Welcome to Trapped: a Spark Quest. The premise of this quest is that you play as a spark. That's right, you are the narrator's spark. Your planeswalker was trapped, like the rest of the planeswalkers, by the Immortal Sun, but in addition, she was forcibly planeswalked away, damaging you, her spark. As such you choose things like where she planeswalks, and what spells she has available to her, but you are not the narrator, and you can't control her actions. Are you sentient? Perhaps, but this is a story about her journey, which you influence in many ways. In-depth knowledge of Magic: the Gathering lore is optional, although references specifically to the most recent Ravnica block will be made in the first two posts, it's not vital to the direction of the story. You will need to understand the basic lore, like gathering colored mana from lands, casting spells, and what a Planeswalker Spark is to enjoy the story.
Introductory note from the QM
Yes, it is I, a penguin versed in the monastic arts, and I am taking on the dreaded MTG/Multicross. I'm putting my own spin on this by having you play as the spark instead of the planeswalker. As i've stated above, mechanically this means that you control several things about the story, but not actually any of the characters. This is an idea that just won't go away for me as I've recently been reading up on the Magic: the Gathering lore and rewrote the beginning of this story several times. Other ideas I had for the protagonist were a planeswalker who ignited her spark on a world from a different story and partook in the War of the Spark, and a planeswalker who ignited her spark during the Battle for Zendikar. Additionally, in most of these ideas, I often thought about what would be different about my story compared to other MTG/Multicross stories. That's when I came up with the idea for having you play as the Planeswalker Spark rather than the planeswalker herself. This does remove some agency from you as the player, but I think it makes the story more interesting as you are no longer in total control of where it goes. You can often choose the protagonists situation, but you can't force her to act the way you want, at least usually.
I'm releasing this quest to celebrate my first quest hitting 50k words, and this is a story for me to experiment with first person. In Smite Quest I feel that I've gotten the hang of second person and interludes in Smite Quest and possibly in this quest will allow me to write in third person.
For those of you worried that this will affect my other quest, Smite Quest (Worm), don't be. This quest is definitely lower on the priority list than Smite Quest and as such updates will be less frequent. I'm not sure how much less frequent yet, but this is the lower priority quest. Now without further ado, please hold as I post the first chapter and reserve some other posts.
Disclaimer: I don't own Magic: the Gathering, or any of the other IP's displayed below.
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I am falling.
Or maybe I'm gliding, or even floating upwards. Perhaps I am even staying perfectly still, not moving in the slightest. Travel through the blind eternities is always quite odd, although this time is quite different from the times before. If I had to compare it to one of the few times I'd been here before, it'd be the most similar to the first time, panicking, unable to figure out how to escape the endless nothingness. Except this time I couldn't simply push myself in any direction. All I could do was call upon my powers as a planeswalker, my spark, as Ajani had called it, and hope.
Some people describe the moment before their imminent demise as seeing their life flash before their eyes. It was much less urgent for me, simply feeling myself slowly drift away. I had to focus on myself, my thoughts, even as it seemed like the eternities would tear my very identity away. As I felt myself slipping away, I clung even harder to my memories. I refuse to just give up and die.
I'd grown up in a human family on Ravnica, the City of Guilds, though when I was young I never got the chance to see any other cities. My parents were only tangentially involved in guild politics, being low level clerks for the Azorius Senate. They often complained about how a raid by some of the Gruul, or an experiment by the Izzet, or some party thrown by the Rakdos would increase the amount of paperwork they had to file. As a result, I grew up without much opinion on any of the guilds, simply happy to play with my friends in the districts my parents deemeds safe. Unfortunately my carefree life came to an end when a regular census discovered that I had an innate magical talent. Once that was known, it was my fate to eventually be snapped up by one of the guilds, most likely the Azorius. My parents suggested that I study under the Lawmages, but at the last minute, they allowed me to choose
I joined the…
[][Guild] Azorius Senate (White/Blue)
I followed my parents suggestion and studied under the lawmages of the Azorius senate. It was there that I learned the ways of using magic to constrain and disable. I learned about all the ways the Azorius kept the populace of Ravnica safe from the more extreme guilds that made up the Guildpact. When things began to change, suspicious discrepancies added up and we called a meeting with the other guilds. I watched Vraska petrify Isperia, and the death of my leader caused my spark to ignite.
