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The Planeswalkers (OOC/Sign-Ups)

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New Armarzia
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The Planeswalkers (OOC/Sign-Ups)

Postby New Armarzia » Fri Feb 01, 2013 9:16 pm

The Planeswalkers








Planeswalker

A Planeswalker is a powerful mage who is able to travel across the planes of existence. There are infinite worlds across the Multiverse, and Planeswalkers are unique in their ability to move from one world to the next, expanding their knowledge and power through the experiences they collect there.

One in a million sentient beings are born with “the spark,” the ineffable essence that makes an individual capable of becoming a Planeswalker. Of those born with “the spark,” even fewer “ignite” their spark, enabling them to realize their potential and travel the planes. Most Planeswalkers have their spark ignited as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark, but so could a sudden, life-changing epiphany or a meditative trance that enables the mage’s grasp of some transcendent truth. There are as many such stories as there are Planeswalkers.

After the Planeswalker spark ignites, one has the power to dedicate one’s life to a personal mission, whatever that may be. A Planeswalker’s life is consumed with the exploration of the Multiverse, the discovery of strange secrets and experiences, and the plumbing of the depths of one’s own mystic soul. The life of a Planeswalker is a life of choice and self-determination, unrestricted by the boundaries of world or fate. With the freedom to travel and the power of magic, each Planeswalker has the power to carve his or her name on the face of history.

Planes of Existence

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.

Known Planes

Ravnica Innistrad

Zendikar Lorwyn

Shadowmoor Kamigawa

Dominaria Alara

Mirrodin

Name-Arachanea
Info- Filled with Forests and Swamps, Arachanea is a home for green and black magic. The result was that spiders became the dominant race while humans became thralls for the spiders, good for nothing except food, and places to store eggs. The elves did develop inteligence and are currently fighting the spiders, to no avail.
Native Creatures- Spiders, humans, elves


Name:Rozendusk
info: trapped in a perpetual state of dusk for centuries since the cataclysmic war that killed off nearly everything. Now it is home to horrors and raw magic and the beginnings of new life in dark places.
Natives: formerly home to angels and demons in equal amounts; since its destruction only horrors, ghosts, and a few flowers remain.


Name-Nalstor
Info-Nalstor is an aquatic plane dotted with many islands that are very close to another. These islands are usually lush with tropical forests where the many beasts live, some tribes of elves, leonine, aven, and humans live on these tribes but they are very small in numbers. In the ocean merfolk and cephalid battle for dominance of the sea which is at a complete stalemate. Cephalids hold the deep sea while merfolk stay on the shallow coasts. However, drakes hold the most dominance, even with their lack of sentience. There ability to breathe in water and fly allows them to dominate wherever they wish causing them to claim territory anywhere in the plane.
Native Creatures-Animals, Humans, Elves, Leonin, Merfolk, Cephalid, Drakes


Mana

Mages and planeswalkers of the Multiverse can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. But all magic requires mana. Mana is the magical energy that powers spells. Where do you get it? Mana comes from the land. Mages must know a place to gather mana from it. Mana is scarce, so mages don't have infinite energy to cast spells. They must make bonds with lands to gain new sources of mana.

Colors-Land-Values
White-Plains-Order, Protection, Light, Law, Community
Examples of white spells include cleansing and healing magic, blinding light, and devastating waves of purifying energy. White-aligned creatures are orderly, defensive, and cooperative. They gather fast and strike first. White mages summon majestic angels to devastate the unworthy. Legions of soldiers and knights form effective armies under a white mage's command. The soldiers might be small individually, but together they are overwhelming.

Blue-Islands-Knowledge, Manipulation, Illusion
Examples of blue spells include crashing waves, whirlpools of Æther, and even manipulations of time itself. Blue-aligned creatures try to deceive their opponents or trick them into using magic in a way they didn't intend. Blue-aligned creatures often confuse, disguise themselves, or steal things from their enemies. Blue mages call wizards and weird beasts of the air and oceans to serve them. They summon crafty sphinxes, ferocious drakes, and elusive sprites. Titanic leviathans surface from the depths of the ocean to do their bidding.

Black-Swamp-Darkness, Ambition, Death, Self
Examples of black spells are tendrils of corrupting shadow, command over the undead, and projection of crippling nightmares into the minds of enemies. Undead skeletons and ghouls, unspeakable horrors, and diabolical demons are native to places of black mana, and they're as self-serving and treacherous as the mages who control them. Black magic isn't limited to these abominations, though—death-cultists and secret societies of assassins carry out black mages' nefarious plans under cover of darkness. Black mages control the most horrifying of creatures, but always at a price.

