Joined: Sep 22, 2013 Posts: 5419 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
I'm coming from a perspective based on creative freedom; you guys are coming from a perspective based on creative restrictions. I guess we'll just have to agree to disagree.
You should see Tsukihime's vampires. Technically they all fall under the same brunch, of "vampires", but some of them (such as Zepia and Nrvnqsr Chaos) became "a vampiric race", aka need blood to survive, through magical means, not through vampire bite and death.
Kinda pointless to be making a plane in a MTG setting if you're not going to follow the setting's rules. If you wanted a parallel world where all the rules didn't apply, I suggest putting that up to a vote, as well. You can have creative freedom when you're building something from scratch. The fact that we're making this for MTG already puts us in the creative restrictions camp.
Joined: Sep 22, 2013 Posts: 5419 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
I'm leaving my character undead. That's all I have control over: my character. If other people are uncomfortable submitting undead Planeswalkers, that's fine by me. If she doesn't win the votes, she doesn't win the votes. Simple as that. No need for a poll.
What if this planeswalker arrived on [plane], lost their soul/spark there somehow, and wants to get it back somehow so they can leave? It'd give him/her a good reason to stay on [plane], and depending on how he/she needs to get his/her soul back he/she could be doing "good" things while still just being entirely self-serving. The card would probably be a legendary creature instead of a planeswalker, but story-wise we'd still have an outsider character available.
I don't know anything about canon so if losing and regaining a spark doesn't make sense just slap me.
No, see, Teferi is dead. They're just printing a card for him in a supplemental product as a nod to old story line fans.
You can probably expect other dead/absent planeswalkers to appear at the front of the other commander decks.
And the rules do make sense - you just don't have all the information. A little research goes a long way. I don't meant to frustrate you, but canon compliance is just as important as all the other aspects of theoretical card design, and ignoring it is tantamount to ignoring color pie or mechanical restrictions.
I mean, Psionic Blast makes sense from a flavor standpoint, but I don't see anyone trying to design a ton of burn in Blue.
Joined: Sep 22, 2013 Posts: 5419 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
Yeah, I realized that right after I posted it.
This has all gotten me thinking, though. I designed the story top-down from the card I made, but if I design a card bottom up from the story I told, it looks something more like this:
Velnari Deathstalker - Legendary Creature – Vampire Cleric Indestructible, deathtouch, lifelink Whenever a creature an opponent controls dies, put a +1/+1 counter on Velnari Deathstalker. 4/4
A story that fits better with the card I did make would look something like:
Myrteline Moonfinger is a vedalken astronomer who spent her whole life obsessively researching the possibility of a moon on the plane. Eventually, she got her spark—I want to say it was transferred to her from Tamiyo as she made a wish upon a star, but some people might not be cool with that either. Aloise comes to her observatory, and the two of them work together to raise the moon, which will somehow lead to the reignition of the plane's movement.
That's so much more bland than the story I worked so hard on, though. Still, I guess it fits my card better.
Selvira Jeketh | Planeswalker - Selvira (M) [+1]: Until your next turn, whenever a creature deals damage to ~, she deals that much damage to that creature's controller. [-2]: Until end of turn, creatures you control gain deathtouch, lifelink, and "Whenever this creature deals damage to an opponent, that player discards a card." [-6]: Put a 6/6 white and black Avatar creature token onto the battlefield. It has flying, first strike, deathtouch, lifelink, haste, and "When this creature dies, you may return a card named ~ from your graveyard to the battlefield." [3]
Backstory
Selvira was born into an ancient order of monks and clerics devoted to the research and preservation of life.
From an early age she showed a natural talent for healing and possessed an incredibly strong connection to spirits. The order appreciated her talent and molded Selvira into the ideal priestess. In only a short time she rose through the ranks of the orders to becomes one of its most respected and highest seated members. She was adored, a model of perfection, everything a member of the order should strive to be.
But it wasn't enough.
Selvira remained unsatisfied. She could heal, yes, but people still died. She could peer into the afterlife, even commune spirits, yet death remained an enigma, like something hidden behind a gauze curtain, almost visible but never quite. She had questions, yet years of research and meditation had brought her no closer to the answers than when she'd begun.
Finally, as she stared down at another life she'd failed to save, the solution became clear.