[][Guild] Orzhov Syndicate (White/Black)
Under the Orzhov, I learned how to bank and how to preach, an interesting combination if I do say so myself. As a ministrant I spent equal amounts of my time preaching the religion of the Orzhov and managing finances. The magic of the Orzhov dealt with draining your enemies health and resources to benefit yourself. Things came to a head when one of the pontiffs tried to claim my eternal soul. My spark ignited, and I walked away.
[][Guild] House Dimir (Blue/Black)
The knowledge of the Dimir had always interested me. I spent the first few years working as librarian, as I was taught magic that would allow me to gather information and peruse it easily. Once I had shown sufficient ability, I was taught how to conceal myself both normally and magically and sent to dispatch orders to agents in the field. Often I wouldn't even know what orders I was giving, but I had to admit that the Dimir's control of information was effective. A job gone bad, an agent replaced by an ambush, in my fear, my spark ignited.
[][Guild] Izzet League (Blue/Red)
I'd always been fascinated by knowledge, and not the collection that the Dimir handled. The Izzet league gave me the freedom to experiment. The magic I learned there fell into one of two categories. Something very destructive, or something to enhance my intellect. It all went wrong when we started testing one of Ral's devices. Something about a project Lightning Bug. I didn't know what had happened to my fellow testers until I returned to Ravnica.
[][Guild] Cult of Rakdos (Black/Red)
[][Guild] Golgari Swarm (Black/Green)
I went to the place that everyone least expected. The Golgari consist mainly of elves, trolls, insects, and zombies. I spent my time learning how to find life in the waste left behind by the citizens of Ravnica. The magic of the Golgari taught me how to gather power from the garbage, waste, and corpses. I fell in easily with the Devkarin Elves wearing my hair in braids and gathering mana from the natural cycle of life. After Vraska took control, one of my friends was 'reclaimed by nature.' Unable to deal with the loss, I fled not just my new home, but the plane itself.
[][Guild] Gruul Clans (Red/Green)
I had always disliked the way everything in Ravnica was so ordered under the Azorius. I sought out the Gruul Clans, the outcasts, who sought to reclaim the city into nature. Under the Gruul I learned how to enhance myself and the land around me using magic, sometimes even defeating others using solely the power of nature. During a particularly grueling fight, I bested and as I was about to die my spark ignited, allowing me to flee shamefully.
[][Guild] Boros Legion (White/Red)
I wanted to ensure order on Ravnica, but I wanted to take a more hands on approach than the Azorius allowed. The Boros provided that for me, teaching me to use my magic to hinder my allies and hamper my enemies. I also learned how to call down purifying fire on those who would bring disorder to Ravnica. I was lost in a particularly large battlefield when I was nearly trampled underfoot. My spark ignited and I was able to retreat to a different plane.
[][Guild] Selesnya Conclave (White/Green)
I had been curious about what actually went on in the Selesnya Conclave. As it turns out, what goes on in the conclave is actually a lot of planting and harvesting. I learned to draw magic from my fellows and to use that magic to enhance both them and the landscape around them. One day, as I was tasked with retrieving the orders of the Vitu-Ghazi, the world tree, from Trostani, yet she remained silent. When some blamed me for her silence, the tribunal met, and they determined my guilt. Exiled from the Selesnya and without a home for the first time in my life, I left everything behind as I walked.
[][Guild] Simic Combine (Blue/Green)
In the Simic Combine I spent my time as a disciple of the Prime Speaker, Zegana, I learned how to magically enhance myself. Taking just a bit of elf here and a bit of merfolk there, to improve myself to be better than human. Zegana believed that we should let nature take its course, with only a few corrections here and there. When she retired, her disciples followed her, moving away from leadership positions in the Simic. Although I was no longer an authority I often advised on the new Prime Speaker's 'Guardian Project.' A much more aggressive attempt to splice as many positive traits onto one organism. Unfortunately, it was prone to failure and an experiment gone berserk almost ended me were it not for my spark igniting.
After that I wandered from plane to plane trying to figure out exactly how my new abilities worked. As a Ravnican, I was aware of planeswalkers, but I knew barely anything about them. That's when Ajani found me and…
Wait.
I can feel something, my spark, I think it's pulling me towards a plane. I force myself not relax at that realization, I've been in the Blind Eternities for far too long. I need to remain conscious. I try and get a feel for where I'm being taken.
