Race: Cat Shapeshifter
Weapon: Claws 1/0
Height: 1' tall cat form / 3'2" tall tiger form
Weight: 16 lb cat form / 425 lb tiger form
House: Artificer: Houseless
Level: 3 12/exp
Gold: 70 + 1 Uncommon spell of his choice upon redemption.
Spells Per Turn +1
Appearance: Gear appears to be a small dark grey cat with silver bands running through his fur. He bears around his neck a rather sizable amulet shaped like a cog from a machine. At will Gear may change forms to a much larger white tiger with silver bands. In his tiger form he is impressive to behold and massive in structure. His right arm in both forms though appears to be somewhat different than the rest of his body though. In cat form it appears to be a spiraling pattern of metal ending in a metal cats paw and in tiger form that band expands outward almost forming visible breaks in his forearm as the metal appears to stretch to accommodate its new form. The material though is made of something no one can comprehend.
Special Character Ability: Artifact Replication:
Upon observing an artifact, and given sufficient time to study it, Gear may gain access to a single cast "gem" of that artifact, which will regenerate as his other gems in his satchel regenerates. Artifacts in gems created by this ability, if the artifact does not already have vanishing, gain "Vanishing. When this artifact spell is cast, roll 1d4+X. This artifact enters the battlefield with that many time counters on it. If this artifact has no time counters on it, sacrifice it." Otherwise, it gains "When this artifact spell is cast, roll 1d4+X. If this artifact would enter the battlefield with more than that number of time counters on it, it enters the battlefield with that many time counters on it instead. If this artifact has no time counters on it, sacrifice it." At level 1, X = 0. At every odd level after this, increment X by 1 (e.g. 1d4+1 at level 3, 1d4+2 at level 5, etc.) Gear may only retain a number of gems created by this ability equal to half his level, rounded down, but no less than 1.
Name: Wynn Aeros
Height: 5' 7"
Weight: 125 lbs.
Apperance: Wynn is a petite girl with green hair running about halfway down her back and soft, almost alluring green eyes. She has a strong sense of honor and duty to keep her surroundings peaceful, at least when she can. A learned young woman, Wynn's first weapon is her mind, trying to either reach a peaceable compromise, or else look for her best opportunity to disarm her enemy. She has come into possession of a locket made by Mishra, which has no known effects as of yet.
Gold On Hand: 11
Gold In Bank: 83.818 (2% interest every 2 weeks)
Interest Deposited: Every other Monday (real time)
Next Interest Payment: 9/12/11
Total Exp: 30
Exp to next level: 10
Satchel Size/Max: ??/56
Land Cap: 13
Spell Cap: 4 spells/cycle
Weapon: Staff of Aeros - A magical family Heirloom passed down to Wynn by her mother. While it is exudes a radiant display of magic, Wynn has only begun to understand how to tap into its mystic power. As such its power is effectively the same as her old dagger, which she likely lost in Kamigawa. (1/0)
10th Edition, Ravnica, Guildpact, Dissension, Time Spiral, Planar Chaos, Future Sight, Onslaught, Scourge
Name: Roger Dredge
Appearance: Roger is currently garbed in a black coat that covers most of his body. His underclothing is also a dark color. He wears black gloves and has boots of black. All of these things have silver patterns sewn inside them. This is a change from the rags and earthen clothing he entered the city with.
House: Shimia Warlocks Guild: <snip>
Exp: 36.5 40.5 (post date)
gold: 81 (+45 from quest)
Gold at Greel's as of 9/6/09 18
2 7th Edition
Sink into the shadows: Roger can become invisible by absorbing the darkness around him, this continues to work when he returns to well lit areas.
Items 1 Elixus potion, 1 Healing Vial
His story so far:
Roger's first experience in estark was short, he joined Shimia and then headed off to help a local spell seller. He went on a caravan with a human named Wynn and a leonin named Falnir, Falnir and Roger made a good team and kept the wagon safe from a goblin named Ib, Wynn tried to help but ended up falling unconscience as the fight went on.
When he returned to the city he was friends with Falnir. They tried their hands at a team battle in the arena and won. Seeing that they worked very well together the two of them decided to go on a trip. They traveled to Trokiar and Urborg together to gain access to different mana. On their adventures they encountered a trio of Phyrexians that wanted to convert them. The first time they met Roger told them to Eff off, they didn't like that and wanted to battle him. Roger and Falnir were able to escape and went to Urborg. After gaining access to Yawgmoth's powerful tomb Roger was confronted by the trio again. Falnir and Roger almost defeated them but then were inturrupted by Mishra. They fled back to Estark.
When he returned the two of them parted ways and Roger was recruted by the dim...
and finally Roger was able to use blue mana and contact the (snip) at will. Roger then bought some new spells and went on a new quest, back into the sewers. This time with an Elf named Deraxas. The two of them had an awkward start, (he had to stand outside as she said goodbye to her S.O.) but eventually learned to get along. After defeating a swarm of bats they encountered an Orzhov mage. Roger discovered something about his partner quickly, she didn't like blue mana. He used an island and some blue spells durning the fight and that pissed Deraxas off for a while. Eventually, after using the blue spells to save both of their lives, Deraxas didn't hate Roger anymore. At the end of their quest they found the Coffers of Cabal, which gave them both a very powerful land.
When Roger left the sewers the two of them parted ways, she had a mission to do but she left him a note. The Roger went to the arena where he met a planeswalker that kicked his ass... After the humiliating defeat he got an offer to travel to Mirroden, another plane. He's looking for a partner to go with him. He also fought a pacifist and lost but learned a lesson... Listen to eccentric old people, they tend to have good advice...
He also learned that he should wait to one hit kill someone with Consume Spirit...
Taking his own advice Roger waited until the perfect moment to unleash his spell, giving him victory against a clown woman named Harle (harlequine hahahahaha). She hates him now.
Roger then took on a job to deliver a tome to Ravnica. He delivered the book, which turned out to be a very bad idea. This is because now he's lost in the city without his memory and is at the mercy of his instincts and a (snip).
Roger, much to his rejoicing, has his memories back because of <ANOTHER SNIP>.
Roger beat an Azorius mage named Elias in a very long and difficult battle. Apparently this man had not lost a match in 10 years.
Roger and Aramil, a blue mage who left Lat-Nam, journeyed together in search of a very powerful artifact, the Mirari. Their search led them to a sewer below the Ravnican Arena. At the bottom of the blood filled hole they found a hole in space-time that would lead them to the artifact. However, when the reached the end of the portal it exploded sending a surge of mana through him and Aramil. They awoke in the sewer several hours later where Aramil found a magical mirror on the wall. they have since returned to Estark.
Roger, having participated in and won another arena battle, decided to head home. However, when he arrived back he felt an loud explosion coming from Lat-Nam. Lat-Nam was under attack from an unknown Planeswalker. This woman blew open a huge hole in the front of Lat-Nam and injured everyone in the square. Roger tried to help but there was little for him to do. He did, however, relay this information to Korlash. Apparently the Planeswalker was sent by his recent compainion Aramil. Roger is beginning to wonder if referral was truely the best idea.
After the "Planeswalker incident" Roger took on a job for a "hermit" that was given to him by a kobold. The hermit turned out to be a dragon who wanted assistance getting rid of an undead infestation. Roger, and his two companions, Dodaer and Xin (a black and red mage, respectively) cleared the cave out, killing a lich and it's <snip> helper.
When Roger returned to Estark, winter had come, and with it "The Festival." Roger entered the Festival tourament where he faced several mages, defeating them all. He found out later that one of his opponents had ceased to exist before the tournament began. He didn't want to think about how that could happen.
After the Festival he returned to his house where he helped an unconscious Tilia (whom he had battled with in the arena) recover from a certain "ailment" by giving her some of his blood. Because of this the two of them have gotten closer, and are planning on spending a day together in the near future.
Name: Tai D'Angelo
Weight: 200 lbs
Appearance: Short dark hair, and emerald green eyes. He has a neatly trimmed goatee, and a slight air of sophistication about him. His dark skin and powerful build, proof of his years as a wanderer. He wears a white, now sleeveless tunic, and loose pants. His face bears a look of serenity, and a thirst for knowledge. As a result of accepting a tie to nature magic, a green tribal tattoo winds it's way up Tai's right arm, and his right eye turned a pure light green, with a 4-point star around it.
Tai was born to a couple of powerful Selesnyan mages, Innis and Macha D'Angelo. He is the eldest child of two, his younger sister being his sister Erynn. Originally, he was sent to the Benalish Academy to train as a soldier, but after a spontaneous Holy Day casting, he was deemed a prodigy, and quickly moved to the magic academy, where he met a trio of misfit students, Damek, a rare red mage, Luzza, a quiet white mage, and Zahira, Tai's former love. All seemed to go well for him until one day, in a visit to his childhood home, he found his parents brutally murdered, and his sister missing, leaving only her pendant. He set out to find his sister, and avenge his parents, never truly forgiving himself for failing to protect them. His travels led him across Dominaria, performing many deeds for people in distress, until he finally heard of Estark. Feeling it would be a viable central point as a major hub, he sought it out and established himself in the Benalish Paladins, aiding the local shopkeep and a band of Angels, and befriending a few local mages, particularly, one Osark Dumoh, who knew Erynn in her younger years. After three years, however, he finally stumbled upon his dear sister...and a vile phyrexian named Zayor, who stripped Tai of his memories, and kept him for a short time as his slave, along with Erynn, whom he was controlling for this time as well. However, thanks to an angel by the name of Elaisa, he regained his memories...and possibly another chance at true happiness, as while she was helping Tai find himself again, a deep love developed between the two of them. However, Tai has sworn to grow powerful enough to repay Zayor for the pain he has inflicted upon him, and those he loves. What will happen from there? Time will tell...
