Schnee Corp Lawyer
STILL not over Birthright's ending
PLANAR BINDING
(please only post in this if you've already been invited/know what it is!)
You were already having one hell of a day. It might have been the lowest point of your existence, a tragedy that shattered what was keeping you together. It might have been the happiest moment of your life; a moment of triumph or love that sent your pulse dangerously racing and your joy to unknown heights. Perhaps you bore witness to something that was so against everything that you were, every bit of what you stood for, that it lit a fury inside you that threatened to tear your skin asunder and leave the world around you in flames. Whatever it was, something happened that broke something you didn’t know was inside you, a wall of thoughts and memories, and those emotions lit that something.
A spark
The multiverse is a vast, uncharted space of countless worlds and an even vaster number of people and creatures living on them, connected by a void of emptiness called the blind eternities. Within that nigh infinite population, the tiniest percentage of those beings have something inside their soul called a planeswalker’s spark. How one ends up with one is a mystery even the greatest scholars of magic have never been able to deduce, but activating a latent one is always the same; the carrier experiences the very limit of emotion, pushing some part of their mind to the point of breaking, and the spark ignites, sending them on their first planeswalk unwillingly. As minuscule as the number of creatures with sparks are, and as few of those who manage to inadvertently ignite their spark, even fewer survive their first planeswalk. Some die of shock, the turmoil of emotion already in their hearts shattered by the drastic shift in reality, and others are lost to one of the many hostile and dangerous worlds scattered throughout the multiverse.
Not you, though. You lived, though your first planeswalk was not a normal one, even by planeswalker standards. Your spark still ignited in some moment of great emotional weight, but you did not end up on a plane. You hurtled through the blind eternities and felt yourself subjected to some great collision, though one of the spirit instead of a physical one. You may not have understood it at the time, but something was keeping you from crossing the planes despite your spark. Something pulled against you, and in the void of nothingness you saw something that shouldn’t have existed; a light. It was the source of the pull, perhaps the source of the block, and you found yourself powerless to resist its lure. It sucked you in, and dumped you out.
The streets you found yourself on were, on most days, one of the safer ones to be subjected to on your first planeswalk. Many things were probably recognizable, most obviously that streets existed in this world, along with great stone buildings and crowds of people. This, however, is not most days. The buildings burn, the crowds flee, and wherever in the giant, world spanning city of Ravnica you landed, a dozen soulless eye sockets on skeletal figures coated in dark blue stone turn towards you in favor of the wanton violence they'd been committing just before.
The who, the what, the where, and the why were going to have to come later; Your new, very complicated life as a planeswalker is subject to the same simple rules as every life faced with a predator since the dawn of time. Run. Kill. Or die.
Planeswalkers; the Basics:
Much of this is already covered above; planeswalkers are beings whose souls carry something called a spark. A planeswalkers spark is ignited in a moment of extreme stress or emotion, sending them hurtling on their first planeswalk through the multiverse. After that first walk, how a planeswalker actually does their travelling works can vary wildly. Some can planeswalker as effortlessly as taking a step. Others must meditate beforehand, or achieve some height or calm of emotions. Still others require either some object or other being to be with them. There are some general rules however;
- Planeswalkers cannot take anyone with them (with very rare exceptions)
- Planeswalkers can only take what they can carry with them through the blind eternities
- Planeswalking takes focus; even for planeswalkers who thrive off emotion, stepping into the blind eternities without concentration or while in pain is extremely difficult
- There are three ways to be able to travel to a specific plane; having already been there yourself, following another planeswalker who recently traveled there, or throwing yourself randomly into the blind eternities and hoping for the best.
- How long it takes to planeswalk somewhere can vary. Sometimes it takes hours, sometimes days, very rarely it takes years, in some cases it takes centuries, and in fringe cases you end up where you were going before you left
Mana
Throughout the multiverse, every plane has mana; it is the energy that makes worlds turn, life bloom, and death consume. With their spark, planeswalkers are able to siphon mana from any leyline they have visited and shape it into spells. Mana and leylines take five distinct forms, often referred to by planeswalkers as colors, of which there are five. Most planeswalkers can only access one or two colors of mana closely tied to their identity, but some can access three, four, or extremely rarely all five. As the planeswalkers of this game are all stuck on Ravnica at the start, their access to planeswalker magic will be limited. In addition, those with souls filled with other, foreign kinds of magic or power will find their ability to harness planeswalker magic hampered
White: The color of order and structure, of justice and judgement, of the many before the few. The color of both the most pure of heart heroes, and the horrid tyrants who think their way is best and all who disagree or are impure in some way must die. Spells fueled by white mana are the easiest to heal with, to strengthen many warriors, or to strike down those who have done wrong against the caster or their allies. Creating light, shields, and forcing equality in some way are all also white spells
Green: The color of nature, of going with the flow of destiny, of wisdom and instinct over knowledge and progress. The color of those who are apex predator and those who hate change, of those who defend nature's smallest creatures and those who despise civilization's advance.. Spells using green mana are tied to the summoning of beasts and natural monsters, of strengthening muscle and sharpening teeth. It can be used to destroy the unnatural and to call upon the forces of nature.