Red-Freedom, Emotion, Impulse
Examples of red spells include rains of meteors, searing bolts of lightning, and huge gouts of flame. Red-aligned creatures are warlike, frenzied, and dangerous. Red mages summon mighty dragons to dominate the skies. They send hordes of bloodthirsty barbarians or rampaging goblins to lay waste to their enemies. They also channel mystical energy and summon fire elementals of merciless power and destruction. Red creatures rage across the landscape cutting down anything that stands in their way.


Green-Growth, Instinct, Nature
Examples of green spells include wild, lush growth, sudden predatory hunger, and the might of an entire stampede. Green mages summon a huge variety of creatures, from forest-dwelling animals to territorial elves and awe-inspiring behemoths. Some green creatures are living wellsprings of mana; others overrun their foes in a mighty rush of ferocious power. From towering nature elementals to carnivorous wurms, green creatures are the biggest and mightiest around.


The Player

You are a planes walker, either an experienced traveler of worlds or a young mage who has just discovered the spark. With your extraordinary powers you now learn more spells to further your strength or raise armies to summon at your will. With your power you can set out to achieve your own goals, but to do so you will need power, and power comes from mana or another planeswalker. To cast your spells you will need to have mana from the land of a plane, once a connection has been established you can than use your powers to further your goal, whatever it be, However, you are still mortal and can succumb to death by combat, thirst, or even age. But you can avoid this fate through the knowledge of long-lost secrets or killing another planeswaker to consumer their life and empower your own. You know there are others like you in the multiverse, together you can complete impossible goals or with their lives you can gain unimaginable power. Now it is time for you to set out and travel the planes...

Applications
*Please delete all brackets, they are just there to give you note about specific things in the apps.

Planeswalkers
Code: Select all
[b]Name[/b]-
[b]Race[/b]-(Include description if needed)
[b]Gender[/b]-
[b]Colors[/b]-(No more than three, having more colors gives you access to more spells, but you will find yourself weaker in one color's spells compared to a mage who only casts spells of that color)
[b]Tactics[/b]-(Just give me a general idea of the kind of tools you use, if you use more spells, summon more, or use powerful artifacts you have collected. Also give me a basic idea of what those would be, don't need a list of specifics but just enough so people can understand the kind of mage you are.)
[b]Home Plane[/b]-(You can make one yourself or use one that has already been accepted or is already known).
[b]Bio[/b]-
[b]Additional Info[/b]-


Planes
Code: Select all
[b]Name[/b]-
[b]Info[/b]-
[b]Native Creatures[/b]-


Accepted Apps
Name-Shadowthorn
Race-Half human half Tiger(looks like a walking tiger)
Gender-Male
Colors-Black
Tactics-Shadowthorn uses powerful black magic and necromancy while he sacrifices his cultist minions to make himself more powerful in combat.
Home Plane-Ravnica
Bio-Shadowthorn is a powerful black mage and necromancer who is a member of the dark Golgari guild of Ravnica. He is among the most powerful in the guild and he has much respect among the dark magic practicers. He summoned an undead army and enslaved several hundred people while gaining vast power. He has sacrificed dozens to make himself more powerful. He has never entered another plane and does not know he has the power to.
Additional Info-Is a necromancer, has never entered another plane and is a member of the Golgari guild.


Name- Herito
Race- Giant Spider (think slightly bigger than the average Human)
Gender- Male
Colors- Green/Black
Tactics-Mutating/enhancing less powerful creatures while weakening/poisening the enemies
Home Plane-Arachanea
Bio- Herito is the smart spider from his plane. About one in every 1,000,000 spiders hatched gain the inteligence that makes a spider capable of commanding other spiders in a tactical way, and Herito was one of the lucky few. Using the powers of Green and Black magic, Herito quickly helped the Spiders overrun the elves with sheer size and numbers. Herito discovered his planeswalker spark when he attempted to mutate himself into a bigger spider (his original size being no bigger than a human's fist). Discovering other planes where spiders did not dominate the human race, Herito set out to become even more powerful, and desires to cleance his plane of elves and humans, and proceed onto other planes.
Additional Info-


Name: Edamiel'Nul
Race: angel
Gender: Female
Colors: BWU
Tactics: sneaky and stealthy, nearly always uses shadowy copies of herself while remaining concealed elsewhere. Given a serious fight however, she summons various horrors, gorgons, wraiths, and lesser demons to fight with her. She herself fights in agile platemail, with a tanto and a lance fused with white and black mana
Homeplane: Rozendusk
Bio: Edamiel'Nul woke up alone into this world, its sole inheritor, clueless to how she could have been born when everyone else was long gone. She sees it as her task to remake life into Rozendusk, stealing ideas and magic from others planes. So far, she has created faerie-like creatures that tend to the flower gardens in her absence.