Soon after his return to Estark, Tai decided to see the Selesnyan representative about becoming a member of the guild. He wa tasked with stopping the blood rain that had cursed Estark shortly before, and to do so, he was directed to seek Norin, whom had been killed some time before. To speak with the mage, he opted to allow Chainer to kill him long enough to get the answers he sought, and then resurrect him. However he did not expect the method of death to be as...gruesome as it was. Left weakened and scarred by the ordeal, he as left to research the directions he was given, and was eventually able to determine his destinationlay in Urborg. Once there, he met a young mage named Dinia, who soon shared a saddening detail with Tai...her family was also taken by the Phyrexians. Nothing more to lose, she agreed to help Tai in his quest, and followed him to a desolate volcanic island, where they met another ally. His time with Tai was short, as he sacrificed himself to help complete the mission. As Tai returned, he was welcomed to the guild, but at an unusual cost. The integration of green mana into his being left permanent marks on his body, in the form of winding tribal tattoos down his right arm, and a green star on his right eye, complete with the eye itself being turned a pure, brilliant emerald. In spite of his new visage, his betrothed, Elasia wed him soon after. However, all was not to remain so happy, as Tai discovered Erynn went missing after the wedding...
Current Level: 6 Experience: 52.5 House: Benalia Guild: Selesnya
Boros Gold on person: 129 Gold in bank: 0
Additional items: A crystal pendant given to him by the angel Elaisa. It exudes a strange power...
Name: Xerion Dark-Light
Race: Human (was human)
A lean figure wearing a hooded robe. his face obscured by a mask, white with a black eyes. No eyes can be seen where his eye holes are. Under his robes were plain dark brown long sleeves and gloved hands. He wore dark pants and plain traveler's boots with the hilt of a dagger sticking out.
"This...where...I...enter?" he asked the gatekeeper in a low yet somewhat raspy voice as he presented the required papers and as a centipede hitched a ride with them.
Total Exp: 9 + 3 + 5
Membership:House of Shimia
Gold: 35 + 37.5 + 50 + 80
Inventory: 5 Healing vial, vial of magic pollen (3 uses)
Name: Rovei Scors
Race: Human (as far as he knows)
Weight: 175 lb
Set added to my standard: still thinking
Arena Record: 2-0
Appearance: Tall and thin, with deep-dark eyes and brown hair, he's not handsome but some could say that with his enigmatic sight and smile is attractive
He uses to wear black, grey and/or blue cloths that reflects his inclinations to magic-color (wich doesn't mean he's not interested in other magic-colors, but blue and after it black are over the others)
Also has a voriacious appetite for knowledge, understanding and wisdom, he's smart and has a priviligied memory and thinks that sleep is a waste of time (however he has to sleep, but he'd prefer don't do it) he uses to read (his favorite hobbie) at night until his face hits the book he's reading
Lastly he has found that he has a little more clear sight at night, what make him think he has Ancestors from other races
He tends to be situational, adaptable and manipulative
Won an Arena fight against Rysale some days ago (080802)
Niadar and I (Rovei) were unsucessful trying to defeat Radiant, she and a Black Mage (a Masked Man) were too much for both of us
Won against my friend Niadar an Arena fight (081119)
Appearance: Erin is a standard Kitsune. That is, her figure is fairly thin, as if she's been stretched, with limbs to match. Very agile, almost spidery fingers. 'Agile' is a good word to use in general here. She has the elongated face that many equate with the race and long ears to boot. In fact, she'd seem a normal kitsune if it weren't for a peculiar face paint. That is, even though her fur and flesh are naturally a very light cream, she's taken it upon herself to paint the face further white. Each eyebrow is not only accented, but bolded with black paint. There's black eyeshadow, showing off her blue eyes, with an apparent drip rolling down from each. Like a tear made of make-up. Her lips are painted black as well. Her hair, just as lanky as the rest of her, is tied up in a braid that cascades down to her lower back. That is, if she doesn't tie it up in a braided bun on any given day.
Not very hard to see what Erin is, if one takes half a glance. They may even groan. But, oddly enough, she doesn't look like the standard mime. Instead of the beret, she wears a top hat. Black, and lightly scuffed, with the brim rakishly lowered over her left eye. Somewhere she seems to have gathered the pieces of a black tuxedo. A ruffled white undershirt with black buttons shows off a black bowtie that, somehow, looks as if it wasn't tied quite right. Close inspection would see that she did it textbook-perfect, yet it always seems off-kilter. That phrase applies to her entire outfit. The tuxedo-coat looks too small, as if it should be showing her wrists. The suspenders underneath (which tend to be visible at all times) always look crooked. The pants, even with a belt, seem to be half falling off, and still too short. The black socks look rumpled, and the black shoes look scuffed instead of shiny. Not that any of this is true! But there's a kind of scruffiness that exudes from her and makes everything she wears look bad. The only things that seem to fit just right are the smooth black gloves, which may be leather, and may be satin. Hard to tell. But any can see she makes sure they fit just right when she puts them on. Not used often.
Erin's wearing a skin tight jumpsuit made of something like silk with enhanced strength. It covers her from neck to wrist, covering gloves, to ankle, just above shoes, to the base of her tail, and its quite hard to figure out how she gets it on or off. There must be a set of buttons somewhere, or a zipper, or something, but its expertly hidden. The formfitting outfit is done up in black and white diamonds that go in alternating rows all around her in a confusing pattern that simultaneously delights and dizzies. There's a faint shimmer to the light areas, hinting at a possible irridescent thread used with care. Her hands are clad in white silk gloves that show nary a speck of dust and look quite posh. The kind of gloves a governess would use to check for dust on the mantle.
First, the 'collar'. Take a large circle of silk, two feet across. Cut a hole for the head to hug the neck. Then cut triangles out all along the edge. To each point affix a silver bell before alternating the colors of each quarter between black and white. Going down, her feet enjoy tight leather boots with a curl at the toe that doubles back over itself to dangle a bell. White leather for the majority with black laces and black and white collars that mimick the one on her neck, including the bells. And the final touches draw it all together. The hat; you can never forget the hat. She got one made especially for her: a stiff tube to hug the skull with five, count them, five points branching off equidistant from each other. One side of the points being white, the other being black, alternating all around. Depending on how jaunty she feels, the points could be stuffed with cotton to force them to stick out, or perhaps they're left limp. Either way, they're tipped with those silver bells.
The mask! That's where they eye truly rests; the only place you'll find color on this outfit. Done in the style of a Mardi Gras mask and truly integrated with the hat for the best display. A porcelain half-mask that rests lightly on her muzle and obscures her eyes, cheeks, and forehead. The white edges of the mask frame the intricate purple, green, and gold painting done over the rest. A purple design that curls and swirls at the edges and almost seems magical in and of itself. The design is outlined in gold to accent the curls and green is done as a highlight, only visible when it shines in the light. In the center of her forehead is a red jewel. Around the edge of the mask is braided purple and gold rope. Nine paper mache triangles, six inches or longer, come off the top of the mask to dance around the points of her hat. Done in the same colors as the mask and painted with various symbols with hints of tarot cards, Egyptian glyphs, and other arcane images. Oh, and don't forget the silver bells at the tips.
Backstory: Erin was abandoned. Okay, that's not quite fair. She doesn't actually know that. She does know, however, that she was found as a wee bairn off the side of one of the roads crossing Dominaria. A passing troupe of actors found her late one night and took her in. No sign of her parents. No sign of a struggle, either. No note, no basket. Unwilling to just leave her there, the troupe took her in as one of their own, raising her whenever someone was free to do so. And if they could remember. Erin learned to talk and walk and eat, all of those things learned at their correct times.
But at the age of eight, Erin stopped talking. No one quite knew where she got the idea, but she instead acted out her words instead of speaking them. Some of the actions were quite funny. Some of her thoughts wouldn't quite translate. No one minded. She soon learned mimicry, learned to copy people's movements exactly. This was a riot during shows when she would do so behind someone's back, stopping mid-gesture if they turned to see what was so funny.
However, things stopped being funny when a mage came by. He started casting a minor cantrip to summon an imp to get one of the powdered confections the troupe sold. Erin copied him... And summoned an imp as well. Thinking he was being attacked, the mage bound Erin in a magical pair of shackles and dragged her off to the nearest officer of the law. She was imprisoned, tried... And then released when it was found that she wasn't doing anything wrong at all.