[][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
[][Plane] The plane looks like it once contained great power, but parts of it shattered when whatever that power was left. All that's left is a remnant. (RWBY)
[][Plane] Even from the eternities, you can feel the nine massively powerful magical creatures that occupy the plane. (Naruto)
[][Plane] Even from here you can feel the sheer amount of water on the plane. It feels like unrestrained possibility (One Piece)
[][Plane] A plane split into two halves, one consisting entirely out of magic, and the other nearly devoid of it. (Dragon Age)
When I was choosing what to offer in terms of settings. There were basically two things I had to consider, do I know the setting well enough to write a story set in it. That ruled out popular fandoms like Puella Magi, all of Final Fantasy, and the Fate series. The other was whether or not I felt that I could write an interesting story in that setting. That ruled out a significant amount of other interesting fandoms There are some that I may revisit in the future of this quest but not at the very beginning.
Fairy Tail
Danmachi
Magi: They Labyrinth of Magic
The Witcher series
World of Warcraft
My Hero Academia
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Votes for next chapter:
QM Note:
The main purpose of the little paragraphs under each guild is to give the character a little backstory. It also helps people who don't know about Ravnica lore to understand what each guild does.
You can't choose for your character to join the Cult of Rakdos, or to do extreme body modification in the Simic becoming like a Human Elf Crab or a Human Merfolk Lizard. I'm sure that there are interesting characters to be written in those niches, but ultimately I'm the one writing the quest, and I'm not interested in writing those characters.
Any nonland, non-planeswalker card from the Guilds of Ravnica, Ravnica Allegiance, or War of the Spark sets from Magic: the Gathering, so long as you have the mana to cast it. Keep in mind that keywords and effects will not adhere strictly to the mechanics of the game, some fit with the narrative style and others don't. I will change those that don't fit with the narrative style of the quest to fit better. A list of all the cards you can cast can be found here.
Revealed Mechanics:
Flash and Instants, function like split-second in that others cannot use abilities or perform actions before the spell resolves.
Card Draw, allows you to cast additional spells.
Addendum, allows you to gain a bonus effect if you concentrate on a spell for a longer time
Your hand, If you draw cards but you don't want to cast them, you can choose cards to add to your hand. You can cast cards in your hand in addition to the one card you get each turn.
Legendary creatures can be as far away from you as you like and you can still control them. They still need to be on the same plane as you.
Surveil, gives you information on your surroundings in the vein that the spell would give you.
Amass, makes zombies equal to the amass number. Wow, how unexpected.
Flying, flying creatures can fly.
First strike, creatures with first strike get a free hit in when engaging an enemy.
Lifelink, creatures with lifelink heal you whenever they hit something (or deal damage another way)
Vigilance, creatures with vigilance can attack while also defending your or another designated person.
I will always include suggested spells to cast for each vote. Please format your write-in to include the name of the card, pictures are optional but preferred.
Current Cards in Hand: None
Current Cards on the Battlefield: Sunblade Angel
Current Cards in Graveyard: None
Current Cards Exiled: None
Current Mana Available: 6
Graveyard and Exile refer to cards that you own in the graveyard or exile.
On Meta-knowledge:
As was suggested by @Anti-No, You as an all-powerful, all-knowing really quite powerful Planeswalker Spark are able to glean quite a lot of information about your surroundings. Information that you would normally pass to your Planeswalker, Jade. Unfortunately, the damage seems to have cut off a part of your connection. In the same way that she cannot connect with you well enough to cast spells of her choice, you cannot pass along this information to her. Thus she must simply push mana into you and trust you make the right decision.
TL;DR: You as the spark can use meta-knowledge, Jade cannot.
My knowledge of MtG is limited, but I understand blue is pretty good and white deals with law and order. So I'll go with this.
[x][Plane] The plane looks like it once contained great power, but parts of it shattered when whatever that power was left. All that's left is a remnant. (RWBY)
Not exactly a fan of RWBY, but I do like the fact this setting has roaming shadow death monsters that it's 100% okay to kill. Being able to summon monsters and magic to clear out Grimm sounds useful. Don't know much else about the lore, sadly.
Worm would be a close second, but it sounds like too much moral ambiguity and politics for a first world, Planeswalker powers would attract attention fast, and this setting has Simurgh, Contessa, the S9, Endbringers, and Scion all sitting around.
I mean, I'd be all for a nice street-level superhero setting like us fighting in Marvel's New York or DC's Gotham City, but Earth Bet sounds like something to wait on.
