EDIT 2: Submissions are officially closed. Thanks to everyone who submitted.
This is an idea I've had for a long while, but I'm currently trying to gauge interest. Who would be interested in a planeswalking adventure set in the MTG multiverse? I've wanted to run a campaign like this for a while, but I don't if it is something anyone else would be interested in. I have said 'interest" a lot in this post.
Well, reply if this sounds like fun! If you have any questions, feel free to ask.
EDIT: Since it seems some people are interested, I'm updating this post with things like character creation and more details about the campaign itself.
For character creation, we will be starting at 5th level. You may use any official 5e content (including anything within the MTG x 5e Plane Shift documents). Your character must have a somewhat well flesh-out backstory including: what plane you are from, the general idea of what you did on that plane, and how your spark awakened. It would also be nice if your character had an MTG color identity just for flavor reasons, but that is not mandatory. Each player character in the campaign will be a planeswalker whose spark was just awakened and has planeswalked for the first time. I do not know what plane this will start on, as it depends on what planes you all are from. But you will wake up in a plane unknown to you and have to figure out how to survive in this strange multiverse.
I've never played MTG card game, but if this is the MTG based D&D game in the egyptian mythos as seen here - plane-shift_amonkhet.pdf (wizards.com) I'd be interested in learning the world.
Been an MTG arena player since late days of Tarkir, and I'd love to be a part!
Would we reskin magic to play a little differently? Colors of mana, immense powers, crazy magic items balanced against bigger threats? Or would we keep things fairly RAW, do you think?
For the two of you who aren't very familiar with MTG, a core part of its lore are the Planeswalkers. Planeswalkers are creatures who have the unique ability to travel between the planes of the MTG multiverse. This ability is called planeswalking. Very, very few people are born with a spark (the thing that allows Planeswalkers to planeswalk), and even fewer awaken their spark (sparks awaken during moments of high stress like near-death experiences and similar situations). In this campaign, the party would be a group of Planeswalkers who have recently awakened to their sparks and are trying to figure out their new power while they face some of the scariest threats the multiverse has to offer.
The campaign would likely consist of mini-arcs that each take place on primarily one plane. Each of these arcs would tie into the larger plot in some way.
I've never played MTG card game, but if this is the MTG based D&D game in the egyptian mythos as seen here - plane-shift_amonkhet.pdf (wizards.com) I'd be interested in learning the world.
There is a decent chance at least one arc takes place on the plane of Amonkhet, but the entire campaign does not take place there.
Been an MTG arena player since late days of Tarkir, and I'd love to be a part!
Would we reskin magic to play a little differently? Colors of mana, immense powers, crazy magic items balanced against bigger threats? Or would we keep things fairly RAW, do you think?
I've been playing on and off since around that same time but got into it more consistently in 2020. To answer your questions, magic will be reflavored to fit the five colors of mana, but the spells will remain largely the same mechanically. There will definitely be powerful items and spells and even more powerful threats as the campaign goes on, but early on it will probably be more RAW than not. Since planeswalkers tend to already be powerful when their sparks awaken, I was think starting at 5th level would be good, but I'm willing to hear feedback on that.
Backstory: Beshlog was born on a frozen mountain in Zendikar, a member of a primitive tribe of giants who distrusted both magic and technology. But Beshlog was not content with the life of a simple herdsman. He spent a great deal of time in the sacred caves of the Ancestors, studying the runes of the giants and slowly piecing together the knowledge of spellcraft from the bits and pieces lore he could gather. He wasn't especially good at magic, but he didn't really care; he just wanted to satisfy his curiosity about this mysterious other world.
For the most part, the other members of his tribe tolerated Beshlog's oddities. After all, he was a good, strong neighbor and his search for knowledge so far had been confined to looking to the Ancestors. But then something changed... one day, as Beshlog and several other members of his tribe were ice fishing, a terrible accident happened. Under the combined weight of multiple goliaths, the ice shattered, and on the bitter cold mountain the cracked ice was frozen over again before the half-dozen tribesmen and women could return to the surface. All of them perished... or at least, they should have. As he struggled in the icy water, his lungs burning from the lack of air as he fruitlessly tried to break through to the surface, a strange voice called to him softly, offering him a chance to live in exchange for a favor in the future. With time rapidly running out, Beshlog had no choice... he took the mysterious being's deal.