By this time the troupe had to move on. Erin had learned of her magical ability, especially the ability to copy the spell of another. But, unfortunately for her, she was alone. With nothing else to do, she headed down the road to Estark. Might as well find a job somewhere...
Height: 5' 2"
House: House of the Hammerheim Sorcerers
Gold: 2 gold
Appearance: A young, curious and a bit impulsive flamekin, she wears a greyish hooded cloak, although she almost never puts the hood over her head.
Backstory: She left his home because she was bored, there where not many exciting thing back there, and almost no other beings aside other flamekin, but she knew there were many other races and places, so one day, out of impulsiveness she just decided to go and see all those places and meet many people of different races
Every Scar is a Lesson, every Battle a Test of what you have Learned.
Full Name: Gully Oor-Teal
Height: 4' 2"
Weight: Wouldn't you like to know
Weapon: Gauntlets [1/0]
House: Shanodia Druids
Spells: 4 a turn
Land Cap: 10
Gold on hand: 68
Gold in Greel's: 481 [as of 7/5/12]
Expansion: Fifth Dawn
Gully is young girl with shoulder length blonde hair. She wears a white shirt with a small green vest and a cloak over it, an oversized belt and and green shorts. Her boots are made of leather and go up just over her knees. Her gloves, formerly her father's, are huge and have large green stones in them. Her gloves, shirt, vest, boots and vest are all trimmed in gold. During her travels she had gained a few scars. Most of them cannot be seen, but those that can be include: One is on the left side of her forehead, near her hairline. Another is just under her right eye. She has quite a few minor cuts and burn marks on the exposed area of her arms.
Art by Joe Madureira
Gully was born in Thorn's Glen in the Southlands of Kush to Aramus Hammen Oor-Teal and his wife. Her mother died while giving birth to Gully because of complications. Due to her Father being a Mage, he was away on Commissions and Quests for months at a time. During these times her Grandparents, Garth and Norreen, took care of her.
During one of these Quests Aramus went missing. After Garth found out about this he and Norreen started to train Gully how to cast spells and fight like a the Child of Gaea that she is, so that she could go looking for her father. Her training lasted for a number of months; then a package came to their home. In it were Aramus' Gauntlets. This sparked Garth to let her go on to Estark and start her search.
When Gully arrives at Estark she first heads to Frankie's Shop to pick up a spell gem. After she buys it she heads to the Druid House, where she is greeted by Lady Azusa.
I have made it to Estark and have joined the Shanodia Druids. A woman named Azusa welcomed me in, gave me coin with the House symbol on it, and set me up with a room to stay in. Right now I'm really tired and really really dirty, but happy. Soon I'll be able to go looking for Daddy, where ever he has gone, but for now it's time to take a bath!
Following her bath she heads to bed for some rest after her travels. After she wakes she makes her way to the Arena. There she meets a Flamekin by the name of Hiko. The two spar, and following a display of power Gully gets Hiko to concede the match. Following her match she meets up with Dak and Shinta who are in need of a third Mage for a Quest that they have signed up for. To begin it they head to the Bazaar to meet with one of the sellers named Lyre.
I have completed my first Quest!!!:D It was a commission by a nice cat-lady by the name of Lyre who runs a Bazaar. She wanted my new friends, Dak (aka Mr. Weird Plant Guy) a fellow Druid and Shinta a Paladin, and I to go to Tias to deliver a letter to another shopkeeper (Ryan) and save the city from bandits.
The journey there was pretty easy, but the battles were not. The leader of the bandits was a man named Commander R. He and his ally Dahlia, a stupid blue Wizard, were tough. They kept killing most of our creatures...It made me soo mad. We were able to take Dahlia out first. Then Commander R did the unthinkable and killed all of our creatures with some kind of Death Cloud. Things went blank for me after that so as to what happened I'm not quite sure, but the next thing that I remember was kneeling on the ground with a bone in my hands and Commander R had been killed. The town Mayor's voice is what cleared everything for me. It was strange, but Gaea protected me.
The bandits fled after Commander R's defeat. That night we celebrated well into the morning. We got the letter to Ryan and he gave us one to give back to Lyre. He also gave us a couple of new Gems. When we got back to Estark we delivered the letter and Lyre congratulated us.
I went to Frankie's after that to trade him one of the Gems that I got from Ryan for some gold and another Gem. I went to Lyre's to pick up another Gem from her shop and then came back to House Shanodia. Now it's time for some sleep.
Before she does head to bed she sends a note back home to her Grandparents about her journey thus far. After her sleep she wake up and makes another entry.
Today I plan on joining the House's Inner Circle. I think that all I have to do is complete a Quest, but I'm not quite sure. I suppose that I'll find out when I go and talk with Lady Azusa. I would ask you to wish me luck, but with Gaea's Might on my side I don't think that luck will have anything to do with it. Anyways it's time to pray and then go find Azusa.
Following her prayers she searches the House for Azusa and finds her in a rooftop garden exercising. They chat briefly and she finds out that she needs to do a little bit before her request for entry into the House's Inner Circle can be accepted. To get to where she needs to be she heads to the Arena. There she finds a Rakdos fighter by the name of the Chaplain to challenge. During their fight the Chaplain showed that he uses the same sources of Mana as Commander R, which caused Gully to blank out again. In the end the Chaplain ends up conceding to her; but Gully does not send her creatures back into the Æther, instead she smiles. The judge has to step in and pull her creatures back, this snaps Gully back to reality. After this battle she returns to the Druid House.
Sorry for making two entries in one day, but I feel that this is important. Things went blank again while I was at the Arena today. I was fighting a man named the Chaplain. When he played a Swamp alongside of a Mountain I blanked out. I don’t understand why it keeps happening…Maybe its Gaea protecting me?..But from what?
Lady Azusa said that the Quest that I have to complete to join the Inner Circle would be a personal one and that I would learn about myself and my connection to the Mana. Hopefully I’ll find out why it keeps happening while I’m on it. I am going to go find her so that I can start. I’ll tell you how it goes and if I find out anything.
After adding her entry she searches for Azusa again. When she finds her Azusa has a letter for her, a letter from her father.
I am alive, though for how long, I know not. I know that I left you long ago, and for that I am sorry. The path of enlightenment and that of understanding the true nature of life is a long and solitary one- not for those without the resolve to live alone once in awhile. To be alone is not to show strength, though- true power lies in combining one's might with the power of Gaea itself to form a seamless whole.
Enough philosophy; I am certain that you have been schooled in this as well as that which is your birthright.
I want to you to come to me, if you feel ready. I wish to look upon your face again- you always did look like your mother...
Even though you are still a child, I know you are strong. I know you can do this.
Come to the forests of Yavimaya....
After reading the letter Gully nearly bursts into tears, but she is able to hold them back. She asks Azusa how she can get to Yavimaya and her father. Azusa offers Gully a pathway there and a task to complete as well so that she may also join the House's Inner Circle and earn the title of Agent. Gully accepts the offer and soon finds herself in a Grove under the watch of a Dryad by the name of Aesha near the forests of Yavimaya.
I have some sad news. Father is dead...I found him during my Quest to become an Agent of the House. If that wasn't enough the Phyrexians have made their way into Yavimaya. I battled against who I think is the leader of the group that is in Yavimaya by the name of Tyrael. I nearly died twice in my battles with the Phyrexians in Yavimaya. A woman named Andara saved me from being killed both times, but some of those around me weren't so lucky. A Cat-Man by the name of Tael aided me, and thanks to that he and his entire village died due to some kind of Phyrexian trap. I told Lady Azusa about what the Phyrexians and she said that she would send a task force into Yavimaya to deal with them. I pray to Gaea that they are successful.
Speaking of Gaea, the darkness and anger that I was....am feeling, she has shown me how to use it as a weapon. I can channel it into one of the creatures that she allows me to control. It makes them go berserk, doubling their power, but after they attack they die from it. The rage then comes back on me, but Gaea wouldn't give me something that I couldn't handle, so I should be fine using it.
Now to get a bath and pick up some new spells from Frankie. I might even head to the Arena to test the power of Gaea's gift.
Before she goes to Frankie's she sends off another note to her Grandparents telling them what has happened. After she sends the note off she head to Frankie's and then to the Arena for a match. At the Arena she meets a Half-Elf named Deraxas. Before they go to the Arena floor to duel they chat and become friends. The two of them end up calling the match a draw and return to the stands to talk some more. As she does she notices a Drake flying towards the city and excuses herself.
This is going to be my last entry for awhile, Grandpa and Grandma are calling be back to Thorn's Glen. I met an interesting Elf girl named Deraxas at the Arena today. After talking for awhile we became friends. She is part of a group called the Golgari. Its members use both sides of Gaea's Cycle to their advantage. If I have the chance to return to Estark I think that I may join them, if they will have me.
Deraxas and I ended up sparing in the Arena after our talk. She is very powerful and with her spells and her creature she could have beaten me, but I talked her into just using her creatures. Even with her just using them she still could have taken me down, but luckily for me she was too aggressive and left her herself just open enough. We ended up agreeing to call the match a draw.
Well I think that I am going to pack up now. I plan on stopping by Frankie's to sell a few things and put the Gold over into the bank for save keeping. Plus that way when I can make it back here I'll have some Gold. Bye, for now.