She traveled deep beneath the monastery, into the crumbling catacombs until she found the vaults. Room after room of scrolls and journals, rusting artifacts, specimens in dusty jars, and more, much more, and all of it forbidden. Collected over the centuries since the order's founding days, these were the treasures of necromancers, lich lords, dark priests; every sort of evil the order sought out and destroyed.
Selvira knew somehow that the answers she sought were buried there in one of those dark chambers and so she picked up the first dusty volume, and began to read.
The months passed, and each night Selvira silently made her way to the catacombs, and there she learned and experimented. Dark rituals, blood magic. She summoned demons and dragged answers out of the foulest spirits. She read Drathgul's entire library and even reanimated his corpse so she could learn from the man once called the Grave King.
And if every night she learned, then every day the results showed. Lives that would once have slipped through her fingers she could now save. She was seen as a savior, and was well on her way to being made the head of the order's highest council. The head priest confided that under Selvira's leadership he expected the order, and perhaps the entire world would be led, into a new golden age.
But it wasn't enough.
An idea had begun to blossom in Selvira's mind. An unshakable idea, a grand plot. Everything she'd been taught by the order and everything she'd learned in its dark vaults, it was all leading to the same place. The ultimate goal: to kill death. No matter the means, that was always the end. The lich lords, the necromancers, the monks, the priests: they all wanted the same thing. It became clear, she finally understood. She would slay death itself, and grant the world immortality.
She threw herself back into her research with new fervor. With each passing day she grew excited, and more impatient. She had to find the answer, she had to preserve life by defeating death. It was her purpose, why she'd been born into the order. They would all understand soon. Everything she'd done, it all was leading to this. They would all understand, that the ends, always justified the means. They would understand.
But they didn't.
One night an acolyte new enough in the order to have never seen Selvira saw her pass through the archway that led to the catacombs. Troubled, he ran to guards and told them someone had entered the forbidden vaults. The guards woke the heads of the order and they marched upon the catacombs. They found her there, talking to several reanimated corpses while preparing another for revival, ancient lichs
The order had seen enough. It would be a catastrophe, a blemish they would never recover from. One of their highest, and most respected and beloved members immersed in the darkest of magics. The order, they thought, might even fall. They couldn't allow it. They wouldn't. They had the guards seize her. Kicking and screaming as they dragged her from the vault, she pleaded with them, begged them to understand, told them they could conquer death, that the world could be free.
They didn't listen.
Under the supervision of the order's heads, the guards dragged her further into the catacombs, further than even Selvira had ever traveled. They stopped when they reached a stone circle, bathed in the light of the moon shining through a tiny window high above their heads. There in the middle, Selvira saw, was a stone chopping block with an axe resting against it and glittering in the moonlight.
She began to scream again. They couldn't kill her, they couldn't. Her dreams, her plans. She was going to end death itself, cure the world of its darkest disease, free everyone from the curse they were all born with. Her words fell on deaf ears. The elders had already made up their minds. No one would ever know of this. It would be said that Selvira had died in her sleep of an unknown disease and that the body had been burned to protect them all. She would be remembered just as most the order still thought of her and not as the monster she really was.
One of the guards held her down against the stone block as another hefted the axe. She was crying as she continued to beg them to understand, to see what she'd been trying to do. When she saw the cold stares from throughout the room, she began to squirm and flair wildly. She couldn't die, she mustn't. There was too much at stake, her whole life, everything she'd worked for, it couldn't end like this.
Another guard grabbed her and the two of them held her in place as the one holding the axe looked to the order heads. They nodded and the guard planted his feet and swung the axe over his head. Selvira closed her eyes and the blade sliced through the air and struck the stone floor with a resounding note that echoed through the vast chamber as it shattered.
The order members gasped, several screamed, and one even fainted. The guards fell over themselves as they scrambled back. The chopping block was empty.
***
Selvira waited. Was she dead? Somehow she'd thought it would be a bit more, painful. Had they changed their minds? Slowly, she opened her eyes.
She immediately shut them. It was bright out, far too bright. Squinting against the light, she Selvira glanced around. She was kneeling at the top of a sandy slope, the sun beating down on her. The dry air baked her throat and she coughed as the sand swirled around her. She didn't know where she was, but she certainly knew where she wasn't. The shock of it all coming back almost made her collapse.
They were going to have her executed. Not just going to, they were in the middle of doing it. Suddenly, she was angry. Hatred seethed inside of her and she remembered her last moments in the chamber, when she'd closed her eyes. Her last feelings weren't fear or panic, in her last seconds she felt betrayed, and malice had rolled through her like a wave upon the shore.