Several hours later, Beshlog emerged from the depths. But it was clear something had changed... he had been marked forever by the touch of that mysterious being. The tolerance that the other members of his tribe had up until that point shown was gone. With most of his friends and family dead in the accident, and the rest of the tribe turned against him, Beshlog left the mountains behind, knowing that his destiny lay elsewhere. This loss of family and community, along with the touch of his mysterious patron, allowed him to open a rift in reality and leaving behind not only his people, but the entire world he had once known.
Fushiguro grew up in a small home in Greed. His mother had a gambling addiction and his father was an alcoholic. Years would pass in poverty often fall upon them as his mother would spend what little money they had on feverish attempts to succeed. Fushiguro had seen sickness and had known hunger. However that all changed when his mother had mysteriously hit the jackpot! The Megumi life style flipped on its head as they were quickly swept into a lavish life filled with the comforts of having a bed and food provided on a table. HIs father continued to drink recklessly Often coming home in a drunken stupor, His mother free now of her crippling debt was able to send her child to school and worked tirelessly to continue providing for her child. For 7 years Fushiguro had finally been able to live peacefully and happily wanting for nothing. Little did he know his world was about to be turned upside down At the age of 14 Fushiguro over heard his father talking to his mistress about planning the murder of his mother who had planned to kick him from the home. Of course he'd tell her but when they'd confronted him about it the father would say that it was his over active imagination. Shortly after things died down , Fushiguro's mother was murdered while he at school. He remembers that day vivdly as he was coming home and snow fell as the home he'd grew up in went up in flames.His mother's screams could be heard from inside the house still. His father who was outside hugging his mistress pretended to sob. As Fushiguro rushed forward to try to save his mom his bastard father grabbed him and whispered into his ear. "She's gone boy. You'll be joining her soon if you don't behave." Months passed and as the money went to his father Fushiguro walked on a line constantly. He was treated as if he didn't exist tip toeing around as to not be killed by his own father. He'd try in vain attempts to have his father prosecuted but without the proof they'd fail. However one day he'd accidentally gotten on his fathers bad side. Fushiguro saw him coming after him with a knife finally cornering him in his bedroom Fearing for his life he threw his hands up to protect himself. Shadows erupted around him and he found himself 30 feet away from the house. Taking this chance he fled. As survival was hard on him he took to theft like any other person who is on the verge of starvation. In order to survive he'd learned more about this mysterious shadowy power.With it he would use it to make a way for himself .It wouldn't take long for him to get noticed by city officials and members of the underworld both naming him "Dog of Greed" and he'd often find himself employed by both.
Fushiguro's shard technically had awakened during his fathers murderous rage. However he had no clue what it had done. he'd actually been in the a different plane for 10 minutes but to him it only felt like 30 seconds
A'ro Gale was born to a human fisherman named Jack Gale and a female air genie named Zephyra. Growing up in a small coastal village in the plane of Dominaria, A'ro spent much of his childhood on the water, helping his father with his fishing boat and listening to his mother's stories of the elemental planes.
As he grew older, A'ro began to exhibit unusual abilities. He could control the wind and summon bolts of lightning with ease, much to the amazement of his parents and the other villagers. His mother recognized the signs of a powerful sorcerer and began to teach him how to harness his gifts.
One stormy night, when A'ro was just twenty-six years old, his powers suddenly surged out of control, and he felt a strange tugging sensation from deep within his being. Without warning, he planeswalked for the first time, arriving on the plane of insert plane here. Confused and disoriented, A'ro stumbled through the bustling city streets, drawing stares from passersby with his swirling blue and white aura. He realized that he had been given a gift, an opportunity to explore the multiverse and discover its secrets. With a newfound sense of determination, A'ro set out to hone his powers and become a formidable planeswalker in his own right, all while never forgetting his roots as the son of a human fisherman and an air genie.
