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Post by swapgo on Apr 5, 2023 12:16:06 GMT
Ah, welcome to the Promenades stranger! Yes, stranger, we can just leave it at that can’t we? You made it to Kylem, perhaps by accident, so let me tell you about the place. We have a rich, storied past of grand battles, momentous turnabouts, awe inspiring spells, and iconic champions, though perhaps not in the way you would expect. Combat is a way of life in this land, fame and glory awaits to the most skilled fighters, mages, and creatures of the realm, but not in the field of warfare, but of competition. Kylem is flush with a multitude of leagues and tournaments where intrepid folk test their mettle in magical contests. Your strength, agility, ability, wits, and especially flair, will all be tested, so that you can rightfully earn your recognition in this realm. These bridges you see in the sky? They all lead to Valor’s Reach, a grand colosseum where the greatest of these gladiatorial contests reside, where masters are crowned and moments immortalized, the crown jewel of this plane. C’mon, don’t be such a buzzkill. Here, front row seats, the concessions are on me! Kylem: Road to Valor is a freeform roleplay that takes place in the Magic: the Gathering Multiverse. The plane of Kylem is a vibrant world full of magical sports and competition, chief among them being magical gladiatorial combat where the goal is not to slay your opposition, but to outscore them and win the crowd over with your skill as a combatant. Aspirants from all across Kylem, and some from even further beyond, train to achieve the ultimate victory at Valor’s Reach, to have their victory immortalized in the plane’s Vault of Champions. Even if you’re not interested in the big prize, there is much to do in Kylem, be it competing in the other, less prominent leagues, honing one’s skills and prowess beyond mere spectator sports, indulging in the plane’s lustrous history of spectacle, or even making a profit, as patrons, organizers, and gambling ringleaders all seek for unusual talent. Kylem might be vast, but it’s not the only realm in the Multiverse. These ‘Planes’ are separated by a formless void known as The Blind Eternities, and are confined to be isolated from each other. Those with the talent to traverse the Blind Eternities, and thus reach other planes, are known as Planeswalkers. Planeswalkers are beings blessed with a mysterious force known as The Spark, a talent which ignites throughout the Planeswalker’s life in a moment of great duress, at which point their lack of control displaces them onto a different plane. Once a Planeswalker’s Spark has ignited, they’re able to harness it to traverse the Multiverse at will. While it manifests differently in every plane, Magic is a constant in the Multiverse, as mana flourishes deep within each plane. Talented individuals can draw upon this power and produce a multitude of mystical effects. While there is a degree of consistency across beings within each plane, the boundaries of these supernatural talents are almost boundless. Whether it is an affinity for a certain kind of conscious sorcery, or some form of unusual trait such as precognition or unpercetibility, there is no saying what the limits of Magic are. Planeswalkers have the unique benefit of being able to travel through multiple planes, not only learning from their inhabitants, but adapting to their unique Mana. As such, Planeswalkers are prone to exotic magical abilities. Knowledge of the existence of Planeswalkers, and their reception in the public eye, varies between planes. In Kylem, the existence of otherworldly travelers is treated as an open secret, as what you do, more than who you are, is more important in this realm of sports. As such, Kylem is frequented by Planeswalkers who wish to hone their skills and learn more about themselves, and sometimes, well, Planeswalking isn’t an exact science and you end up here by accident. Regardless of your upbringing, Kylem is likely to give you a reason to stay. Kylem hosts a diverse set of sporting events, though all of them share a focus on spectacular combat known as Martial Magic. At the start of each contest, each team is assigned a score, and striking the opposing team with magical blows and holds depletes their score as determined by the bouts’ judges. Additionally, rounds can be abruptly decided by “style”, as the crowd can be given the benefit of deciding who their favorite combatants are. This emphasis of visual clarity and flair ensures that combatants bring out vibrant and exotic techniques to the fore, and their adaptability is tested by a protean arena capable of producing hazards and changing its make out in the middle of the match should it drag out for more than the crowd is willing to bear. While there are several competitive formats within Kylem’s leagues, the most prestigious form of Martial Magic is Two on Two combat. Not only through dedication and skill, but through compassion and teamwork, are champions immortalized in Valor’s Reach. - Profile Sheet <Picture Goes Here> Name: Race: Description: Anything not covered in the picture. Background: Your history. If you’re not from Kylem, you must name or describe your home plane, what happened when your Spark ignited, and what led you to Kylem, be it intentionally or otherwise. - Gear: Any tools and equipment, magical or otherwise, that you brought with you. Limit 3 for items meant to be used in competitions Talents: Any mundane expertises you might have Magical Traits: Which brands of magics do you specialize in, and/or which magical traits do you possess? Limit 2 - - Spellbook: Discreet, practiced abilities that you employ in combat and Martial Magic. Limit 7 - - - - - - -