How dare they! Those doddering fools, spineless wretches! After everything she'd done, after all she'd sacrificed, they were just going to kill her, toss her aside like some piece of moldy bread? Her, Selvira Jeketh, the only one among the entire order brave enough to delve into the secrets sealed in the catacombs, the only one strong enough to challenge death itself. No, she would not die, not here, on her knees at the whims of cowards. No, she would live.
Selvira stood up, the wind catching her cloak and whipping it behind her. She stared into the distance at the endless sand. No, she would not die, not there and not here. She started off through the sands, steady steps carrying her forward. She still had questions, and it was time to find answers. She would pick up where she left off, and when she finally conquered death, she would find her way back to the order, and she would destroy it.
She would make a tomb of their precious monastery, and it would be the foundation for a new order. She would rebuild it; stronger, braver, immortal.
***
Note: I imagine these events take place several years, at the very least, before Aloise arrives on Starstill. She has likely remained on the plane to study Starstill (both the event and the plane itself). She is interested in Glacinorak and Anjomeddon and the methods they used to stop the rotation of the plane. Her obsession with immortality drives her and she would probably view Moonrise as sort of reverse engineering Starstill. This could potentially further her quest to conquer death and is probably why she would help Aloise.
Or not. Who knows?
Last edited by Echo_Robin on Sat Aug 02, 2014 1:35 pm, edited 4 times in total.
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
Parad, you could note that Myrteline is on the brink of death and needs to drink fresh blood to stay alive. In that case, she technically wouldn't be violating the "no undead planeswalkers" rule.
CKY, your idea seems interesting... any thoughts on how the Moonrise would actually give him god powers?
Rationally speaking, I can't imagine how turning into the moon would make Bahraz a god. But I didn't design a rational character: I designed a bitter forgotten king who watched his empire get usurped by a pair of upstart dragons. Perhaps he really believes he can become a god; perhaps it's a final middle finger to the new rulers of the plane; perhaps it's a wish to be immortalized for eternity. The point is that the Moonrise project just appeals to Bahraz and he's willing to help Aloise in her quest.
+1: Target player reveals his or her hand. You choose a creature card from it. That player discards that card. -3: Destroy target tapped creature. -7: You get an emblem with "Whenever you discard a card, each opponent discards a card", "Whenever you lose life, each opponent loses that much life", and "Whenever a creature you control dies, each opponent sacrifices a creature."
//4
Zect was a petty thief from Starstill who had his life saved by Aloise. In gratitude, he swears to aid her in her plans for Moonrise. He keeps his word, but in the only capacity he found himself capable - by removing opponents to the project. Aloise eventually finds out, and condemns Zect for his actions, for using fear to coarse others into following Moonrise. In his dismay, he makes a mistake and is caught by those seeking vengeance upon him. As he is about to be lynched, his spark ignites. Now, more fit in his original capacity than ever, he continues to take out those who seek to do harm in his home plane, one walk at a time.
Planeswalker - Sarkithel [+1]: Name a card other than a basic land card. Target player reveals his or her hand and discards all cards with that name. [-2]: Sacrifice a creature. Add an amount of to your mana pool equal to its converted mana cost. [-9]: Exile all cards in graveyards. For each card you own exiled this way, search your library for a card that shares a name with it, reveal it, and put it into your hand. For each card you don't own exiled this way other than basic land cards, search its owner's library for any number of cards that share a name with it and exile them. Shuffle all libraries you searched. [5]
Sarkithel of the Shadows is a Nightstalker. While most of his kind are wanton creatures, particularly on his original home plane, living wild and free in the darkness, Sarkithel, seemingly alone, knows quiet, regret, and longing. his desire to see something different, to really drive beyond what he had at home, led to the ignition of his Planeswalker spark. He went out into the planes, hopeful that their condition would be better than life among his fellow Nightstalkers.
The planes regarded Sarkithel as a monster.
Obliged to hide and to sneak, to remain in the shadows and gaze out from them, Sarkithel developed a deep-set curiosity and a tendency towards obsessive behavior. He'll fixate on a thing or a person or an idea and very little will stop him from pursuing it. He's stolen and kidnapped and at the same time he's built, cured, or given. He doesn't really care about other beings, but neither is he malicious. He wants to help raise the moon mostly to see what will happen, whether it will save people from their land and their own stupidity or whether the entire enterprise is doomed to simply see it come crashing down on their heads. Getting it up there is the obsession for now, not "saving the world". He lurks, he whispers, he gives good advice or bad, and then he runs into Aloise, who rather uniquely is not afraid of what Sarkithel is.