Not really familiar or fond of the other three choices, but I do appreciate that the QM straight-up told us what the settings were instead of just giving vague hints. Props for that!
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
Given the variety of parahuman powers and case 53s, (fights everywhere) there's a lot of potential to improve and learn, as well as massive amounts of resources in all these unclaimed lands/earths. And while there are potential threats, we can always just walk away.
(rwby was a close second)
It's not really exactly our first jump, or so I can tell. We'd be going into anywhere we pick with a relatively large potential list to cast from, and probably more than just a small amount of mana.
I like the smell of any white guild and Worm, as half the problem with it is the absurd level of organizational corruption that white would be fairly anathema to. Blue guilds are close seconds, since the mana ocp would be most crippling for the entities, endbringers, and shards when applied to their cognitive processes.
RWBY feels like it would be most interesting with a black or green guild, as they're the most capable of absolutely wrecking the power balance.
Naruto is a pretty solid wild card, it would depend more specifically on the guild than the color since chakra is so stupidly versatile, but the personal power guilds, and the simics particularly would be interesting picks.
One piece is probably best with red, blue, or white. Green would flop a bit just for the sheer mass of water on it and black wouldn't present as nicely for the setting as the others, which are strong because ships = organization, ships = water, and ships = relatively small, obvious targets.
Dragon age would be a hell of a ride for white, green, or black. Native elves, strong corrupting influences, and powerful organizations mean any of the three colors would have fertile ground. Blue and red have a little synergy, blue for the fade and red for dragons/the local magic in general, but I don't feel like they're the most interesting picks there.
Not really familiar or fond of the other three choices, but I do appreciate that the QM straight-up told us what the settings were instead of just giving vague hints. Props for that!
I always thought that being vague in the scenario of choosing a setting was just annoying. I'd rather just let you guys choose what you want to read than get complaints about how you thought that an option was one setting but it was actually another setting.
It's not really exactly our first jump, or so I can tell. We'd be going into anywhere we pick with a relatively large potential list to cast from, and probably more than just a small amount of mana.
I didn't actually think people would consider this, but since you'll find out relatively soon, I don't mind telling you that your list of spells is anything in your colors that it is from the Guilds of Ravnica or Ravnica Allegiance Sets, not including planeswalkers. For those of you not familiar with specific cards, I'll put in some suggestions. Spells effects will be based on mechanics but it's not an exact science to translate from mechanics to narrative. As for the amount of mana available to you. That'll depend on where you end up. I'll be giving you a different amount of starting mana to make things interesting.
[X][Guild] Izzet League (Blue/Red)
[X][Plane] Even from the eternities, you can feel the nine massively powerful magical creatures that occupy the plane. (Naruto)
Back in Ye Ancient Days when I played Magic, the Red/Blue deck that I made to prove the combo worked to a friend was one of my favorites.
[X][Guild] Golgari Swarm (Black/Green)
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
Ok, here is some basic information for people which are less oriented in MtG. I'm far from expert myself, but I may mention some information.
1. What colors represent.
I think this screenshot explains things is simple way.
2. More detailed explanations.
White seeks peace, and it tries to achieve that peace through the imposition of order. White believes that the solution to all suffering and unhappiness is coordination and cooperation and rules and restraint. The archetypal white organization would be a church, and a white dystopia would be a fascist regime such as the one in George Orwell's 1984, or a stagnant society like the one in Lois Lowry's The Giver.
Central examples of white characters from pop culture include Brienne of Tarth from Game of Thrones, Ozymandias from Watchmen, Superman, McGonagall from Harry Potter and the Methods of Rationality, and Marge from The Simpsons. In the actual game of Magic, white cards are angels and knights and clerics and loyal steeds, healing spells and protective auras and laws that bind all parties equally, and anthems that strengthen all of your allies at once.
Victory for a white agent feels like brightness, purity, exaltation — a clean breeze sweeping across a high plain under a bright sun. Defeat feels like watching the corrosion creep forward, the great monuments crumble, or the enemy pouring over the gates, knowing that the goodness of the world is unraveling.
A white agent, when presented with a decision or quandary, asks what is the right course of action to take, where "right" depends on their moral or cultural framework.
Blue seeks perfection, and it tries to achieve that perfection through the pursuit of knowledge. Blue believes that things could be almost arbitrarily good if we could all just figure out the truth, and then apply that understanding to its fullest extent. The archetypal blue organization would be a university or a research lab, and a blue dystopia would be one in which efficiency were pursued without morals or limits, or in which intelligence were the sole axis of a meritocracy.