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Post by Mystletaynn on Apr 9, 2023 6:38:36 GMT
Name: Sylvia, the Voice of MysteryRace: Demi-Human (Fox) Description: A demi-human from Theros, Sylvia mostly has the appearance of a human female, but with several foxlike traits, particularly her ears and fluffy tail. She stands at a modest 5'5", with shoulder-length blonde hair, fair skin, and emerald eyes. She can primarily be found wearing her white and red shrine maiden clothing, which is light, comfortable, and easy to move around in, but is willing to change clothes if blending in with the public is ever necessary. Background: A Setessan Planeswalker from Theros, this fox-like shaman watches over the Summer Nexus deep within the Nessian forest, and also acts as an emissary of Karametra for secret missions that the public need not know about. On Theros, only the Goddess of the Harvest herself knows about Sylvia’s Spark, which ignited deep within Nyx to save herself upon encountering something far beyond their expectations. She has made extensive use of her interplanar traveling abilities to visit and study other planes while helping out people in need, but more recently, she has been indulging her curiosity in practicing something she rarely gets a chance to in Theros… active combat. As such, the arenas of Kylem could not be a more enticing, and more importantly, safer prospect. Gear:Robe of StarsThe Robe of Stars not only provides the wearer with a layer of cosmic protection for defense, but also enables the ability to temporarily phase out into an astral plane, removing their physical and magical presence as if they didn’t exist while leaving behind a projection of their current form, denoting the current location of the wearer as they move and corresponding to where they would phase back in. Dancing BladeA finely-crafted blade imbued with animation magic, allowing the wielder to deftly control its movements through telekinesis. The surface is magically reinforced to refine the cutting edge, aiding the severing ability of the blade while preventing it from harming the wielder by accident. Timeless LotusMemorabilia from a visit to Dominaria, it helps Sylvia concentrate her mana when using a particular spell. Talents: Swordsmanship, Environmental Tracking, Cooking, Memorization, Meditation Magical Traits:Aura Wielding — Sylvia is a master of auras of many forms, offensive, defensive, and transformative, and is as multifaceted in utilizing them in combat as she is in maintaining a wide variety of them simultaneously. Environmental Rewriting — Sylvia is capable of exerting her own magic to alter the properties of her surroundings, layering over what already exists and establishing new rules. Spellbook: Bestow (Chromanticore)Invoking the form of the Chromanticore, Sylvia’s form gains a cosmic umbra extending from her own body, granting her the physical features (such as its claws, fangs, horns, wings, and spiked tail), strengths, and magical properties of such a prominent force of nature, improving her raw power and speed, reflexes and awareness, regenerative capacity, precision and analytical ability, and also providing her with the ability to fly. Greater AuramancyEmploying the vast wings of Nyx, this cosmic aura watches over Sylvia and shields her from any magical interference, preventing magic from disrupting her or any of her other enchantments protected within. Shield of the OversoulAn aura that Sylvia has mastered from a visit to the plane of Lorwyn, these protective wings can shield her from all physical harm, in addition to being able to use them to fly. They are maintained through the strength of spirit, and will only crack when her willpower does. Sinner's JudgmentInvoking an ancient aura curse, Sylvia will continually generate swords of light amidst her surroundings. At her designation, they will fly to pierce through their target. This curse can also be targeted directly at a specific target, causing the swords to instead appear around the target's location from all sides upon generation. Banishing LightThe purest weaponized form of Sylvia’s environmental rewriting, a singular sphere of light can be thrown to phase its target to an astral plane among the cosmos, banishing them using the lightsphere as the lock and key. If the sphere is destroyed, it will return the imprisoned target. This is also the same astral plane that the Robe of Stars can travel to. Heroic InterventionThe purest defensive form of Sylvia’s environmental rewriting, she coalesces the entirety of mana in the surrounding area to form the strongest barrier she possibly can, protecting everything inside from anything outside. It also carries a layer of magical distortion to it, preventing anything on the inside of the barrier from being targeted by any external spells. Rebuff the WickedIf a spell is cast that aims for Sylvia or any of her own enchantments, she can resonate with and identify the makeup of these spells, and as a result, is able to counteract them by providing an equalizing opposite spell to neutralize and undo the magic’s foundation.