After selling some of her gems at Frankie's she returns to Thorn's Glen. While she stays there she continues to learn more under the watchful eyes of her Grandparents once again. They are happy to have her home, but she quickly grows restless. She asks to return to Estark and the House of Druids, and while her Grandparents are reluctant they allow her to return.
I have finally returned to and the House of Druids. Its nice to be back here :D. Grandma and Grandpa still want to treat me like I'm a child especially once I told them that Father is dead. They didn't want me to come back, but I felt that I needed to, and so they let me return.
I want to grow more as a Child of Gaea and I want to be able to beat Tyrael. Returning to the Druids is just step one to doing that. I think that the next step is to join the Golgari Swarm over in Ravnica, but I have to gain more experience first before they will let me join them. Learning the Death aspect of Her Cycle should be a great boon to me as one of Her Children, and they can help me do so.
As of now I am off to Lady Orim's shop as she may have something for me to do.
Lady Orim did indeed have something for her to do. She along side a Sorcerer and a Warlock were sent to Tolaria in search of some Artifacts. To get them they had to best a tormented Spirit, and be defeating him freed him. Upon her return to the Druid House she counted her scars and prepares for her journey to Ravnica.
I'm having nightmares about my trip to Yavimaya. Father and the Phyrexian Tyrael haunt my dreams. Gaining the power to defeat him, to defeat Tyrael and rid Gaea of the Phyrexian threat in Yavimaya and across all of Dominaria is my new goal. They must be crushed. They will give me and those Gaea has entrusted to me no quarter and and I will give them none in exchange.
I'm off to Ravnica this day, to learn more about the Golgari and Ravnica its self. I feel that I should first find Lady Azusa and inform her of my decision about wanting to join the Golgari; so that is what I am off to do first.
She starts searching for Azusa. After meeting with Azusa and gaining her blessing on joining the Golgari Gully heads down the road to Ravnica. Once in Ravnica she finds herself working for the Boros along side Aggron, a Golgari member, investigating some happening in the sewers.
Much has happened since I last wrote. Lady Azusa blessed my wanting to join the Golgari. She doesn't like it, but she still blessed my wanting to join. Once I got to Ravnica, knowing that I still need to grow a little more before joining the Golgari, I went to find a Quest to join. This led me to the Sunhome of the Boros and paired me with a Golgari member called Aggron who is a Lizard. The Boros wanted us to investigate some happening in the sewers to do with Laylines of Mana.
Down in the sewers we ran into Cyouni, a friend of Aggron, and Lou and old enemy of both of them. Lou was trying to use the Laylines to bring an army of undead into Ravnica. Luckly we stopped him and forced him into his portal. Aggron followed him into the portal while Cyouni and I closed it and finished off the remaining undead. Now the Boros are having Cyouni and I help a metal winged Angel who is a member of Order of the Sphinx. The Order and the Boros are looking into other happenings that they think are linked with what was going on in the sewers.
I hope that Aggron is okay. His friend, Cyouni...I'm not sure about him. Aggron trusts him, so I will...For the moment at least, but I will need to watch him.
I hope that all goes well tomorrow. I need to get some sleep now. Good night.
Gully may cast Berserk, with this text added to it: If the creature would be destroyed due to this ability Gully loses life equal to the creature's power when it is destroyed. If this would reduce her life to less then 0 it instead reduces it to 0.
She may only use this ability once per Quest/ Arena Battle/ Tournament.
Weight: 250 lbs
Weapon: Hatchet (1/0)
Standing before the registration desk is a man of tanned skin and wild unkempt black hair. Everything about the man screams feral hunter, from the agile way he stalks up to the desk to the raw untamed wilderness in his piercing green eyes. He wears loose fitting pants bound tightly around his waist, with what appears to be a cord made of vine, that seem to be carrying shades of greens, browns, and grays. Other than that all you see him wearing is a bag made from the hide of a panther and a hatchet, both of which hang from the cord around his waist. The only other distinct feature about the man is the numerous scars that cover his body. He wears them with pride to remind himself of the most important lesson of the world. The most notable are the four long slash marks that run from his left shoulder to his right hip, wound left by a large feline. He approaches the guard and hands him some barely legible scribbling on a piece of parchment.
*Disclaimer* These are not approved yet.
Kazmit has the ability to fade into his surroundings. This only works outdoors or areas of cover. He is able to blend in with anything from trees and thick overgrowth to shadows cast by the sun. This ability allows him to reduce the chances he'll be seen. (d20+level*2 vs enemy perception check. reduces to d20+level while moving) Kazmit is also a gifted tracker. This gives him the ability to track any prey over land (doesn't work if his prey doesn't leave any track) and it also grants him a bonus to his perception rolls while tracking (d20+level+5).
Kazmit was raised by Llanowar. Not the elves that dwell there, but by the forest itself. And like all her children, Kazmit had to learn rather quickly the most important lesson in life: Survive. The boy quickly learned that in order to survive, he had to eat. Unable to kill most of the beasts of the woods, Kazmit scavenged what he could. This normally led to fights with other scavengers for food. These fights left the boy with scars he would bear as marks of courage for the remainder of his life. Eventually the boy learned how to stalk and kill his prey utilizing the only thing he had from his biological parents, a hatchet with a blade that was always sharp. Around the time that he turned 13, Kazmit discovered a primal force flowing through him. It seemed as if the forest itself was imbuing the boy with strength, power, and agility. The boy learned to harness this power to make himself a better hunter. He also learned to use it to make himself disappear from sight when needed. Eventually it allowed him to surprise a group of elvish rangers in the woods a couple years later. The elves were from distant forest called Skyshroud. The had come to Llanowar on a merchant mission. Amazed at the skill of one so young the elves took the boy to the village they were traveling to. There the elves fed, clothed, instructed, and nurtured the boy. In exchange for learning how to control the primal mana that seemed to be coursing through his veins, the boy showed the elves how he was able to surprise them in the woods. After spend a few years with the elves, Kazmit fell in love with an elf maiden named Yali. Realizing that it could never be, Kazmit left the elves and returned to the wild. A few years later, Kazmit was passing near the village when he heard an eerie scream echoing through the forest. Rushing to the village Kazmit arrived to find its inhabitants dead, dying, or insane. Shocked at what could have done this, Kazmit found Yali. She was wandering around the village mumbling to herself, all signs of life gone from her once stunning green eyes. Finally after listening to her rantings for several days, Kazmit was able to determine what transpired. Radzik, Yali's brother, had always had a knack for the death mana that came out of the Llanowar Wastes. Kazmit himself had felt its pull once he started to harness the power of the forest, but he never had an aptitude for controlling it. Radzik turned on the village. He struck out with the death magic and destroyed the village. Those that hurt him the worst were shown no mercy. Rather than grant him them death, he ripped their minds from their bodies and left them to die. Kazmit was confused as to why Radzik would do such a thing. Kazmit left his love in the care of an order of forest monks in hopes that they could help restore her using the mana of their home. After which he buried the rest of the village, along with his humanity, Kazmit set out to track down Radzik. All that remains is the feral predator that Kazmit was before the elves took him in. The feral predator is what Kazmit needs to be to find Radzik. Kazmit has come to Estark seeking clues, and answers. His ultimate prey is Radzik, and someday he will have his revenge on Radzik the Kinslayer. Someday he will get those answers.
This is the tale of Umbros. For those of you that don't know, Umbros is that panther that follows Kazmit around. From time to time, Kazmit can be seen riding a magically enlarged Umbros. Now, Umbros isn't a pet, but rather a traveling companion. Kazmit has always looked out for Umbros, perhaps out of love or maybe out of guilt. For the four scars that Kazmit bears on his chest area legacy left by Umbros' mother. In a tragic battle between the two that left Kazmit heavily wounded, Kazmit killed the panther huntress over a fresh source of food. It was only after he had skinned his mighty opponent that he discovered she was hunting in order to feed her young. Knowing the pain of juvenile abandonment, Kazmit took the young panther and cared for him. This occurred just after Kazmit had left the elves, so he was experiencing loneliness for the first time. Up until this point, Kazmit had never needed anyone. But now not only did he need the companionship, but Umbros needed someone to care for him. So the union of the two came as a result of a tragedy, but their loyalty to one another is unquestioned. Even now, in the strange city of Estark, Umbros follows Kazmit knowing that Kazmit will soon need him, particularly in his quest for revenge. For Umbros know all too well the loss of a loved one, and the need to protect your own.
Name: Aramil Teuval
Weight: 180 lbs
Appearance: Aramil looks like someone that has spent half of his life toiling away with his hands. Tall and muscular, Aramil is quick, lithe and powerful. He keeps his perfectly straight, jet-black hair at shoulder length. His eyes are easily his most distinguishing features. Both of them are brilliant blue orbs that seem to be oceans of blew mana. Aramil wears combat-oriented robes, one that fit well to his body but still allow plenty of movement and reaction time to his enemy's spells.
Level: 4 Experience: 20 House: Shimia Guild: <snip> Expansion:
Level 2: Seventh Edition
Level 4: Lorwyn Weapon: 1/0 Cane sword
Ability: Lightning Charge: Pay 2 life: Untap one land you control. This ability can only be used once per quest.