Black: The color of darkness, of putting yourself first, of taking power at any cost. The color of exploitation of others and of sacrificing parts of yourself. Carried in the souls of dashing, kindhearted rogues and the most vile murderers and demons. Black mana is the most adept at killing, of creating darkness and binding demons, of tapping into the dangerous tendrils of undeath. It can be used to drain the life of others to give strength to yourself.
Blue: The color of the mind, of knowledge for the sake of knowledge, and of misdirection. Blue magic can unravel spells at their base level, create illusions and machinery, and read or even control thoughts. It is the color of shapeshifting and of calling upon air, ice, and water.
Red: The color of emotion, chaos, destruction, and impulse. Red is the color of fire and lightning, of metal and magma, of blasting foes (and anything else really) apart directly. It is the color of speed, of acting without thought, and of turning your emotions into a weapon, or your enemy’s emotions against them.
Sheet
Name:
Color(s):
Method of planeswalking:
Brief background:
Moment of ignition:
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Examples (and probable actual PCs/Villains)
Name: Corrin
Colors: Red, green
Method of planeswalking: Requires a sword; cuts a tear through the eternities and steps through
Brief background:
Born in the country of Hoshido to the royal family in a time of strife and war, Corrin's early life was marred with tragedy when she joined her father for peace talks with their country's enemy; Ganon, the king of the neighboring land Nohr, slew her father in an ambush and raised her as his own child in a twisted form of hostage taking. The memories of that day suppressed, Corrin lived in relative isolation save for the nohrian royal family who genuinely treated her as a sibling. When Hoshido and Nohr once more fell into conflict years later, she devoted herself to fighting for what she thought was her home, only to be (perhaps unsurprisingly) betrayed by her adoptive father and seemingly left for dead. Taken in by the hoshidans, she learned that they were her true family, met her mother, and fell into the trap Ganon had laid from the start; the weapon he'd given her when he sent her to battle was enchanted with dark magic, and exploded into shards that impaled the hoshidan queen. Narrowly surviving the attack herself and having lost the mother she'd just rediscovered, Corrin joined her hoshidan siblings and set out to fight against the mad king of Nohr. She persevered through the enemy using dark magic, foul tricks, and pitting her against those she'd once called family, but in the end, she led Hoshido to King Ganon's doorstep and cut him down.
Moment of ignition: Corrin found a kindred heart in the Hoshidan army in a young woman named Azura; they became fast friends, close allies, and almost more. Yet in the final battle against Ganon, azura pushed her own strange bloodline too far, and Corrin watched her be pulled apart by dark, terrible magic before her eyes. It broke her.
Moment of ignition: Corrin found a kindred heart in the Hoshidan army in a young woman named Azura; they became fast friends, close allies, and almost more. Yet in the final battle against Ganon, azura pushed her own strange bloodline too far, and Corrin watched her be pulled apart by dark, terrible magic before her eyes. It broke her.
Name: Envy
Colors: Blue and Black
Method of planeswalking: Dissassembling and reassembling themselves was never that difficult; they snap their fingers and collapse in on themselves with some deeply uncomfortable, squishy noises
Brief background:
Long, long ago, a tiny homoculus in a flask wanted to escape its confines. It manipulated an entire country with promise of knowledge and immortality, and in the end absorbed the entirety of its population into itself. Yet still it felt shackled by the confines of existence; and thus it set out to break those in the most audacious way possible; becoming God. To do this, it needed agents, and few were as dangerous as the one called Envy. Created quite literally out of the homoculous's feelings of envy and jealousy, it gave them the power to take any shape they wished, and the body mass and flesh of the poor souls of xerxes. Envy served their role well, yet they were arrogant; arrogant enough to mock one of the most powerful humans fighting against their creator's plot, and in the end, died for it
Moment of ignition: The sheer, frustrating, seething, horrible jealousy and despondent rage Envy felt in his final moments were more than enough to light his spark; perhaps one that was meant to be his creator's, unwittingly given up in Envy's creation.
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