Victory for a blue agent feels like clarity, revelation, actualization, conclusion — a final puzzle piece clicking into place, or the last note of a perfect symphonic performance. Defeat feels like everything is slippery, foggy, intractable (and will be evermore), like there's no path forward and nothing to be done, like all of the potential is wasted and all of the confusion is permanent.
A blue agent, when presented with a decision or quandary, asks what course of action makes the most sense, where "sense" is determined by careful thought and the application of knowledge and expertise.
Black seeks satisfaction, and it tries to achieve that satisfaction through ruthlessness. Black wants power and agency so that it can act upon its preferences at any time, reshaping the world around it into whatever it wants. It recognizes no limits upon this pursuit except those which emerge from its own desires and self-interest. It is capable of cooperation and alliance, but only consequentially, as in game theory; at its core, black is amoral, not immoral, since it doesn't think morality is even really a Thing. The archetypal black organization would be a hedge fund or a startup, and a black dystopia would be a totalitarian dictatorship.
Victory for a black agent feels hefty, exultant, and satisfying, like a bag of gold coins or a heavy hammer — it's the feeling you have when you know that the game is won, even if you haven't yet crossed the finish line. Defeat, on the other hand, feels like aging or imprisonment — like scrabbling against an unscalable wall behind which your dreams are turning to ash and trickling away, leaving you with nothing. Other words associated with black: achievement, autonomy, determination, fame, influence, pleasure, popularity, reputation, success, status, wealth, ambition, control, dignity, excellence, improvement, innovation, liberty, mastery, performance, power, self-reliant, talented, undaunted, decisive, relentless, industrious, persuasive, realistic, suave, competitive, political, proud, solitary, uninhibited, amoral, arrogant, calculating, egocentric, hedonistic, malicious, opportunistic
A black agent, when presented with a decision or quandary, asks what course of action will leave me best off, where "best off" includes having power, influence, safety, and wealth, as well as having moved closer to one's goals.
Red seeks freedom, and it tries to achieve that freedom through action. Red wants the ability to live in the moment and follow the thread of aliveness and passion. It's a bit strange to speak of a red "organization," but to the extent that it's possible to have an archetypal red organization, it would be one of those art studios that's owned by no one where there's paint on every wall and it's almost impossible to move around what with all of the dancing and debating and half-finished projects. A red dystopia, on the other hand, would simply be anarchy.
A red agent, when presented with a decision or quandary, asks what do I feel like doing?
Green seeks harmony, and it tries to achieve that harmony through acceptance. Green is the color of nature, wisdom, stoicism, taoism, and destiny; it believes that most of the suffering and misfortune in the world comes from attempts to cast off one's natural mantle, step outside of one's natural role, or fix things which aren't broken — it's the color of Chesterton's Fence. It seeks to embrace what is — the archetypal green organization would be a hippie commune, or the pop culture interpretation of a Native American tribe (such as in Disney's Pocahontas), while a green dystopia would be something like the society in Divergent or a tribe with absolutely rigid traditions and an unchanging and unchangeable relationship to its environment.
Victory for a green agent feels peaceful, fertile, and balanced — a tired general retiring to his farm, a mother nursing her baby, a valley lush with growth now that the rains have come and the pestilence has passed. It's solemn, but without sadness; joyful, but without ego. Defeat, on the other hand, feels like having no ground beneath your feet, like being cut off from your tribe and family, like watching fair and fragile goodness being crushed underfoot and having everything you thought was true called into question.
Other words associated with green: growth, harmony, respect, spirituality, stability, acceptance, calm, centered, cautious, common sense, contentment, experienced, humility, intuition, maturity, meaning, moderation, restraint, reverence, serenity, sharing, significance, simplicity, strength, vigor, agreeable, contemplative, hearty, barbaric, virile, well-adapted, conservative, traditional, eldritch, ancient
A green agent, when presented with a decision or quandary, asks how are these things usually done? What is the established wisdom?
3. What happens when world misses certain colors.
A world without white is a world of unreliability, with no scaffolds or handrails, no rules or recourse, no sense of fairness and no moral compass. White is the hard and durable skeleton of society, and without it, much of the cooperation and coordination that we rely and depend upon vanishes — even things like driving on a particular side of the road.