Name-Gnock (this is what he is known by)
Race-Rhino (a walking on 2 feet talking rhino not your zoo rhino sort of like a rhino paladin)
Gender-Male
Colors-White, Green
Tactics-I like to summon armies,have auras, and the basic of a white weenie mixed with a green growth deck.
Home Plane-Bant, Alaria
Bio-Gnock discovered his power when he was 3 and began training eversince now he is 24 and a great planeswalker. his goal is to unite all of alara again and get rid of the blasted phyrexians he doesn't like fighting for no reason but he fights a lot of thugs and the sort already took down a crime syndicate by the age of 15.


Name-Jek Cordess

Race-(Include description if needed)-Human

Gender-Male

Colors-(No more than three, having more colors gives you access to more spells, but you will find yourself weaker in one color's spells compared to a mage who only casts spells of that color)-Blue and Red

Tactics-(Just give me a general idea of the kind of tools you use, if you use more spells, summon more, or use powerful artifacts you have collected. Also give me a basic idea of what those would be, don't need a list of specifics but just enough so people can understand the kind of mage you are.)-Normally, Jek uses only blue magic. Specifically, he uses magic to control and summon geists (dead spirits). He uses these geists to spy on his opponents, attack them, or more often than not, defend Jek while he wraps himself in more geists and flies away. However, when the spirits inside of Jek get the upper hand (read bio) Jek switches over to red magic. The spirits inside of him turn violent, and will project themselves out in bursts of powerful, intelligent fire. In this state, Jek is more instinct than anything else, and will often just attack anything that moves.

Home Plane-(You can make one yourself or use one that has already been accepted or is already known) Innistrad

Bio-Jek was born in Innistrad, in a small, walled town far from the hubs of civilization. As a result, he grew up with the constant threat of attack from vampires, werewolves, and the like. However, it wasn't the slayers or the hunters or the warriors who caught Jek's attention. It was the geistcatchers. From an early age, Jek was fascinated by the strange geist traps the catchers would use, and was enthralled by the angry, often vengeful spirits that the catchers ensnared. So, once Jek discovered he had a talent for magic, he began to study the magic used to summon and control geists, believing that they could be used to fend off the other threats to his quiet, little border town. As time passed, his study gradually gave way to experimentation. He began to push the boundaries of magic, wanting to see if there was a way to truly restore a geist to its human body. He created homonculi out of scrap metal and cloth and tried again and again to force a geist to inhabit one of them. Eventually he succeeded, but the resulting entity had no memory of its past life and had no real thoughts, just the same confused, mindless anger it had as a geist. Undeterred, Jek continued to try, keeping his work secret from the townspeople out of fear. To them, he was a hero. He'd singlehandedly cleansed the town and the surrounding area of geists (though that was partially due to his constant need for new "subjects").

Then, one night, a strange, powerful fire elemental came down from the sky and attacked the town, burning everything to the ground. Jek fled to the basement of his home, summoned up every geist he could, and forced them to create a protective barrier around him. It only partially succeeded. The elemental's fire broke through for an instant and badly scarred Jek's right arm. However, because of the geists shielding Jek, the elemental only sensed the dead, and left, leaving Jek injured but alive. Jek emerged from the asheds of his laboratory, only to find the entire town gone, snuffed out like a candle. Jek was heartbroken, and scared. The walls were gone, the defenders were gone, all of his friends and family were gone, and Jek didn't know what to do. In panic and desperation, Jek made up a spell on the spot, one that would summon the geists of all the recently dead, and force them to return to their bodies. The spell worked, but the geists rejected their bodies, and instead were drawn to the source of the powerful magic that had summoned them: Jek. They rushed into Jek's body, all 564 of them, and submerged his mind and soul in an ocean of screams of hate, anger, and fear.

At that moment, Jek's spark activated, flinging him across planes. He has no memory of what happened after that, but when he next awoke, he was standing in the burnt remains of another village, on a world he'd never even knew existed. Jek quickly realized what had happened, and just as quickly discovered the spirits screaming and shouting in his mind could not be removed from his body without killing him. Now he travels the planes, trying to find some way to remove the spirits of his massacred village. Most of the time, his magic keeps the spirits calm and submissive. However, if he uses them too much, or if he is around places where the dead are angry, like on a battlefield or in the presence of a serial killer, the spirits inside of him will begin to grow restless. If they break free of his control, they will attack anything they see, and will absorb the angry spirits of the dead that are nearby, adding to their numbers. The more their are inside of Jek, the harder it is for him to keep them under control. He knows he must hurry and find a way to remove them before he loses control completely and is swallowed up in the sea of anger inside of him. (A little melodramatic I know, but that's just how it came out:) )

Additional Info-Jek is not a fighter, let me say that right now. If he goes one on one with another planeswalker, particularly a monster or trained fighter, he will either lose or run away as fast as he can. Even if he's lost control and is using red magic, he's still just mindlessly blasting whatever he sees and can easily be outsmarted or outpowered by a more experienced planeswalker. I have no problem being the guy who loses a fight. That being said, Jek is very intelligent and cautious (a hard lesson learned). He will not be easily outsmarted or provoked while he's in control of himself. He will try to avoid fighting, but if he sees some way to rid himself of his geists, he will take it. The constant noise in his head, coupled with his losses of control, have gradually eroded his moral compass. He won't go out of his way to do bad things, but now he sees no problem in doing evil if it accomplishes his goal.