Name: Lenoshen “Len” Guran* Age: 26 Gender: Male Height: 5’ 11’ Weight: 170 Species: Human Appearance: Slightly disheveled brown hair, looks like it hasn’t had a trim in a few months, but he tries to keep himself clean-shaven. His eyes are interesting; from some angles, they seem blue, but looking closer reveals streaks of grey near the pupil, and have a slight iridescence. People who know him say that his eyes almost try to match his clothes. He wears a brown short-sleeved shirt, blue jeans with plenty of pockets, a belt with the Izzet signet on the buckle, and plenty of pouches, a blue hooded cloak with red trim, and goggles sitting on his forehead. His right arm was recently lost at the shoulder during a battle, and has been replaced with an aluminum-mizzium alloy one, with a steam vent at the elbow.
A while before Len came to Estark, Len underwent a major tragedy. While he was out of the apartment buying artificing supplies, the entire complex was bombed by Rakdos extremists. The explosion collapsed three buildings and irreparably damaged two others. His mother was in one of the buildings that collapsed, and died moments after she was pulled from the rubble.
More shall be revealed as he reveals it.
*Any resemblance in name to any characters current or previous is entirely coincidental. Seriously.
Appearance: A thin man, Dodaer is almost always found wearing a pitch black assassin's robe with the hood always up, masking his face. All other aspects of him average, his most distinguishing feature is his singular white eye. Those lucky enough to see it probably wish they hadn't.
Current Height: ~7' Current Weight: ~230 lbs.
Current Appearance: Dodaer is a monstrosity now. His body of towering size and muscle mass is adorned with strange weaponry. Stubs on his back conceal tentacles that Dodaer can call out at whim. Near his stomach region lies a second mouth which digests nearly everything put into it except for bones. While his left arm is pretty normal for the most part, his right arm is horribly mutated. Carapace covers the arm which ends in sharp talons. His legs have transformed to accommodate hooves which have replaced his feet. His face didn't change too much, but that doesn't mean it looks normal. One large white circular eye defines his face. To top it all off, protruding from his head are curled horns. Dodaer wears loose fitting clothes now, anything that could fit him will do. He no longer hides his face with a hood as there is no point anymore.
Dodaer was a half-breed. Father a cyclops, mother a human, a combination looked down upon in the society of his youth. Too small to pose as a cyclops, Dodaer lived his whole life masquerading as a pureblood human and learning from his mother the art of killing and death. Not long ago, his mother, Ema the Silent, was assassinated by someone who he thinks might have, at one time been, a friend of his. His paranoia enveloped him and now he now only has one thing left in his mind: revenge.
After the events in [Wanted] Manhunt, Dodaer started becoming a little more edgy. While not totally cured of his extreme paranoia, his mind seems to be less and less focused on himself then he probably usually would be.
After a close duel between Dodaer and Mallen, Dodaer wonders just how much his mind was tweaked by Seven.
Shrugging off thoughts about Seven, Dodaer enters a tournament in the Estark arena. While waiting, Dodaer spends some time in a tag team match with a man named Agnolo against two fellow Shimians, Roger and Tilia.
Soon after Dodaer's defeat in the tag team match, the tournament begins. Strangely enough, Tilia turns out to be his opponent.
Losing yet another match, Dodaer immediately looks for some work. It turns out so was Roger and a red mage, Xin. They meet up with a dragon who has some zombie problems in [The Hermit's Quest] Annoying Neighbors.
After returning from a successful mission, Dodaer found out a new tournament was starting up in a festival in Estark. He entered it, hoping his luck might have changed by then. His opponent was an Azorious, Wynn, who reassures Dodaer on a simple fact, he needed to improve his satchel of spells. Which meant he needed money. Still. Dodaer ponders what to do next as he waits in the stands observing. Slipping off into sleep, Dodaer has a nightmare about the fateful day his mother died. With newfound passion, Dodaer restates his oath to avenge his mother, even if it takes him the rest of his life.
While wandering the streets of Estark, a goblin asks for someone strong to follow it. Dodaer chooses to do so, a choice he will soon regret in [Rakdos] The Unspeakable.
Expansions:Lvl. 2: Odyssey Talents:Lvl. 2: +1 spells per turn Land Cap: 10 Spells Per Turn: 4
Level: 3 Experience: 15.5 House: House of the Shimia Warlocks Guild: Rakdos Gold: 44 Weapon of Choice: Talons (1/0) Ability:Devour: Once per day, Dodaer may consume an enemy creature. This can only be activated on an unblocked creature, and replaces his weapon attack. Dodaer gains Life equal to that creature's Toughness. However, a d20 dice roll is needed. If the number rolled is lower than the creature's power, the attempt fails.
Name: Cytorix of the Ghitu Age: 23 Gender: Male Height: 6'3" Weight: 170 lbs. Weapon: Claw-tipped Staff 1/0 Race: Human (Ghitu)
A tall, wiry man with a feral grin but a calculating look in his ice blue eyes. His unkempt brown hair is usually blown back from dirt, grit and wind. He wears beige desert linens over dark, leathery hide armor. A light beige cloak and cowl shield him from the elements, and his right arm is bound in linen that has been entirely singed black.
He tends to lope, leaning heavily on a claw-tipped staff.
Fiery and quick-tempered, Cytorix heats quickly and cools slowly, although a calculating and orderly mind lies behind his flashy and destructive impulses. Loves fire magic, destructive force and powerful artifacts. He is deeply passionate and savagely impulsive.
Cytorix was always fascinated by artifacts, yet seemed to lack the wit to take on as an apprentice at the great forges, and so was forces to become a Fire-Eater.
Not ready to die in vain on some hellish battlefield, Cytorix left his unit and his Encampment and made the long journey to Estark from Shiv.
Name: Xen Anastan Age: 28 Gender: Male Height: 5'10 Weight: 182 lbs. Weapon: Martial arts 1/0 Race: Human
A tanned human with a shaved head. Lean muscles cover his body portraying a fit man. He has a calm expression on his face and carries himself with a slow stride. He wears simple red trousers and a sleeveless white shirt with his satchel slapping at the left side of his waist. Strapped to the back of his waist at a horizontal angle is a simple and efficient dagger.
Xen is a calm and passive man. He believes in inner strength supporting one's natural abilities. Often times he likes to avoid direct conflicts and meditates when there is a problem to be solved.
Xen is a monk who has spent a majority of his life in meditation among nature's splendor. He feels as though there is a path for him to follow and that nature is calling him to serve.
After arriving at Estark Xen completed a mission for the people of Calemain concerning bandits. While resolving the issue Xen was able to avoid shedding too much blood. Due to a personal belief in second chances Xen offered the bandits plaguing Calemain an ultimatum. They would serve Calemain as guards or Xen would complete his mission by killing them. After convincing the bandits that life in service was better then death Xen completed his mission and returned to Estark.
After resting from his mission to Calemain Xen then went to the Arena to test his new found powers. There he encountered the Chaplain, a powerful rakdos mage. Xen lasted only a few rounds against the mage before submiting to defeat. Though the fight was short Xen did learn a few lessons.
Mana Tap: Pay 3 life: Reveal a land from your hand. Add one mana of any color that land could produce to your mana pool. This ability can only be used once per quest.
Experience: 3/10 (next level) Lifetime: 43
House: Shanodia Druids
Guild: Selesnya -- Member
Gold: 0 on person.
Weight: 1632 lbs. (Pretty lean for a Rhox)
Appearance: A huge beast of a being with an two horns on his snout, the larger of which being eight inches. His eyes speak of indomitable drive and a need to succeed, but with the slightly hollowed look that meant that enthusiasm had been burnt into place by great loss. The Rhox's bulging arms bear circular scars of two-inch diameter over their entirety in deep rows. If you ever got a look below his smock he currently wore, you would see a continuation of the pattern: Circular scars that carve out shallow pits in his rough skin. The Rhox carries no weapon, his physical strength easily matches that of any simple blade.
Will be edited in, because he'll never tell anyone in character :p.
Weapon: Fist/Horn (1/0)
Exp: 0 (0/5 til next level)
Current Quest: None
Finished Quests: None
Name: Cyouni Age: 24 Gender: Male Height: 5'10" Weight: 150 lbs Weapon: Throwing knife (1/0) Appearance: Lean, with a black robe trimmed in light green. Below the robe, there are gray form-fitting clothes of an extremely high quality. There are numerous sheathes at his belt. There is also a symbol on his left hand, which appears to filter his mana.
Shimia House Token: Certifies him as a member of House Shimia.
Gold: 150 gold Gold in storage: 126 gold Guild: - House: Shimia Warlocks Past abilities: Demonic Tattoo: Once per battle, Cyouni can use the mana ability of Demonic Spirit Guide.
Name: Aggron Silverscale Age: Unknown Gender: Male Height: 5' 3" Weight: 200 lbs--ish Weapon: Tail Appearance: Aggron looks like a thrinax from Alara that decided to walk on its hind legs--then got the most severe etherium overdose ever imagined in Alara. His head is lizardlike, with a row of spines running down his back. The spines are light silver, but every other part of his body is covered in silvery-black metallic scales. His arms are only a little shorter than his legs, and he walks slightly leaning forward. His hands do have thumbs, though.