A world without blue is a world without curiosity, without investigation, without the nitpicking desire to get every cog into just the right place. More than any other color, blue represents what makes humanity different from other animals, other species — without it, we sink back into the present and lose our bridge to the future.
A world without black is a horror show of codependency, with all the inefficiencies of communist Russia and all of the insipid conformity of the town in Footloose or the society in Equilibrium or the people in the parable of the Emperor's New Clothes. It's a place where the sovereignty and nobility of the individual vanishes beneath the weight of the collective — it looks good at first, but without black, you lose the will to empire, the thirst for recognition, the desire to get ahead, the deep and personal wants that define and shape a person's whole destiny. What's left is pleasant, but there's no soul at the core of it — nothing that burns with the hunger for something more.
A world without red lacks a different sort of fire — it's a world that has wanting, but no passion…only a base and selfish grasping, with no real spark behind it. It's a world where the rules never change, where the assumptions are never questioned, a world without teenage love and modern art and violent protests and spur-of-the-moment adventures. Without red, everything moves in slow motion and everything has its temperature turned down — like an entire society that's been sedated.
A world without green, on the other hand, is a world unmoored from reality and disconnected from its own history. It's a world full of bold schemes that fail to pan out, disasters that take generations to build momentum but are noticed too late. It's a world where everything is out of place — where nothing truly even has a place — a constant parade of divorces and suicides and famines and extinctions, where things like global warming and eugenics and welfare programs with misaligned incentives happen all the time. It's a world where the qualities that people derive from Zen Buddhism, or from the contemplation of a sunset, or from a hike in the mountains, or from the embrace of a grandmother, or from the sermon of an ancestor, are all entirely absent. It's a place where you eat and eat and eat, but you never feel truly full.
Ok, now that info dump is over, here are my choices and why I think they would be fun to end up in and why that color combination and not the other one.
[X][Guild] Selesnya Conclave (White/Green)
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
Why Worm? I simply like it in a way that there is so much potential to fix and change things, because honestly Worm as a reality is a shithole, which needs lots of fixing and changes, which would also allows most freedom to act IMO.
Why White and Green?
White because this reality desperately needs peace and order, even if I personally disagree with some principles of White. There is so much wrong here that iron fist order may be the best way to deal with what we see in Worm. But also any panic or too drastic changes may cause some bad butterflies like Endbringers getting a bit too killer happy or something. Green represents stoicism, which I think may be needed with potential drastic changes that will happen once this gets going, which being truly calm may be the way to apply those changes properly. So I vote for White/Green here .
Although honestly White/Black (some additional ruthlessness may be required to deal with lots of nasty things really) or White/Red (decisive action may also be needed to make those changes, but Worm is already full of Anarchy, so even more... doesn't sound that great too me, but I can see this working) may also do the trick.
[X][Guild] Simic Combine (Blue/Green)
[x][Plane] The plane looks like it once contained great power, but parts of it shattered when whatever that power was left. All that's left is a remnant. (RWBY)
[X][Guild] Orzhov Syndicate (White/Black)
[X][Plane] A plane split into two halves, one consisting entirely out of magic, and the other nearly devoid of it. (Dragon Age)
Aside from Orzhov being my favorite guild, I think this could lead to some interesting interactions with the Chantry.
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
No it is actually you who is deciding when you guys planeswalk; however it's not quite so simple as just deciding straight out to planeswalk away. You're not quite functioning at full capacity so you can only planeswalk out at specific times. For the protagonist whose name has not been revealed it feels like suddenly her spark activates and she's planeswalked away.
Current Tally Below
Looks like we're heading to Earth Bet and that we're coming from the Simic Combine. I see that some of you really wanted to give Director Piggot a Headache. Note: You may not end up in Brockton Bay, or at any time that is near or around canon, even if you do end up in Worm
Edit: In case it was unclear the vote is still open.
Adhoc vote count started by Monk Penguin on Mar 28, 2019 at 10:10 PM, finished with 18 posts and 10 votes.
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
[x][Plane] The plane looks like it once contained great power, but parts of it shattered when whatever that power was left. All that's left is a remnant. (RWBY)
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
[X][Plane] It feels like there are many echoes of the same spherical planet. Each sealed off from each other, and the group sealed away from other planes. The barrier doesn't properly extend into the eternities, allowing you to squeeze by. (Worm)
[X][Plane] The plane looks like it once contained great power, but parts of it shattered when whatever that power was left. All that's left is a remnant. (RWBY)