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Post by Bixir on Aug 28, 2023 2:08:31 GMT
NameMalgundr, the Never WormRaceDemon (Human Host) DescriptionMalgundr’s primary physical form is whoever is currently hosting his true self. The true Malgundr is a wretched parasite, a diminutive demon worm that burrows into its victim’s insides to claim their power. Currently, Malgundr’s “mask” is that of Sigdar All-Blood, a newly realized Planeswalker of Kaldheim. The flesh is strong, built of elden stock that distinguishes himself among his warrior kin. Black-blue arcane runes cover his body, which is laid bare save for a pair of pants that, in spite of everything, never seems to be worse for wear. BackgroundKaldheim is home to many calamities, many of which are as inexplicable as they are daunting. In the wake of one such calamity was born a creature that ought never to have lived at all. From a Doomskar over Immerstrum festered a thing that wanted only for power, regardless of whether it could wield it for itself. That ambition manifested crudely and cruelly, such that this thing would never be able to claim what it wanted for itself; Malgundr would have to steal everything he wanted in life from those who already had it. Malgundr took many hosts, all of whom taught him the ways of war, of the greater world, of Magic itself. He took to the last most of all, obsessed with what had been denied him upon creation. His fixation deepened when he learned of realms beyond the Ten, and that it was possible to reach those realms. He knew not how he might awaken a Spark, but he knew that he would never have it himself… which was when he turned to the great heroes of Kaldheim. Many of them had already awoken themselves to this mystery, though one rising champion had yet to invoke that promise. Sigdar All-Blood was a wild man, eager to prove his mettle and stronger still with which to do so. He was considered an aberration by his fellow Tuskeri, one who partook of the realms’ myriad energies to make himself an avatar of destruction in battle. His simple craving for power and glory made for an ideal candidate. Through trickery that will one day be woven into song, Malgundr urged Sigdar to make him his next meal, such that he may become of Immerstrum itself. Blood-drunk after a battle with one of those very demons, Sigdar swallowed the morsel whole, sealing his fate. So disgusted and horrified was Sigdar by Malgundr’s truth that he nearly rejected the worm’s influence outright. As a result of the struggle of wills that ensued, Sigdar’s Spark came forth… and Malgundr had his fill. Though Sigdar may well have proven himself a match for Malgundr, the euphoria of the Spark rendered him vulnerable to the demon worm’s guile, and succumbed. When the man Sigdar next opened his eyes, they were no longer his, nor was the grass under his feet of Kaldheim. It was tailored, no longer of Immerstrum’s brimstone. In his final moments, Sigdar’s imagining of what awaited him in the after spirited them to the closest approximation. It would suit his passenger just fine: Kylem would be the first course to whet their mutual appetite for victory. - GearMalgundr, Conqueror Worm Legendary Artifact Creature - Equipment DemonReconfigure 4Infect 1Separated from a host, Malgundr is a pitiful, grotesque vermin. Once found out, he may be easily dispatched, provided he does not have an opportunity to slip away. For as long as he thrives within a host, Malgundr is like a god, protected from anything and everything that may otherwise threaten his pathetic form. It is extremely difficult to purge Malgundr from his host, and impossible to do so without killing said host. Without a shell to cower within, Malgundr is no more menacing than your run-of-the-mill Sliver. – There once was a wretch who longed for something. He settled for everything.Battle PantsA durable pair of pants. Though they offer little in the way of protection, they seem impervious to any attempts to damage or destroy them. The pride and joy of Tuskeri weaving. TalentsAs a result of his nature, Malgundr’s only innate talent is to seize the agency of others. Sigdar, on the other hand, is an unparalleled warrior. His strength and agility is exemplary for a