He has a tail that's at least as long as he is tall with a blade on the end; this serves as his weapon. His eyes glow red and he speaks with telepathy, since his mouth is so unsuited for conversation. He wears no clothing, though he lacks any body appendage that would need concealment...
Note that Aggron's mouth is unsuitable for human speech, so he 'talks' with telepathy. His telepathy works mostly like ordinary speech--it's usually broadcast to everyone around, he listens with his ears rather than his mind, etc. But it's a little disconcerting for most 'normal' characters at first. Aggron does have the advantage that he can focus his thoughts on one person alone, like a human can whisper, but he can do this at much longer range than a whisper carries.
Aggron wears a small pouch at one hip that is apparently nailed to one of his scales; this is where he keeps his gems and other keepsakes. He also wears a small pendant around his neck that any red mage can tell is brimming with red energy.
Note that, before the Golgari quest, Aggron looked a little different. His limbs were in slightly different proportions and his body was covered in glossy-black metal plates, rather than dark-silver scales; he was also a little shorter. Anyone who had seen him before and looked at him close-up can tell the difference if they do so again. He's the only creature of his kind walking around in the city, but he still looks decidedly altered from before. Also, note that Aggron took the name 'Silverscale' as part of this transformation process; it's not well-known. Gold: 107, counting interest as of 7/24/2010, in Greel's. Guild: Golgari Swarm House: - Experience: 18.0 Level: 3 Mission: - Past Missions: [Dungeon] The Artificer's Lair Doctor Selar: Self Improvement Seminar [Aggron] Path of the Swarm Standard Sets: Odyssey
The animal looked back and forth. It could feel the metal around it--and inside it. The others, the ones who had forced it into him, were the same way, although none of them had nearly the amount of metal he did. It was changing and transforming inside, and only recently had the animal been able to realize any of this.
But today, something was wrong. Instead of the regular sounds of machinery around him, he heard yelling. He licked his teeth at the thought of his captors in pain, but as the cacophony grew closer, his instincts reasserted themselves and he became afraid. When they broke into the hall outside his cell, he was cowering in a corner, his back to the battle.
One of them looked into his cell. With only the briefest expression of shock, he looked back at his companions in words whose words the creature still only vaguely understood. "Looks like we got another lab rat here, but this one's alive. Should we...?"
The creature looked out at them, and saw something he'd never glimpsed before: compassion. With his barely-discovered powers, he reached out to them with his evolving mind. <Help me...>
This time, the human really looked shocked. "It's not just alive--it's got some level of mind! It spoke to me....Okay, I'll take responsibility, but if I can, I'm rescuing this one."
The creature understood the meaning, if not the specifics. He uncurled himself, ad he followed the human.
The group of them ran down the corridors of the building. They encountered various groups of the blue-skinned beings, and in each encounter, both the humans and the creature attacked with a ferocity that was almost as devastating as their weapons.
Finally, after what seemed an eternity of battle to the creature, they escaped out of the building and into the outside world, one like the creature had never seen. Some of the humans had stolen flying machines [thopter token], and the band of humans--plus the creature--managed to get them assembled and in flight in time to make a fairly miraculous escape from their pursuers--allofthem. More Backstory
Aggron began his career in Estark rather unspectacularly...he lost an arena battle and he ended up sleeping in the tavern, since he refused to join House Shimia. He found a quest soon, though, and he quickly found himself in a dungeon battling tricky artifact traps. However, those were not the only dangers in the catacombs...one of his companions betrayed him, and even though he resisted for a while, he eventually had to kill her.
Eventually, after battling some potent constructs, Aggron rejoined his less treacherous companions and they were able to escape the dungeon with quite a few useful treasures. Perhaps the most important keepsake Aggron obtained, though, was the dagger of the mage he killed...
Once back in Estark, Aggron got a couple of new spells and decided to fight in the arena tournament. He won through the first and second rounds with little trouble. However, there was a break between this part and the finals, and Aggron saw something in the city that shook him up....
Aggron didn't see one, but he saw the evidence of her power all over House Lat-Nam. Aggron had heard of them, but he hadn't realized just what being a planeswalker really meant. Aggron isn't totally sure where he's going with his life, but he knows he wants to at least meet one of these powerful beings...
After that, Aggron and his new friend Cyouni faced off in the finals. Aggron managed to win, but not before being dealt massive damage by Cyouni's Looming Shade. Still, the two remained friends, and Aggron left the arena to follow his friend into what appears to be a fair amount of danger...
It seems that Cyouni has been haunted by a malicious demon named Lou. In the body of his barbarian host, he attacked Cyouni and Aggron and managed to nearly kill them. However, Aggron did realize one important thing--Lou is from Alara, just like him. Medics arrived in time to save the pair, but the experience left Aggron with a newfound enemy.
Once he was on the mend, Aggron got bored and went searching for another job in the city. He found a place where a woman needed him to gather ingredients for her--but she was using them for experimentation. However, when Aggron confronted her about her ethics, she seemed more like an actual doctor than just a crazy scientist. Since she seemed so legit, and there wasn't any other work in the city, Aggron went along with it.
Unfortunately for Aggron, his companions in this mission were far less sane than his companions in the dungeon had been. Ish Tok was a torture-obsessed goblin who couldn't imagine why Aggron disliked being experimented on, and Oreo was a druid with a penchant for inane babbling and making innuendos. As the group began their mission, Aggron quickly found himself in the role of group keeper; because of his steadying influence, the three were able to gather the ingredients they needed, although Ish Tok went missing along the way and Aggron nearly got eaten by a baloth once. Aggron's friendship with Oreo slowly began to grow, but it was severely stunted by the druid's own behaviors; at one point, he drank some vials from the doctor's lab, and Aggron had to bring him back for a detox session.
Finally, to Aggron's relief they were done collecting. He helped mix some potions, but after another of Oreo's comments about meat, Aggron had had enough. He left the lab, taking his small payment in exchange for the ability to leave the druid's presence.
Soon after this mission had ended, Estark's Winter Festival began. Aggron decided to enter it, based on his past tournament success, and the fact that he was bored and freezing in the city. He did not do nearly as well this time, though; he ran up against a green mage who was particularly resilient to his spells, and Aggron was literally overrun. He actually nearly made a fatal mistake; he thought his opponents' creatures were weaker than they really were, and when they hit him, he would have died...but one of the healing mages nearby managed to save him. Aggron ran into Cyouni again when he was healing this time, and Cyouni had seen the healer at work. After talking about Lou, who had grown much stronger in the intervening time; getting warming pendants; and watching the rest of the matches, Aggron began searching for this healer. he felt he owed her more than his thanks.
Eventually Aggron found the healer. Her name was Janassi, and it had been her incompetence that had put Aggron at risk in the first place--but the blame was his as much as hers, and she had saved him. Even though the two of them only talked for an hour or so, once Janassi got over her fear of Aggron, the two of them formed a bond. Aggron, who had been frustrated by his failure at the Festival, was already making plans to search for better training, and Janassi made him promise to be careful. Aggron also promised to return when he was ready...
Then Aggron made his way to Ravnica. He'd seen so much green magic by now that he wanted to learn it, knowing it would shore up some of the weaknesses in his arsenal. Aggron found his way to the Golgari area of town, but he had no idea where to go from there...and a strange elf named Naba seemed disinclined to give him directions. Instead, Naba began to talk to him about the nature of his mana. Soon, the two were in combat, but Naba was a stronger mage than Aggron had ever fought before. As he was beating Aggron, he continued to talk to him about mana, now showing him graphic examples of the powers of darkness and nature alike and showing Aggron how little he knew about his own area of spellcasting. And then Naba won the battle, and Aggron died.
Well, something very serious happened. Aggron took a huge amount of damage, to the point that his more bestial side took over, but to no avail. Naba ripped the spells from his mind and the life from his body, until Aggron was lying in the dirt bleeding to death. Aggron was forced to reach out for mana, and black mana couldn't save him--and after a few tries, Aggron managed to touch green mana, Through its energy, he was able to pull himself back among the living. He repaired his body, but the power of the green mana at first was so strong that he did more than repair himself; he changed his physical form a little. And once it was over, Aggron could draw on green mana.
To make a long story short, Naba was a Golgari shaman of the highest order. He took on Aggron as his apprentice, and eventually Aggron gathered new spells from him and was inducted into the guild. He got off on the wrong foot with Savra, though, and the two of them have no small dislike for each other.
Appearance: An exceptionally large and powerfully built Flamekin, Kennar has more than the usual amout of fire burning around his body. His entire torso is coated in flame. It's especially bright around his fists and head, slightly resembling a lion that has been set on fire. When gathering mana, arcane symbols are seared into his palms.
Kennar carries a three-foot long sword of fire, like the Flamekin Bladewhirls of his home plane. He only draws it when an enemy gets through his gouts of fire and bolts of lightning, which isn't very often.
Kennar wears no shirt or armor, and basic pants with his sword and satchel attached to his belt.
