Alrighty, this is a short chapter, just so I can get some mechanics off my
chest. Remember this is MY way of looking at the world, and any difference
between this and the books (None of which I have read) is good and fine.
I still don't own Wizards of the Coast or MTG. durnit.
************************************************************************
The same sun that beat down upon Keliorn's hut beat down on the restless sea, warming the waters only to have the warmth pulled down to the chilly depths. Many creatures lived beneath the waves, some of them normal animals born from genetics and science. others however shared a different bond of ancestry, that of magic.
The land itself seemed to support this power, binding creatures of magic to the waves and leaves, weaving its tendrils of energy around those that could use it. Many could not see this energy. even those that commanded it to its full potential. The lands created the energy, tied those around them to the energy, and by drawing the energy a mage could bring with it the knowledge of the lands, of the creatures wound within the magic. Whether from past, present, or future.
Of those who could command the powers of the land, only a few truly knew the depth of the magic, a depth that went deeper than the deepest crevasse in the sea. Those who could see were called Planeswalkers, for through their knowledge they could walk between the stars themselves, warping reality and myth around them like a shroud. Keliorn was one of them, a walker of worlds, but one who had been forgotten by time. Myths no longer spread of his exploits, replaced by those of Urza and the new planes, of the planes that were barely infants compared to those of the old worlds. He hid from those other walkers the mysteries of the oldest worlds, worlds ravaged by technology, ones that had achieved ascension. He hid from the younger walkers what they must find in their own time. Such barriers were tiring, and thus, Keliorn severed his greatest powers in order to keep his barriers alive without him.
Keliorn had been on his way home to die before the intruder had stopped him, and told him somebody needed his knowledge. The intruder was young, and his magical training incomplete, and as Keliorn looked at the intruder's body lying in the cot, he felt the cold winds of time he so recently tried to embrace. The trinket that had been brought before him was not of the planes he knew of, and must have been from those that now were in ascension.
Such a thing should not be possible. Nothing should be able to pass through his barriers. He worried, and noted that sooner or later everything would come pouring through the barriers, as the walkers succeeded in breaking his defense. He worried about what would happen when the young walkers found the secret the old planes hid from them. He worried about the wars between the greatest powers, wars between the caretakers of worlds. He worried when they found out they would die eventually. despite that it would take eons. They would die of spirit like him, and become a feast for that which gave them all power. They would die and become merely food for the magic they had cultivated.
But that was besides the point figured Keliorn. that had nothing to do with the here and now.
The Intruder was now waking up. Keliorn figured some things were best left forgotten. ************************************************************************
Alrighty, message from the author: I need some sort of response to know I am appreciated! Shower me with kind phrases and flames of all kinds. And to enforce this (and get at least some sort of readers input) I'm asking for deck idea submissions Rules: All pure color mages have a specific title (Red=Elementalist, White=Cleric, Blue=Mentalist, Green=Druid, Black=Necromancer) and multi-colored decks depend on the cards used. (Just make one up) So, I want mage name, title, and deck composition and you may just yet see your deck character as an antagonist or villain (And no I wont steal your deck ideas) Stereotypical Cleric/Elf/Goblin/Zombie decks just don't cut it, I want something imaginative. I don't need to hear about lands, unless they are something other than basic. So that means somewhere around 40-42 cards. I can always look up a card on the MTG website, so don't bother explaining them (Unless you have special tactics). Example:
Name: The Intruder (Marcus Lethorin Pure) Physical Description: tan with green hair Title: Mentalist Deck: The Dreamport
*Merfolk of Pearl Trident (4)
*Exclude (4)
*Boomerang (2)
*Dreamwinder (1)
*Theft of Dreams (2)
*Dream Thrush (3)
*Curfew (2)
*Giant Octopus (2)
*Ancient Spring (2)
*Coral Merfolk (4)
*Saprazzan Breaker (1)
*Gaseous Form (3)
************************************************************************
The same sun that beat down upon Keliorn's hut beat down on the restless sea, warming the waters only to have the warmth pulled down to the chilly depths. Many creatures lived beneath the waves, some of them normal animals born from genetics and science. others however shared a different bond of ancestry, that of magic.
The land itself seemed to support this power, binding creatures of magic to the waves and leaves, weaving its tendrils of energy around those that could use it. Many could not see this energy. even those that commanded it to its full potential. The lands created the energy, tied those around them to the energy, and by drawing the energy a mage could bring with it the knowledge of the lands, of the creatures wound within the magic. Whether from past, present, or future.
Of those who could command the powers of the land, only a few truly knew the depth of the magic, a depth that went deeper than the deepest crevasse in the sea. Those who could see were called Planeswalkers, for through their knowledge they could walk between the stars themselves, warping reality and myth around them like a shroud. Keliorn was one of them, a walker of worlds, but one who had been forgotten by time. Myths no longer spread of his exploits, replaced by those of Urza and the new planes, of the planes that were barely infants compared to those of the old worlds. He hid from those other walkers the mysteries of the oldest worlds, worlds ravaged by technology, ones that had achieved ascension. He hid from the younger walkers what they must find in their own time. Such barriers were tiring, and thus, Keliorn severed his greatest powers in order to keep his barriers alive without him.
Keliorn had been on his way home to die before the intruder had stopped him, and told him somebody needed his knowledge. The intruder was young, and his magical training incomplete, and as Keliorn looked at the intruder's body lying in the cot, he felt the cold winds of time he so recently tried to embrace. The trinket that had been brought before him was not of the planes he knew of, and must have been from those that now were in ascension.
Such a thing should not be possible. Nothing should be able to pass through his barriers. He worried, and noted that sooner or later everything would come pouring through the barriers, as the walkers succeeded in breaking his defense. He worried about what would happen when the young walkers found the secret the old planes hid from them. He worried about the wars between the greatest powers, wars between the caretakers of worlds. He worried when they found out they would die eventually. despite that it would take eons. They would die of spirit like him, and become a feast for that which gave them all power. They would die and become merely food for the magic they had cultivated.
But that was besides the point figured Keliorn. that had nothing to do with the here and now.
The Intruder was now waking up. Keliorn figured some things were best left forgotten. ************************************************************************
Alrighty, message from the author: I need some sort of response to know I am appreciated! Shower me with kind phrases and flames of all kinds. And to enforce this (and get at least some sort of readers input) I'm asking for deck idea submissions Rules: All pure color mages have a specific title (Red=Elementalist, White=Cleric, Blue=Mentalist, Green=Druid, Black=Necromancer) and multi-colored decks depend on the cards used. (Just make one up) So, I want mage name, title, and deck composition and you may just yet see your deck character as an antagonist or villain (And no I wont steal your deck ideas) Stereotypical Cleric/Elf/Goblin/Zombie decks just don't cut it, I want something imaginative. I don't need to hear about lands, unless they are something other than basic. So that means somewhere around 40-42 cards. I can always look up a card on the MTG website, so don't bother explaining them (Unless you have special tactics). Example:
Name: The Intruder (Marcus Lethorin Pure) Physical Description: tan with green hair Title: Mentalist Deck: The Dreamport
*Merfolk of Pearl Trident (4)
*Exclude (4)
*Boomerang (2)
*Dreamwinder (1)
*Theft of Dreams (2)
*Dream Thrush (3)
*Curfew (2)
*Giant Octopus (2)
*Ancient Spring (2)
*Coral Merfolk (4)
*Saprazzan Breaker (1)
*Gaseous Form (3)