Name-Surtur Chronous
Race-Human
Gender-Male
Colors-Red
Tactics-Overpowers foes with powerful pyromancy,he also uses a combination of fire elementals and dragons to destroy their defenses
Home Plane-Miiridon
Bio-Surtur was born in the Firefang tribe who peaceful red mages who spoke to dragons and elemental in the volcanos of Miiridon. Surtur's spark came when his father was killed by the Anvil tribe, his rage was so powerful that it erupted the volcano around his tribe, most of them flee but the others died. The tribes red mages made him leader and taught him how to control his rage. when he was an adult, he declared war on the Anvil tribe for he wanted venegence. After a three year war, the Anvil tribe was conquered by the Firefang tribe,but this angered the well known red mage. Koth the Hammer, who saw Surtur as a dangerous threat if his power was left unchecked. Surtur wishes to conquer the Hammer Tribe and kill Koth to become the ruler of this plane.
Additional Info-Surtur does not know about the planes nor does he know that if he kills Koth he can take his power, not yet.


Name-Beorhtryth
Race-Human
Gender-Male
Colors-Blue and White
Tactics-When in combat Beorhtryth goes on the defense. He uses spells designed to disrupt other's spellcasting to counter them or even use the energy from those spells to fuel his own. Often he will summon other spellcasters to assist him in this task. After Beorhtryth has decided he understand how his enemy fights he will than summon fantastic creatures from his countless journeys through the planes, use his enemy's summoned creatures against him, or as a last resort he attacks his opponents mind directly to force them into madness.
Home Plane-Innistrad.
Bio-Beorhtryth was born on the plane of Innistrad to a group of cultists who saw geists as divine creatures who were able to live partly in rest and in the living world with their mind intact. Beorhtryth grew up not knowing of the spark within himself. However, in a ritual to summon a geist, they summoned one with dark intentions. The geist attempted to possess Beorhtryth when his spark ignited causing it to backfire. Beorhtryth possessed the geist and controlled it. The rest of cultists saw this as blasphemy and hunted him, nearly out of instinct Beorhtryth travelled to another plane.

The plane he found himself on was full of vast oceans surrounding lush islands. It was filled with creatures, very few sentient creatures lived on the plane. These sentient species were fascinated with magic and with this Beorhtryth organized what few being he could find and made a castle on the coast of one of the islands. This castle became more of a university where the few humans, elves, aven, Leonin, merfolk and Cephalid learned magic from Beorhtryth. After Beorhtryth organized the university to be able to function without him he began journeying through the planes. He travelled in search of knowledge, specifically that involving the manipulation of time, and mystical creatures from whom he could learn magic from by example.

Beorhtryth returns to the university to show his findings, but always leaves to learn more. His ultimate goal being to learn to manipulate time and others in order to create what he sees as balance and order on the plane he considers home.
Additional Info-
Last edited by New Armarzia on Sat Feb 02, 2013 11:07 am, edited 5 times in total.
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S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:25 pm

I could use a little more info. Like what races would be ready?
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:27 pm

The United Soviet Socialist Republic wrote:I could use a little more info. Like what races would be ready?


Well since the idea is there is an infinite number of planes of existence you are free to choose whatever you want (just make you sure yo don't make them too powerful). Whatever you are should be mortal. SO you can be a dragon, human, elf, merfolk, gorgon, etc. However, you can't be undead...but you can summon undead.
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S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:29 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:I could use a little more info. Like what races would be ready?


Well since the idea is there is an infinite number of planes of existence you are free to choose whatever you want (just make you sure yo don't make them too powerful). Whatever you are should be mortal. SO you can be a dragon, human, elf, merfolk, gorgon, etc. However, you can't be undead...but you can summon undead.

Alright. And I assume we have minions?
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:32 pm

The United Soviet Socialist Republic wrote:Alright. And I assume we have minions?


Sorta, you have the ability to summon beings from other planes (as they cannot naturally travel through planes themselves). However, these beings have to be willing for you to summon them...so your mage can make deals with demons and other powerful beings to be able to summon very powerful creatures, but than you would be bound to whatever pact you made or find yourself unable to summon the creatures you depended on.
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S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:34 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:Alright. And I assume we have minions?


Sorta, you have the ability to summon beings from other planes (as they cannot naturally travel through planes themselves). However, these beings have to be willing for you to summon them...so your mage can make deals with demons and other powerful beings to be able to summon very powerful creatures, but than you would be bound to whatever pact you made or find yourself unable to summon the creatures you depended on.

