, Construct, Dreadnought, Gnome, Golem, Juggernaut, Masticore, Myr, Pentavite, Pest, Prism, Scarecrow, Tetravite, Thopter, Triskelavite.
http://mtgsalvation.gamepedia.com/Races
I have in interesting idea with this rp... how about whenever a battle begins, we battle it out using online decks constructed and played in the online mtg deck builder. http://www.mtgdeckbuilder.net/Decks/EditDeck
if we decide on doing this, their will be a rule of no legendary creatures without reason to have them.
be polite
don't be afraid to have your character die, the multiverse is tragic
only make as many characters as you can use
minimal romance
please don't go on without me, I don't want to wake up to 42 pages.
this is, at the end of the day, my rp. I have final say
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