Aloise intrigues Sarkithel, and her company gives some direction to his manipulations. For the moment, he pushes what he can towards her ends: Raising the moon in such a way that it helps the people of the plane, not just to marvel at their folly.
But Sarkithel is a dangerous ally. He is very old and very powerful -- he might predate the mending -- and he has his own wishes that don't necessarily align with anyone else's, particularly not Aloise's. Though he can be pensive, though he is capable of regret, he is also still a Nightstalker, a creature tied deeply into darkness, with not a stitch of morality to his name. What happens if next it's discovering what makes Aloise tick? He'll put her through the wringer, or worse, and never care that she considered them friends.
While Sarkithel uses magic for secrecy, his greatest talent lies in the manipulation of souls. The dead and the living are servants, power supplies, and playthings. The amount of arcane power he can harvest from even the ancient dead makes him a good and possibly indispensable assistant for working such a large scale magic as the moonrise, no matter what he might turn to once it's done.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Last edited by Tevish Szat on Wed Jul 30, 2014 2:53 pm, edited 1 time in total.
Workspace. More or less figured out the flavor, but mechanics is difficult.
Krolf the Lunatic Planeswalker - Krolf [+2]: Put the top three cards of your library into your graveyard. [0]: Target player reveals his or her hand and discards a non-land card of your choice revealed this way. ~ deals damage to himself equal to the converted mana cost of that card. [0]: Exile ~ and all graveyards. You may cast instant and sorcery cards exiled this way, but no more than ~'s loyalty. 3
background
Despite the many followers of the revered Elori, few are those who are invited into her warm embrace. That makes it particularily interesting for the even less numerous of people who reject the opportunity of ascension. Truth to be told, it's difficult to say if it was a voluntary choice of Krolf to do such a thing, or if the spark reacted violently to the searing images ravaging through his mind. Either way, the fact remains that he has seen the ugly truth behind the curtains of light, and lived to tell the tale. Of course, such a paradigm shift in lifestyle isn't readily accepted by many followers, perhaps in part because the man telling of it had searing images that ravaged through his mind. Thruthfully, Krolf himself sometimes wonders how correct he is in his display of heresy.
Despite this, Krolf's relationship to Elori isn't filled with hate, but ambivalence. Technically, his relationship to everything is filled with ambivalence, but especially Elori, whom signals the turning point of his life. On one hand, he nearly died, or worse. And that's bad, right? His life handn't amounted to much up until that point, but that was not reason enough to throw it away. However, on the other hand, the bright pictures filled him with newfound curosity of things he knew nothing about. A part of Krolf knows that this isn't a matter he should delve too deep into, but he can't help but want to solve the enigmas that resides in his head.
In his current stroke of genius and/or insanity, he figured he would rise a moon to the surface of the night skies, to rival the radiance of Elori. One could wonder whether it's a declaration of war, a dedicated form of worship, a display of newfound powers, an attempt to solve the puzzles that plagues his stupor, or just a wish to leave a mark on history. The answer is a simple yes.
Yeah, there's a lot of interesting stuff here. Some of these characters, if they don't win, might be strong enough to be ported over to M:EM on their own.
Well, having 3+ black planeswalkers all aiming to launch a moon might look a little strange. Of course, some of them, like Tevish's, are a little more flexible in their ambitions. Does someone have any details on the prospect of this moonrise project, because it all sounds a little strange to me. Is it like a mirrodin moon, or a physical one? If a physical one, how would someone go about doing such a thing? Not even counting the part where you put it up together with the stars, you have to build the enormous thing in the first place.
I mean, a lot of these guys' backstory aren't Starstill specific, so there's no reason they can't make it into M:EM without having to show up at Starstill.
Nothing about the Moon is really hammered out yet beyond the notion that it'll require knowledge of all the different forms of magic on the plane (creatures, lands, artifacts, enchantments, and spells) to raise and get working, and that it will in some way store the heat from the sun, making a path of liveable land in Illpyre, and dump it in Frostwynd. I'm assuming it will be a physical entity of some sort rather than Mirrodin's energy moons.
Everything else can pretty much be hashed out by people writing individual stories, I think.
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