So we cannot hire soldiers or enslave people?
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:35 pm

The United Soviet Socialist Republic wrote:So we cannot hire soldiers or enslave people?


Yes you can, but you would be limited to hiring or enslaving the people of the plane you are on. They will not be able to travel with you.
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:36 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:So we cannot hire soldiers or enslave people?


Yes you can, but you would be limited to hiring or enslaving the people of the plane you are on. They will not be able to travel with you.

Oh, okay. I think I can make my APP now.
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:39 pm

The United Soviet Socialist Republic wrote:Oh, okay. I think I can make my APP now.

Awesome! Something else you should probably know, creatures you summon from other planes don't die, they just return to their home plane where you can summon them in a later battle, people on their home plane do die,
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S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:40 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:Oh, okay. I think I can make my APP now.

Awesome! Something else you should probably know, creatures you summon from other planes don't die, they just return to their home plane where you can summon them in a later battle, people on their home plane do die,

Alright. My APP is in another tab, I am writing the bio for a black magic practicing necromancer.
Gay and Proudand also a brony
Political Compass:Left: 7.76, Authoritarian: 5.6
I am: Fascist/Corporatist on economy,
Conservative on social issues(Support same sex marriage),
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Postby United Marxist Nations » Fri Feb 01, 2013 9:43 pm

Can anyone be Sauron, Dark Lord of Mordor?
The Kievan People wrote: United Marxist Nations: A prayer for every soul, a plan for every economy and a waifu for every man. Solid.

Eastern Orthodox Catechumen. Religious communitarian with Sorelian, Marxist, and Traditionalist influences. Sympathies toward Sunni Islam. All flags/avatars are chosen for aesthetic or humor purposes only
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:45 pm

Name-Shadowthorn
Race-Half human half Tiger(looks like a walking tiger)
Gender-Male
Colors-Black
Tactics-Shadowthorn uses powerful black magic and necromancy while he sacrifices his cultist minions to make himself more powerful in combat.
Home Plane-Ravnica
Bio-Shadowthorn is a powerful black mage and necromancer who is a member of the dark Golgari guild of Ravnica. He is among the most powerful in the guild and he has much respect among the dark magic practicers. He summoned an undead army and enslaved several hundred people while gaining vast power. He has sacrificed dozens to make himself more powerful. He has never entered another plane and does not know he has the power to.
Additional Info-Is a necromancer, has never entered another plane and is a member of the Golgari guild.

United Marxist Nations wrote:Can anyone be Sauron, Dark Lord of Mordor?
:rofl:
Gay and Proudand also a brony
Political Compass:Left: 7.76, Authoritarian: 5.6
I am: Fascist/Corporatist on economy,
Conservative on social issues(Support same sex marriage),
Anti secularist on religion,
Anti-Republican on government,
Interventionist/Imperialist on international issues

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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:48 pm

The United Soviet Socialist Republic wrote:Name-Shadowthorn
Race-Half human half Tiger(looks like a walking tiger)
Gender-Male
Colors-Black
Tactics-Shadowthorn uses powerful black magic and necromancy while he sacrifices his cultist minions to make himself more powerful in combat.
Home Plane-Ravnica
Bio-Shadowthorn is a powerful black mage and necromancer who is a member of the dark Golgari guild of Ravnica. He is among the most powerful in the guild and he has much respect among the dark magic practicers. He summoned an undead army and enslaved several hundred people while gaining vast power. He has sacrificed dozens to make himself more powerful. He has never entered another plane and does not know he has the power to.
Additional Info-Is a necromancer, has never entered another plane and is a member of the Golgari guild.


Accepted, just know that you are not all powerful, if you do anything to tick off the other guilds you could see all nine other guilds beating the hell out of Golgari. So you are powerful, but don't flaunt it around too much in that political nightmare

United Marxist Nations wrote:Can anyone be Sauron, Dark Lord of Mordor?


No, he would technically be undead :P Feel free to base planeswalkers off of characters, just don't make it too obvious. Show a little creativity.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



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United Marxist Nations
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Founded: Dec 02, 2011
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Postby United Marxist Nations » Fri Feb 01, 2013 9:49 pm

The United Soviet Socialist Republic wrote:

United Marxist Nations wrote:Can anyone be Sauron, Dark Lord of Mordor?
:rofl:

So, is that a yes or a no?
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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:49 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:Name-Shadowthorn
Race-Half human half Tiger(looks like a walking tiger)
Gender-Male
Colors-Black
Tactics-Shadowthorn uses powerful black magic and necromancy while he sacrifices his cultist minions to make himself more powerful in combat.
Home Plane-Ravnica
Bio-Shadowthorn is a powerful black mage and necromancer who is a member of the dark Golgari guild of Ravnica. He is among the most powerful in the guild and he has much respect among the dark magic practicers. He summoned an undead army and enslaved several hundred people while gaining vast power. He has sacrificed dozens to make himself more powerful. He has never entered another plane and does not know he has the power to.
Additional Info-Is a necromancer, has never entered another plane and is a member of the Golgari guild.