Personality: Kennar is a loyal friend and ally, but if betrayed he quickly becomes a blazing, revenge-fueled firestorm. He has somewhat of a temper, but manages to reign it in most of the time. He has some sense of honor, and won't harm what he considers to be innocents. Kennar thinks that the best way to deal with a threat is with maximum firepower and speed, not slowing down until the enemy lays cooked on the ground.
Kennar also has a bit of a self-centered streak. He is very interested in increaseing his own power, and seeks to test it against as many enemies as possible. He's can be ruthless when persuing increased strength, but he usually directs all that disregard for his enemies instead of his allies.
Bio: Kennar had always been thought stupid because of his size. Something with that much muscle couldn't possibly fit a brain anywhere in there. In truth, Kennar is highly intelligent. He has a dark sense of humor, and enjoys sarcasm more than most.
One day, when moving just outside an elven forest, he was spotted by an elvish hunting party. Knowing he had to flee or die, he ran deeper into the forest where the elves couldn't target him with their bows. Unfortunately, the elves knew the forest much better than Kennar.
After an hour's long chase, Kennar was cornered in a small clearing. The hunting party's leader approached him with blade drawn. Closing his eyes so he wouldn't see the death-blow coming, Kennar raised his arms in a futile defensive gesture. There was a high-pitched scream, then silence.
When Kennar looked, the elf was nothing but ash.
A wave of black fire had rushed from above, completely destroying the elven leader. Looking up, Kennar saw a sight that would awe any beast in Lorwyn: A gargantuan dragon, hovering above the clearing. In a terrible voice, the dragon said "Run away little elves. I'm just passing through and dont have time for you. That one only died because I had to test out my newest spell. It seems to work nicely, doesn't it?"
Naturally the elves scattered. Kennar didn't know it at the time, but he had just encountered one of the most terrifying beings in the Multiverse: Nicol Bolas himself.
The great dragon seemed to get bored with the elves, and opened a portal in front of himself, prepared to go through. Before he could, however, Kennar shouted to Bolas (oblivious to the suicidal danger he would be in) to take him along. Kennar was sick of Lorwyn, and wanted to leave.
Bolas shrugged, and said "I'm not taking a worthless being like you with me. But if you wish to leave this annoying place, I don't see why you shouldn't." With a casual wave of his clawed hands, Bolas transported Kennar to another plane, where he would be forced to make his own way.
When on a mission with a pair of mages, Kennar encountered black mana for the first time. He was extremely interested in it, and hoped to speak with the black mage to learn more though they were fighting at the time. Upon dispatching the black mage's allies, Kennar promised her she could keep her life if she would stand down. Unfortunately, one of the mages with whom Kennar was traveling was an insane green mage called Oreo. Consumed by the bloodlust of battle, Oreo attacked the black mage. Kennar attempted to intervene on the woman's behalf, but Oreo's creatures were too powerful and they tore the woman apart.
Kennar was enraged at this turn of events. Not only had Oreo killed an innocent woman, but had forced the flamekin to break his word and denied him the opportunity to study black mana in-depth. Kennar vowed to kill Oreo after he had amassed enough power. He knew he had to unlock the power of black mana for himself to gain enough power to slay the insane green mage. He sees the use of black mana in Oreo's coming death as poetic justice of a kind, and won't stop until Oreo lies dead.
Name: Oreo of the Kuk-Yjars
Weapon: Spindle Disk (Basically a Glorified Yo-Yo)
Big enough to look like an arena fighter Oreo is non the less a lover of the outdoors, his tanned frame and ease of step are proof of this. His face is childish and playful, and his eyes twinkle as if he is privy to some joke or prank no one else knows.
He also considers himself something of a poet or bard, and makes it a point to try to rhyme things or find a catchy tune or song wherever he goes and with whoever he meet.
Since his trip with Kennar, a red mage and an overly stern kill-joy flamekin with something akin to a carbon rod up his... well you get the picture (Oreo has developed a delight for teasing and jabbing at him whenever possible by calling him "Sparky"), and Kheira, a blue mage by trade who just seems somewhat snobbish (although Oreo, believes this to be some sort of tease method common in her culture) Oreo has been wandering about, mostly he wonders why two people he had, at least to his knowledge, done nothing to would suddenly decide to slander his name with accounts of terrible acts of violence. He is also wondering about the mysterious Orb he saw the Hags wield in combat, it allowed them to pool up their mana something he had not even considered possible, now the thing is cracked and according to the Master of House Shanodia Rofellos, who Oreo accused of dating the Ruling Member of House Benalia, it is unusable.
After that he wandered around and found a job with a Doctor by the name of Selar, who claimed to be a member of the Simic, who they are is a mystery at this point in time, but it appears they do testing of new medicines and other similar elixirs, they also seem capable of altering living creatures, something Oreo finds interesting and intriguing.
Here he meets a strange pair, Aggron, who Oreo can only describe as a walking lizard, an apparent black mage of sorts (though he doesn't seem to favor the reanimation approach his hometown has) and Ish Tok, another red mage and perhaps the most unusual and self-absorbed goblin he has ever met, Ish Tok delights in pain, which is common for his kind, however unlike others of his kind he delights in the pain others inflict on him, Oreo smacked him a few times with his Spindle Disks (something that he is admitting is kinda fun).
After a brief encounter with a few big Baloths, Aggron seemed to have gone quite annoyed at something, although Oreo cannot phantom what that could be, and tried to attack Oreo, he just as suddenly stopped and apologized which drove Oreo into a tantrum of sorts.
Blood and Bones and Cookie Dough;
An Oven from the hells below,
A flame of hate unknown before,
It Dries and Shapes and Flakes
And in my hands your life shall end
The Fey oh they Dance and they Bathe in our Blood;
In the Blood of our Children, Our Brothers, Our Moms
They ask us for Blood and in awe do we give
And in all of their frolic there's a giggle of glee
Beware I say, Beware anywhere
Beware in the Forest, Beware oh Beware
For in your path there's blood everywhere
Beware... oh to late now you better prepare
House: House Shanodia
Spell Cap: 4
Soft Land Cap: 10
Satchel Point Cap: 48
Creature Type: Cat Cleric
Appearence:A hooded leonin, cloaked in a cloak of mottled dark fabric, with a lighter cloak of lighter materials below that, but normally out of sight. Beneath the hood can be seen a face with no obvious distinguishing marks, aside from the general leonin appearance - panther variety, with dark grey to black fur. In fact, that is interesting in its own right, that he has no distinguishing marks. After all, how many are absolutely average? No obvious scarring where fur doesn't grow, no distinctive patterning, no surrounding sense of vague disquiet, no extraordinarily piercing eyes, merely a face that from a distance tends to fade into the crowd. In his right hand is a battered staff that obviously serves in the capacity of a dagger when not being used as a walking stick, oak with faded patterns in a dull red twisting across the surface, and around his waist hangs a leather satchel with many pockets. No, more than that. A monocle hangs out of one of them, some loose papers out of another. The inner recesses are hidden to the casual observer.
Mar's Pride has a coming of age trial, a trial that members of the pride enter whenever they feel they are ready. There are those who rush to embark as early as possible, and they are widely regarded as impetuous fools. There are those who never do, and they are mourned for their lost potential. Mar Johan was of the third type, those who wait for the proper time to arrive before they start thier trial, only leaving once they reach a milestone. He grew up and became a hunter for the pride, one of those who help provide meat, leather, bone, and the like, goods taken or fashioned from the corpses of wild beasts. Like many others, he eventually felt the call of the trial and the expectations of the tribe and of himself weighing on him, and he heeded the call.
The trial itself is simple: those wishing to take it go before the elders and stand in the center of the circle. The chant rises to a crescendo, the supplicant blinks, and when their eyes open, they are somewhere else. The test is over when the taker, by use of their wit, their abilities, and whatever supplies they were able to take with them, either makes their way back to the pride or finds their own path through life. Or if they die, of course. There's always that possibility.
When Mar blinked, he found himself by the seashore. For a week, he wandered aimlessly along the beach and lived off crabs - crabs that used the power of the sea to grant themselves extra vitality to run away. On the eight day of travel he went inland, along a river delta, and found himself facing a deserted city, slowly sinking into the muck and overgrown with plant life. Though the city was long dead, as he approached he saw a carriage, clad in shadows and pulled by nightmares, pull away and speed out of sight. As it moved, what at first appeared to be logs cleared out of the way: crocodiles, kings of the river all, fleeing to avoid the black contraption. Seeing this, Mar closed his eyes and understood why he had embarked on the trial, and his way opened before him.