Your character must have a somewhat well fleshed-out backstory including: what plane you are from, the general idea of what you did on that plane, and how your spark awakened. It would also be nice if your character had an MTG color identity just for flavor reasons, but that is not mandatory.
I like all of the characters submitted thus far, but make sure your characters have the above details (except colors, that is optional). Thank you, everybody.
Backstory: Finn was born shortly after the Conflux brought the Shards of Alara back together. Finn belonged to the Sunstrikers pride, who taught him to respect and protect the land. He spent his time hunting and enjoying nature. Finn began exploring areas where the shards merged together. The unfamiliar magic made the lands dangerous and difficult to traverse. Finn would study the land and lead groups of travelers between the shards. On one excursion, a businessman from Esper demanded Finn take him dangerously close to the Maelstrom, the storm of mana stringing forth from the meeting place of all five shards. In traveling so close to the storm, Finn was struck by a blast of energy that nearly killed him and awakened his spark.
Bizzy just wanted to be a lab assistant, is that too much to ask? Born a gate urchin on the fringe's of the rubble belt, they scraped and scrounged on the scraps left by bigger, stronger gruul clan members.
They eventually got enough from scavenging the ruins to buy their way into a district transfer and wound up an apprentice to an upstart goblin electromancer of the Izzet League. Life was great after that, not that being an Izzet scientist is safe by any means, but at least Bizzy had the choice of what experiments to participate in.
That is until the war.... When the leader of their league fell, Bizzy was devastated and in their grief there awoke a spark, a fragment of the draconic power that sent so many into "firemadness". Bizzy embraced it fully and wishing to be as far away as possible, they closed their eyes and let the magic wash over them. Not knowing what awated when they finally got the courage to open their eyes and look.
I’m really intrigued by the Rakdos Cult from Ravnica. I wound up building this Padlock, and I’ve never played a hedonistic character before. Back in the day I was big into Warhammer, and I was always enamored with Slanesh— the Lord of Pleasure. Obviously this is something different, but I’d like to bring a sort of Chaotic Neutral thrill-seeker to bare. I’m flexible on Backstory, as I do my really know all that much about plainswalkers. If this build isn’t acceptable, or the character concept grates, I’m happy to pull together an Oath of Ancients Satyr or Minotaur!
Name: Velcerys
Species: Half-Elf
Class: Paladin/Warlock
Plane: Ravnica— Flexible
Color: Red obv.
Backstory:
Born to a human prostitute named Ashlyn, Vylcerys grew up in and around the Cult of Rakdos. From a young age he learned to take delight in whatever entertainment was on tap— and with violence being the so common, gravitated naturally towards enjoying witnessing and perpetrating violent acts. When he came of age, he joined the cult proper— excelling in both creating rapturous music, and cracking skulls equally. During an impromptu performance on his pan flute on the main stage of the Slaughterhouse, Vylcerys sounded a note so pure in function and intention that it awoke the spark within him. He now moves between the planes, seeking what amusement and experiences he may find.
Backstory: Sigurd Stahle is Sea Elf (Ranger) who was caught at a young age in a coastal raid and sold off by slavers in the Nentir Vale of Greyhawk. Train as to work as support from the shadows, he has been the lookout for many heists and has finally freed himself after decades of indentured servitude. His ability to move about in different environments and the ability to temporarily pick up nearly any skill for a short time makes him quite useful to any group. He has a perchance for "Wet Work" (both literally and figuratively) when it comes to dealing with slavers of any type.