Accepted, just know that you are not all powerful, if you do anything to tick off the other guilds you could see all nine other guilds beating the hell out of Golgari. So you are powerful, but don't flaunt it around too much in that political nightmare

United Marxist Nations wrote:Can anyone be Sauron, Dark Lord of Mordor?


No, he would technically be undead :P Feel free to base planeswalkers off of characters, just don't make it too obvious. Show a little creativity.

I know, but he is probably the most powerful of the guild.
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United Marxist Nations
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Postby United Marxist Nations » Fri Feb 01, 2013 9:51 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:Name-Shadowthorn
Race-Half human half Tiger(looks like a walking tiger)
Gender-Male
Colors-Black
Tactics-Shadowthorn uses powerful black magic and necromancy while he sacrifices his cultist minions to make himself more powerful in combat.
Home Plane-Ravnica
Bio-Shadowthorn is a powerful black mage and necromancer who is a member of the dark Golgari guild of Ravnica. He is among the most powerful in the guild and he has much respect among the dark magic practicers. He summoned an undead army and enslaved several hundred people while gaining vast power. He has sacrificed dozens to make himself more powerful. He has never entered another plane and does not know he has the power to.
Additional Info-Is a necromancer, has never entered another plane and is a member of the Golgari guild.


Accepted, just know that you are not all powerful, if you do anything to tick off the other guilds you could see all nine other guilds beating the hell out of Golgari. So you are powerful, but don't flaunt it around too much in that political nightmare

United Marxist Nations wrote:Can anyone be Sauron, Dark Lord of Mordor?


No, he would technically be undead :P Feel free to base planeswalkers off of characters, just don't make it too obvious. Show a little creativity.

Sauron's not undead, he's a Maiar, a lower deity. Specifically, of Order and Regularity. But, I guess being a god would be considered godmodding, huh?
Last edited by United Marxist Nations on Fri Feb 01, 2013 9:52 pm, edited 1 time in total.
The Kievan People wrote: United Marxist Nations: A prayer for every soul, a plan for every economy and a waifu for every man. Solid.

Eastern Orthodox Catechumen. Religious communitarian with Sorelian, Marxist, and Traditionalist influences. Sympathies toward Sunni Islam. All flags/avatars are chosen for aesthetic or humor purposes only
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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:52 pm

United Marxist Nations wrote:
New Armarzia wrote:
Accepted, just know that you are not all powerful, if you do anything to tick off the other guilds you could see all nine other guilds beating the hell out of Golgari. So you are powerful, but don't flaunt it around too much in that political nightmare



No, he would technically be undead :P Feel free to base planeswalkers off of characters, just don't make it too obvious. Show a little creativity.

Sauron's not undead, he's a Maia, a lower deity. Specifically, of Order and Regularity. But, I guess being a god would be considered godmodding, huh?

If you don't bow to almighty Zeus.
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:54 pm

The United Soviet Socialist Republic wrote:I know, but he is probably the most powerful of the guild.


Yeah, that is fine. The only person who would rival you is the guild leader and you chose one of the guilds that already has a member who a planeswalker- Vraska So maybe once i make the IC you can establish some backstory with that planes walker. Like maybe she taught you about your powers but never how to travel planes or something along those lines.

United Marxist Nations wrote:So, is that a yes or a no?


You can make someone based off of sauron or another known character, just add a little creativity to make it just a little unique. Also, sauron bound his life to a ring so he would be considered undead as his life is no longer natural making him unable to have a spark to travel through planes.

I consider him undead since his life is no longer natural. Plus a requirement for being a planeswalker is mortality.
Last edited by New Armarzia on Fri Feb 01, 2013 9:56 pm, edited 2 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 9:55 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:I know, but he is probably the most powerful of the guild.


Yeah, that is fine. The only person who would rival you is the guild leader and you chose one of the guilds that already has a member who a planeswalker- Vraska

United Marxist Nations wrote:So, is that a yes or a no?


You can make someone based off of sauron or another known character, just add a little creativity to make it just a little unique. Also, sauron bound his life to a ring so he would be considered undead as his life is no longer natural making him unable to have a spark to travel through planes.

I consider him undead since his life is no longer natural. Plus a requirement for being a planeswalker is mortality.

Shadowthorn could whoop his a$$. lol. But seriously the guild master would probably love two hyper destructive beings.
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 9:57 pm

The United Soviet Socialist Republic wrote:Shadowthorn could whoop his a$$. lol. But seriously the guild master would probably love two hyper destructive beings.