He realized that all that lives, fears. It fears its next meal will never arrive. It fears the larger predator. It fears it will fade away, die without leaving mark nor offspring. He realized that he feared that he had no purpose, that he would never find a path, that he would be judged and found wanting. So he faced his fears and terrors, fought his doubt and insecurity, and sat there among the moldering tomb of an empire past for three long days, battling his inner demons and struggling to understand what he had realized. When at last he opened his eyes, he found himself refreshed by a clarity of purpose he had long lacked, and in his hand he held a small gem that glowed with a purple light. Mar faced his terrors and defeated them, casting his fears out one fragment at a time until they crystallized in his palm. In his other hand lay a wooden rod, a fragment of the fallen city, a severed piece of an ornate gate guarding what was once a lordly manor. As Mar realized what he held and looked out at the decaying evidence of civilization, he felt the power of the sinking city, the promise it once held: the promise of independence, the promise that he could find a way and survive by his wits and his resourcefulness, a promise that he would only be beholden to those he wished to be beholden to. Mar faced the fallen buildings and proclaimed that he would spread the knowledge of the Fear Within, and help others face it and accept it, conquer it, and cast it out. Mar now knew that fear was something that could not be explained properly, as everyone has something unique to be afraid of, and that all he could do was notice when others expressed it and aid them in their own realizations. With his purpose clear and his path found, Mar strode forth from the ruined city, on the path to a new life in a new land, and the crocodiles fought to avoid him.
House and Guild: Shimia and Orzhov
Standardized Expansions: Ninth Edition
Small metal sphere: Allows me to understand the speech of Gear. Given by Gear.
Lucky stone: A small, apparently normal rounded stone that brings good luck and provides a +1 bonus to rolls that are based on luck, such as most perception rolls.
Useless scraps of paper: Exactly what it says on the tin. These papers do absolutely nothing whatsoever, except for serving as a memento of things done.
Various Trophies, taken from defeated mages: Currently, a pair of daggers, one ornate and one worn and beaten. Also a selection of dead spellgems, now useless.
Shimia Token: Shows that I am a member of House Shimia.
Orzhov Signet on chain: Shows membership in Orzhov.
Orhzov Orb Claim - [2points left for redemption]
Zahira's a slender young woman with an exotic brown skin and black hair kept either in a ponytail or loose down to the waist. She has very dark brown eyes (almost black) and is considered by most to be stunningly beautiful. She wears the typical Azorius Lawmage outfit, but hers seems to have mysterious magical traits such as being able to restore its own fabric over time, keeping itself clean, and maintaining an ever-comfortable temperature for the wearer.
Next to being beautiful, Zahira's also one of the smartest persons in the world, at least, that's what they thought at the academy. Despite being a know-it-all she's very friendly and of the curious type... albeit she's sometimes a bit too serious...
Zahira was born as the first of three children of her father Zagih and her mother Alina. Her father was a merchant settled in a town on the northern reaches of the mighty Kingdom of Benalia, near the coast.
As a child she often watched over her younger brother and little sister when mother wasn't home, or helped her father in the shop whenever he needed a hand. Her mother was very kind to her, and although her father loved her she never had a strong connection with him.
She grew up very alone, not accepted by the neighbourhood children because they said she was different, she wasn't from here... A question was burned into her mind from then on; "Where did she come from, and why was she so different?".
When she conflicted her parents with the question her mother only turned away, while her father sent away without food for a night long. The gap between her and her parents only grew larger over time, more and more she avoided them and stayed from home for hours and even days after each other.
At the age of eighth she was often found in a lone spot somewhere in the park thinking and playing with herself. It was here that she discovered her incredible magical talent, and she became better every day. At a moment she could do what beginning academy students normally only just could.
Her father found out what she had been doing one day though, and already angry at his daughter for being away all the time instead of helping him, he started hitting her and forced her to stay at home. It was not that he was not proud of the fact that his daughter was already such an accomplished mage at her age, but because he was from a respected line of pyromancers, and he expected his daughter to follow carry on this tradition. She did not, already she showed signs of only being able to conjure the present mana; an abundance of white and already small amounts of blue.
Not much later after her first confrontations with her father she used her magic against him and even knew to prevent his response with flame with white magic as she ran away from home.
With no possessions on person and no knowledge beyond the confines of the town she was lost and on the run from her parents, who had send the guards after her. But then she was picked up by a stranger, who hid her and smuggled her out of town to a keep at the coast, far from her home town.
The stranger came to be know to her as a kind, old man, a great mage whose name was know across the lands of Benalia, and as her mentor. He had immediately recognized her capabilities, her talent with magic and her thirst for knowledge.
His first assumptions proved right, as he treated her like a father should, and fed her with knowledge, lesson after lesson about magic. Zahira came to know all about the world around her, about its history, about the origins of magic and everything it could do, and she was obviously fascinated.
Soon she had forgotten all about her parents and saw the old mage as her new father, and she became the most talented apprentice he had ever had.
One day though, the old man's life began fading, he became sick and Zahira watched him die.
But the mage was not afraid of death and told Zahira to leave once he was dead, report his death to the nearby town's guard and then head for the Benalish Academy of Magic. There, he said, would her future lie, she would finally meet people who would respect her and she would have the possibilities to choose her own future.
Everything he told her to do, she did, and nervously she appeared at the gates of the academy two weeks later, with only her knowledge, a little bit of gold and some books she had taken from the archmage's library with her. Indeed, here her life changed, she met Tai D'Angelo, and later on Luzza and Damek, who were to be her friends for as long as she stayed at the academy.
For years it went well, and she fell in love with Tai, but unwillingly, their affair was short. Soon after they had graduated a message from Tai came, telling her to forget that she had ever met him.
She fell into the abyss of grief, and for days she just cried, there was no one who could help her, she couldn't cast magic anymore, at times she couldn't even get up from her bed, while sometimes she made endless walks through the landscape of Benalia.
But she tried, she tried to forget Tai, go on living, and she went to Ravnica, a place far away of which she had heard from the archmage. Not long after she arrived at the majestic city, getting a job at the Azorius Senate, becoming one of their most respected Lawmages, respected both for her wisdom and her magical prowess. For about two years she resided in the city, only once in a while leaving on an important assignment, mostly negotations, agressive or not.
But then came a day she was called to lead an expedition into the Sewers of Estark to search for a missing Selesnya member, it was here it all went wrong. One of her companions died, but her other companion, Osark, was very kind to her, she grew very fond of him, but couldn't stop thinking of Tai. They found know way to save the missing Selesnya mage, nor a way out, and they were captured by the Phyrexians, who tortured her.
Undergoing severe mental experiments she almost completely lost her mind, and was then discarded as a silent guardian of the citadel, not knowing who she was or what to trust anymore. She fought three mages who appeared one day, but they defeated her, and everything went dark again.
When she awoke she looked into a familiar face... Tai's, but she could not truly recognize him, her mind was still a chaos. Tai helped her, he guided her through the maze that the Sewers are, but right into the arms of Tai's nemesis; a Phyrexian named Zayor.
After a confusing conflict between Tai and the Phyrexian, Tai's wife stormed in, and in what seemed to be a blur, Tai was suddenly stumbling, his wife fell to the ground, and then there was a flash of light... Tai's wife died, and he collapsed, and so did she, for it was all too confusing and she to forgive herself the words she had spoken to him before... of his betrayal... leaving her for another woman...
It seemed that Tai forgave her, or maybe he was just in too much grief to really notice her plead, and he guided them out. Finally she saw the light of day again, and it was blinding to her, for she had been away many days and nights seeing only shadow.
She was brought to a House that felt warm to her, comfortable, and here Tai told her he had to go, but he would come back... at least... she hoped... did she still love him?
Level: 1 Exp: 3 House: House Benalia Guild: none/Inner Circle Lawmage of the Azorius Senate Gold: 89 Weapon: none/used to have Azorius ceremonial dagger
Height: 4' 8"-7' 10" (regular, comfortable walking height and can draw up taller standing in one spot.
Weight: 147 lbs
Appearance: Zenith is a nantuko covered with furs of various animals. Teeth and other bits of bone are also visible on his person half-hazardly.
[The Swarm]: A beetle which he named Beetlebub has joined Zenith's party.
[Mantis's Prayers]: A notable wolf is named Kiba.
Weight: 85 lbs
Appearance: Tik-Tik is rather musculed for a goblin, probably attributed to his work in the forge. Tik-Tik wears simple cothing with lots of pockets. Jingling of loose metal can be heard as he walks.
Weapon: Dagger (1/0)
Gaunt, with a statuesque quality to him; with two sets of arms that jut out from his torso, and long stork-like legs. His skin is pale blue, which is concealed mostly underneath his wraps.
A long gray tunic that is fastened unto him by a gun-metal sash, wound tightly around his abdomen and 'flows' with the rest of his garments, extending just under his knees. The tunic gives way to flowing sleeves which are wound by bandage wraps which are then held in place by black-leather armguards, they protect a portion of the warms from just below the elbow to wrist, with a small squared protrusion that covers the back of his hand and wraps around the dorse of his knuckles. On his right arm-guard, a sort of xyphoid mechanism is concealed, and is activated with a special gesture, revealing an obsidian blade.
The robe extends down to his knees and is worn over loose slacks, colored a darker shade of gray as opposed to the robes themselves. They're worn loose until they reach the knees where they're wrapped in bandages and over which black leather leg-guards are strapped on, they're fastened at the back, and extend all the way down to the ankle. Boots are concealed beneath the straps, making for a tight fit.
Nols wears a black Tagelmust (a sort of head-wrap that covers all but the eyes) over his head, without giving it a 'turban' top, it conforms to the shape of his head.