From the plane of Ixalan, Manauia is a member of the Sun Empire. Originally trained as a jewelsmith, one of the shaman's saw something in him and took him as their apprentice. War came from across the sea, but Manauia was not pronounced ready to join the fight. Only after the Empire re-claimed Orazca and turned the war around on the vampiric legion did his teacher decide he was trained enough in nature magics and shape shifting. Manauia got to take part in the siege of Fort Leor. It was slow going, but victory was all but sure. But a siege is boring work, even if you were experienced in it, and the Empire was not. New tactics were come up with, tried, and failed many times. Manauia himself got the idea to Meld into Stone and open the gates from the inside, but this idea was deemed too risky and vetoed. But Manauia wanted to prove himself, and one night decided to do it anyways. He got inside, and made his way to the gate, when someone suddenly turned him around - he had missed a guard - and the last thing he saw of his own plane was a pair of vampire fangs approaching his neck...
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EDIT 2: Submissions are officially closed. Thanks to everyone who submitted.
This is an idea I've had for a long while, but I'm currently trying to gauge interest. Who would be interested in a planeswalking adventure set in the MTG multiverse? I've wanted to run a campaign like this for a while, but I don't if it is something anyone else would be interested in. I have said 'interest" a lot in this post.
Well, reply if this sounds like fun! If you have any questions, feel free to ask.
EDIT: Since it seems some people are interested, I'm updating this post with things like character creation and more details about the campaign itself.
For character creation, we will be starting at 5th level. You may use any official 5e content (including anything within the MTG x 5e Plane Shift documents). Your character must have a somewhat well flesh-out backstory including: what plane you are from, the general idea of what you did on that plane, and how your spark awakened. It would also be nice if your character had an MTG color identity just for flavor reasons, but that is not mandatory. Each player character in the campaign will be a planeswalker whose spark was just awakened and has planeswalked for the first time. I do not know what plane this will start on, as it depends on what planes you all are from. But you will wake up in a plane unknown to you and have to figure out how to survive in this strange multiverse.
it sounds interesting. I haven't seen much of the MTG universe, so its interesting for sure!
I've never played MTG card game, but if this is the MTG based D&D game in the egyptian mythos as seen here - plane-shift_amonkhet.pdf (wizards.com) I'd be interested in learning the world.
Cats go Moo!
Been an MTG arena player since late days of Tarkir, and I'd love to be a part!
Would we reskin magic to play a little differently? Colors of mana, immense powers, crazy magic items balanced against bigger threats? Or would we keep things fairly RAW, do you think?
To answer everyone's questions:
For the two of you who aren't very familiar with MTG, a core part of its lore are the Planeswalkers. Planeswalkers are creatures who have the unique ability to travel between the planes of the MTG multiverse. This ability is called planeswalking. Very, very few people are born with a spark (the thing that allows Planeswalkers to planeswalk), and even fewer awaken their spark (sparks awaken during moments of high stress like near-death experiences and similar situations). In this campaign, the party would be a group of Planeswalkers who have recently awakened to their sparks and are trying to figure out their new power while they face some of the scariest threats the multiverse has to offer.
The campaign would likely consist of mini-arcs that each take place on primarily one plane. Each of these arcs would tie into the larger plot in some way.
There is a decent chance at least one arc takes place on the plane of Amonkhet, but the entire campaign does not take place there.
I've been playing on and off since around that same time but got into it more consistently in 2020. To answer your questions, magic will be reflavored to fit the five colors of mana, but the spells will remain largely the same mechanically. There will definitely be powerful items and spells and even more powerful threats as the campaign goes on, but early on it will probably be more RAW than not. Since planeswalkers tend to already be powerful when their sparks awaken, I was think starting at 5th level would be good, but I'm willing to hear feedback on that.
I'd be interested
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
I'm interested. I dig MTG but haven't been able to keep up with it for a few years.
Just to notify everyone who has subscribed to this thread, I have updated the initial post with more information.
Name: Beshlog Stonebreaker
Species: Goliath
Class: Warlock (The Fathomless)
Alignment: Neutral Good
Background: Outlander
Mana Color: Red
Backstory: Beshlog was born on a frozen mountain in Zendikar, a member of a primitive tribe of giants who distrusted both magic and technology. But Beshlog was not content with the life of a simple herdsman. He spent a great deal of time in the sacred caves of the Ancestors, studying the runes of the giants and slowly piecing together the knowledge of spellcraft from the bits and pieces lore he could gather. He wasn't especially good at magic, but he didn't really care; he just wanted to satisfy his curiosity about this mysterious other world.
