Ok, D&D&MtG Recap Time!
@mycroft this is the context I was talking about:
Four emissaries are sent to a diplomatic meeting between 4 of the 5 clans: Tarjik, a Temur Loxodon Shaman. Gurcu, an Abzan Aven Shaman. Meshag, a Mardu Orc Shaman. And Kan Lin, a Jeskai Human Monk. The Sultai don't bother sending anyone.
The meeting is on neutral ground, ie Ugin's Nexus, and almost immediately they notice odd things going on and trek into the canyon to investigate.
Once inside, the canyons began to split and diverge in impossible ways whenever they weren't looking. The paths all looked identical, down to already having the footprints of Tarjik, the tracker, in them.
When they finally looked up, the sky was gone. Instead there was an upside down reflection of the maze on canyons, except they weren't in it.
Instead they saw people from Tarkir's future walking through the canyons. Yasova Dragonclaw, Alesha who Smiles at Death, Sarkhan Vol. An addition small hedrons were beginning to appear around them.
At some point, when no one was looking, Kan Lin disappeared.
Gurcu tried to fly up and escape, and technically did? They fell into the other canyons and vanished as well.
Tarjuk and Meshag almost came to blows, but then Aminatou the Fateshifter appeared to Say Cryptic Things, like "it hasn't happened for you yet, but when somebody breaks time it doesn't really matter when they break it" and "if you don't make it out of there, you'll be trapped in there forever, and forever will last a lot longer in there than it will most places."
And then the canyon ahead was a dead end.
And then Ariel, Venqwyn, Tabasha, and Tarjuk found themselves in Onumbrica. Since none of them had walked before, knew they were walkers, or were aware of the existance of other planes, they took a little while to get their bearings.
Long enough for a police wagon full of angry sheriffs to pull up.
The sheriff, a human, began immediately jumping to all sorts of conclusions about the party's guilt and the smoking wreck of some kind of artifact, and threatened to arrest them all. When the party declined to come quietly, the human sheriff and his orc deputy proved to be werewolves, and the three guys along with them proved to be Soltari.
But it wasn't much of a match. Because now that the players were planeswalkers, they were no longer playing with D&D spell sheets. They were playing with decks.
I'd deliberately not warned them, but once they sparked their magic is now done by playing a turn of MtG when the initiative order gets to them. Instant speed spells and abilities are free actions, sorcery speed are partial actions.
Ariel summoned a Knight of Autumn and destroyed the Sheriff's wagon. Venqwyn got the orc deputy werewolf lost in the fog. Tarjuk went toe to toe with the human werewolf. Tabasha ambushed the Soltari with artifact creatures out of the tall crops.
The cops fled, vowing revenge, and the party heard a slow clap from behind them.
That's how they met Seth Sulimo, an aven wind mage and planeswalker, from Onumbrica, who was with some fits and starts, able to give them some explanation of what planeswalking was and what had happened to them.
He warned them to stay away from the sheriffs and led them toward safety, where he explained about the world they'd arrived in:
Onumbrica has a west pole.
Onumbrica has leonin, but no elves, loxodon, or merfolk. Sulimo advised the party to, if asked "say you're from Vancouver."
There is a system of magic called 'Telemancy' by which spells are sent via thick wires strong from poles. It was a shock from one of these that sparked Sulimo himself.
When asked why they'd all turned up here, Sulimo said he wanted a look at the wreck of the artifact they had found.
He flew off to do that and contact his fellow Bookleggers--a network of outlaw spell smugglers--and left the party to their first night in the northern plains.
Tabasha slept soundly, their first time in months away from the heat and light of the furnace layer. But Ariel, who had never in their life been outside a city, was fascinated by their first real glimpse of a night lit by nothing but stars.
And that is why there was a question about what would happen if one of the player characters puts Curious Obsession on another player character.
Yes. I don't actually know if there's a way to make that work in orbital mechanics terms, but the sun goes down "spiraling around" the west pole every night, and rises by "spiraling up" around the east pole.
I don't know how the far north having glaciers figures into this.
I think Onumbrica is a globe, but it maybe doesn't have a very stable or regular orbit. That fits with the "something really major happened between several hundred to a thousand years ago, which is why some gods that are supposed to be around aren't" that's going on.
@Jmaurer @ajanionthespot @Tayatranscendent @SliverQueen @Jmaurer I have an idea, though I don’t know if the plot will go in that direction. Ariel now has a bee in her bonnet about whether Onumbrica has a worldsoul, and if trying to answer that question becomes a big part of her character I’ll want her signature to be related.
Also someone remind me next time I have 1)Druidcraft to predict the weather with and 2) cartographer’s tools to copy the map in case we get separated
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