They would, but they would also fear you as you could just attempt to take power. Also, nearly every high ranking member is a necromancer so any power struggle would end up in an all-out under civil war :P
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



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The United Soviet Socialist Republic
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Postby The United Soviet Socialist Republic » Fri Feb 01, 2013 10:01 pm

New Armarzia wrote:
The United Soviet Socialist Republic wrote:Shadowthorn could whoop his a$$. lol. But seriously the guild master would probably love two hyper destructive beings.


They would, but they would also fear you as you could just attempt to take power. Also, nearly every high ranking member is a necromancer so any power struggle would end up in an all-out under civil war :P

Not a very good power model. :p

Shadowthorn is not honest at all, and cares nothing for anyone below him, but the one good thing about him is loyalty. He serves the guild master well and is loyal to him;he does not kill his employers.
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Conservative on social issues(Support same sex marriage),
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The Norak Federation
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Founded: Apr 09, 2011
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Postby The Norak Federation » Fri Feb 01, 2013 10:03 pm

Name- Herito
Race- Giant Spider (think slightly bigger than the average Human)
Gender- Male
Colors- Green/Black
Tactics-Mutating/enhancing less powerful creatures while weakening/poisening the enemies
Home Plane-Arachanea
Bio- Herito is the smart spider from his plane. About one in every 1,000,000 spiders hatched gain the inteligence that makes a spider capable of commanding other spiders in a tactical way, and Herito was one of the lucky few. Using the powers of Green and Black magic, Herito quickly helped the Spiders overrun the elves with sheer size and numbers. Herito discovered his planeswalker spark when he attempted to mutate himself into a bigger spider (his original size being no bigger than a human's fist). Discovering other planes where spiders did not dominate the human race, Herito set out to become even more powerful, and desires to cleance his plane of elves and humans, and proceed onto other planes.
Additional Info-

Name-Arachanea
Info- Filled with Forests and Swamps, Arachanea is a home for green and black magic. The result was that spiders became the dominant race while humans became thralls for the spiders, good for nothing except food, and places to store eggs. The elves did develop inteligence and are currently fighting the spiders, to no avail.
Native Creatures- Spiders, humans, elves
- Do not pray for Mercy, for that is begging. God helps those who help themselves. Seize the day, take vengeance, and God will be on your side.
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New Armarzia
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Postby New Armarzia » Fri Feb 01, 2013 10:06 pm

The Norak Federation wrote:Name- Herito
Race- Giant Spider (think slightly bigger than the average Human)
Gender- Male
Colors- Green/Black
Tactics-Mutating/enhancing less powerful creatures while weakening/poisening the enemies
Home Plane-Arachanea
Bio- Herito is the smart spider from his plane. About one in every 1,000,000 spiders hatched gain the inteligence that makes a spider capable of commanding other spiders in a tactical way, and Herito was one of the lucky few. Using the powers of Green and Black magic, Herito quickly helped the Spiders overrun the elves with sheer size and numbers. Herito discovered his planeswalker spark when he attempted to mutate himself into a bigger spider (his original size being no bigger than a human's fist). Discovering other planes where spiders did not dominate the human race, Herito set out to become even more powerful, and desires to cleance his plane of elves and humans, and proceed onto other planes.
Additional Info-

Name-Arachanea
Info- Filled with Forests and Swamps, Arachanea is a home for green and black magic. The result was that spiders became the dominant race while humans became thralls for the spiders, good for nothing except food, and places to store eggs. The elves did develop inteligence and are currently fighting the spiders, to no avail.
Native Creatures- Spiders, humans, elves


Oh, that is a very interesting race. Your accepted for sure. I probably won't have the IC up for at least two days. Too tired to start now, and want to make sure a sufficient amount of people show interest before I start to make up for any drop-outs.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



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Ralnis
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Postby Ralnis » Fri Feb 01, 2013 11:52 pm

Name-Surtur Chronous
Race-Human
Gender-Male
Colors-Red
Tactics-Overpowers foes with powerful pyromancy,he also uses a combination of fire elementals and dragons to destroy their defenses
Home Plane-Miiridon
Bio-Surtur was born in the Firefang tribe who peaceful red mages who spoke to dragons and elemental in the volcanos of Miiridon. Surtur's spark came when his father was killed by the Anvil tribe, his rage was so powerful that it erupted the volcano around his tribe, most of them flee but the others died. The tribes red mages made him leader and taught him how to control his rage. when he was an adult, he declared war on the Anvil tribe for he wanted venegence. After a three year war, the Anvil tribe was conquered by the Firefang tribe,but this angered the well known red mage. Koth the Hammer, who saw Surtur as a dangerous threat if his power was left unchecked. Surtur wishes to conquer the Hammer Tribe and kill Koth to become the ruler of this plane.
Additional Info-Surtur does not know about the planes nor does he know that if he kills Koth he can take his power, not yet.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Asuaw
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Founded: Feb 17, 2004
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Postby Asuaw » Sat Feb 02, 2013 12:37 am