Kaldheim human, as is his skill in unarmed combat. Though Sigdar does not use weapons, his fists strike harder and faster than any hammer or cudgel. His body was a tireless bulwark, which is more steadfast still now that he has activated his Spark. Magical TraitsInfectMalgundr emanates an aura of entropy affecting the wills of those in his presence. Strikes against his host lose staying power, and the intent to harm itself feels less certain. The same can be said for his opponents. Malgundr’s power saps their will, slowly urging them to submit. Blood SportSigdar’s affinity for Magic was limited in scope. What he could manifest, however, was extremely potent amplification magic to enhance his martial prowess to staggering levels. Malgundr is keen to exploit this expertise for his endeavors in Kylem. SpellbookBattle Tendency InstantUsing a second wind, Malgundr overcomes any immediate debilitations that may otherwise hinder or restrain his host in combat. This may also be used to rejuvenate his senses, such that he does not fatigue in exhaustive battles. Frequent uses of Battle Tendency will compound Malgundr’s injuries, in addition to worsening any future spells that find their mark. - In Sigdar’s clan, there was a saying to explain their inhuman feats: we are uniquely constructed.Battle Blood Enchantment - AuraIn addition to using the requisite mana to cast this spell, Malgundr sears a patch of his host’s skin, applying his blood to the ritual. This was a common ritual in Sigdar’s clan, which ties his vitality to a partner of their choosing. Either of the individuals affected by Battle Blood can choose to reallocate physical (or mental) injuries during combat to their ally. The bond lasts for the duration of the battle, or until it is dispelled. - ”Your weakness is my burden.” - Sigdar All-BloodInadequacy Legendary InstantMalgundr’s personal doubts and Sigdar’s fears have coalesced into a frenzied refrain that may be invoked to bludgeon through a particularly deadly attack, at the cost of mental fortitude. This cost increases with each use, leaving Malgundr more vulnerable to mental attacks and bouts of insanity amid the heat of battle. Given that this is owed to Malgundr’s unique bond with Sigdar, this effect cannot stack with Battle Blood. - ”You will never dominate my spirit!” - Sigdar All-Blood, dominated by MalgundrWormsight SorceryMalgundr’s taste for trickery manifests in the body just as it does in the cerebral. When he hones his senses, he can detect weaknesses in an enemy’s physiology, senses, and even spellcraft. Though Malgundr is no master of the mind, these perceptions have allowed him to exploit many victims before Sigdar. - ”I spy, with my little eye…”Electroleash InstantSigdar seldom bothered to do battle at a distance, or move to close the distance. This spell generates a stream of manifest lightning and unleashes it in the same stroke, taking hold of an enemy and sending them hurdling forward, with a painful jolt to boot. This is especially effective against flyers, so tuned was Sigdar’s magic to punish anyone that tried to move out of reach. - The All-Blood’s preferred method of hunting poultry.
Ichorous Smite
Sorcery Malgundr channels Immerstrum brimstone through runed fists, which explode violently in a cavalcade of arcane dreck reminiscent of a bygone machine doom. Malgundr's signature strike manifests differently for each host, as his power must be channeled through a greater vessel. - "Born too late for the last apocalypse, born too early for the next one. I'll have to start my own." - The Never Worm
Neverskin
Legendary Enchantment - Aura Cumulative Upkeep A prestigious Aura Magic perfected by Sigdar, now twisted under Malgundr's influence. Gossamer threads of dread force envelop the host's figure, repelling anything unlike the magic with which it was made. Where Inadequacy is an outburst of symbiotic energy, Neverskin is a consolidation of that energy within Malgundr’s host. Magic of the mind, earth, sky, and the affiliated forces thereof, will struggle to find purchase for as long as Malgundr can channel this costly Aura. - ”Once you have become the defiled, any price for victory is within reach.”
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