Name-Jek Cordess

Race-(Include description if needed)-Human

Gender-Male

Colors-(No more than three, having more colors gives you access to more spells, but you will find yourself weaker in one color's spells compared to a mage who only casts spells of that color)-Blue and Red

Tactics-(Just give me a general idea of the kind of tools you use, if you use more spells, summon more, or use powerful artifacts you have collected. Also give me a basic idea of what those would be, don't need a list of specifics but just enough so people can understand the kind of mage you are.)-Normally, Jek uses only blue magic. Specifically, he uses magic to control and summon geists (dead spirits). He uses these geists to spy on his opponents, attack them, or more often than not, defend Jek while he wraps himself in more geists and flies away. However, when the spirits inside of Jek get the upper hand (read bio) Jek switches over to red magic. The spirits inside of him turn violent, and will project themselves out in bursts of powerful, intelligent fire. In this state, Jek is more instinct than anything else, and will often just attack anything that moves.

Home Plane-(You can make one yourself or use one that has already been accepted or is already known) Innistrad

Bio-Jek was born in Innistrad, in a small, walled town far from the hubs of civilization. As a result, he grew up with the constant threat of attack from vampires, werewolves, and the like. However, it wasn't the slayers or the hunters or the warriors who caught Jek's attention. It was the geistcatchers. From an early age, Jek was fascinated by the strange geist traps the catchers would use, and was enthralled by the angry, often vengeful spirits that the catchers ensnared. So, once Jek discovered he had a talent for magic, he began to study the magic used to summon and control geists, believing that they could be used to fend off the other threats to his quiet, little border town. As time passed, his study gradually gave way to experimentation. He began to push the boundaries of magic, wanting to see if there was a way to truly restore a geist to its human body. He created homonculi out of scrap metal and cloth and tried again and again to force a geist to inhabit one of them. Eventually he succeeded, but the resulting entity had no memory of its past life and had no real thoughts, just the same confused, mindless anger it had as a geist. Undeterred, Jek continued to try, keeping his work secret from the townspeople out of fear. To them, he was a hero. He'd singlehandedly cleansed the town and the surrounding area of geists (though that was partially due to his constant need for new "subjects").

Then, one night, a strange, powerful fire elemental came down from the sky and attacked the town, burning everything to the ground. Jek fled to the basement of his home, summoned up every geist he could, and forced them to create a protective barrier around him. It only partially succeeded. The elemental's fire broke through for an instant and badly scarred Jek's right arm. However, because of the geists shielding Jek, the elemental only sensed the dead, and left, leaving Jek injured but alive. Jek emerged from the asheds of his laboratory, only to find the entire town gone, snuffed out like a candle. Jek was heartbroken, and scared. The walls were gone, the defenders were gone, all of his friends and family were gone, and Jek didn't know what to do. In panic and desperation, Jek made up a spell on the spot, one that would summon the geists of all the recently dead, and force them to return to their bodies. The spell worked, but the geists rejected their bodies, and instead were drawn to the source of the powerful magic that had summoned them: Jek. They rushed into Jek's body, all 564 of them, and submerged his mind and soul in an ocean of screams of hate, anger, and fear.

At that moment, Jek's spark activated, flinging him across planes. He has no memory of what happened after that, but when he next awoke, he was standing in the burnt remains of another village, on a world he'd never even knew existed. Jek quickly realized what had happened, and just as quickly discovered the spirits screaming and shouting in his mind could not be removed from his body without killing him. Now he travels the planes, trying to find some way to remove the spirits of his massacred village. Most of the time, his magic keeps the spirits calm and submissive. However, if he uses them too much, or if he is around places where the dead are angry, like on a battlefield or in the presence of a serial killer, the spirits inside of him will begin to grow restless. If they break free of his control, they will attack anything they see, and will absorb the angry spirits of the dead that are nearby, adding to their numbers. The more their are inside of Jek, the harder it is for him to keep them under control. He knows he must hurry and find a way to remove them before he loses control completely and is swallowed up in the sea of anger inside of him. (A little melodramatic I know, but that's just how it came out:) )

Additional Info-Jek is not a fighter, let me say that right now. If he goes one on one with another planeswalker, particularly a monster or trained fighter, he will either lose or run away as fast as he can. Even if he's lost control and is using red magic, he's still just mindlessly blasting whatever he sees and can easily be outsmarted or outpowered by a more experienced planeswalker. I have no problem being the guy who loses a fight. That being said, Jek is very intelligent and cautious (a hard lesson learned). He will not be easily outsmarted or provoked while he's in control of himself. He will try to avoid fighting, but if he sees some way to rid himself of his geists, he will take it. The constant noise in his head, coupled with his losses of control, have gradually eroded his moral compass. He won't go out of his way to do bad things, but now he sees no problem in doing evil if it accomplishes his goal.
Last edited by Asuaw on Sat Feb 02, 2013 12:54 am, edited 4 times in total.
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