For the most part, the other members of his tribe tolerated Beshlog's oddities. After all, he was a good, strong neighbor and his search for knowledge so far had been confined to looking to the Ancestors. But then something changed... one day, as Beshlog and several other members of his tribe were ice fishing, a terrible accident happened. Under the combined weight of multiple goliaths, the ice shattered, and on the bitter cold mountain the cracked ice was frozen over again before the half-dozen tribesmen and women could return to the surface. All of them perished... or at least, they should have. As he struggled in the icy water, his lungs burning from the lack of air as he fruitlessly tried to break through to the surface, a strange voice called to him softly, offering him a chance to live in exchange for a favor in the future. With time rapidly running out, Beshlog had no choice... he took the mysterious being's deal.
Several hours later, Beshlog emerged from the depths. But it was clear something had changed... he had been marked forever by the touch of that mysterious being. The tolerance that the other members of his tribe had up until that point shown was gone. With most of his friends and family dead in the accident, and the rest of the tribe turned against him, Beshlog left the mountains behind, knowing that his destiny lay elsewhere. This loss of family and community, along with the touch of his mysterious patron, allowed him to open a rift in reality and leaving behind not only his people, but the entire world he had once known.
Character link: https://ddb.ac/characters/96824309/KHpJsY
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Fushiguro Megumi
Species: Human (Varient
Class: Sorceror Shadow
Alignment: Neutral good
Background: Strixhaven initiate
Backstory:
Sheet: https://ddb.ac/characters/75727398/h8C84X
Fushiguro's shard technically had awakened during his fathers murderous rage. However he had no clue what it had done. he'd actually been in the a different plane for 10 minutes but to him it only felt like 30 seconds
Discord play-by-post lover. Hater of westmarches. Just gimme some character driven gameplay please.
A'ro Gale
Species: Air Genasi
Class: Storm Sorcerer
Alignment: Chaotic Neutral
Background: Sailor
Backstory:
A'ro Gale was born to a human fisherman named Jack Gale and a female air genie named Zephyra. Growing up in a small coastal village in the plane of Dominaria, A'ro spent much of his childhood on the water, helping his father with his fishing boat and listening to his mother's stories of the elemental planes.
As he grew older, A'ro began to exhibit unusual abilities. He could control the wind and summon bolts of lightning with ease, much to the amazement of his parents and the other villagers. His mother recognized the signs of a powerful sorcerer and began to teach him how to harness his gifts.
One stormy night, when A'ro was just twenty-six years old, his powers suddenly surged out of control, and he felt a strange tugging sensation from deep within his being. Without warning, he planeswalked for the first time, arriving on the plane of insert plane here. Confused and disoriented, A'ro stumbled through the bustling city streets, drawing stares from passersby with his swirling blue and white aura. He realized that he had been given a gift, an opportunity to explore the multiverse and discover its secrets. With a newfound sense of determination, A'ro set out to hone his powers and become a formidable planeswalker in his own right, all while never forgetting his roots as the son of a human fisherman and an air genie.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Don't have time to write a backstory at present, but I made a goblin (Verdan) electromancer from ravnika
https://ddb.ac/characters/97046131/CcLiSU
I appreciate all of the submissions! However, I would like to draw attention to some of the character creation requirements from above:
I like all of the characters submitted thus far, but make sure your characters have the above details (except colors, that is optional). Thank you, everybody.
I’m wondering if I can create someone from Theros.
Of course you can! Just be sure to follow the character creation rules from the initial post.
Name: Finn
Species: Nacatl (Tabaxi)
Class: Scout Rogue 3/Ranger 2
Plane: Alara from the Naya Shard
Color: Green
Backstory: Finn was born shortly after the Conflux brought the Shards of Alara back together. Finn belonged to the Sunstrikers pride, who taught him to respect and protect the land. He spent his time hunting and enjoying nature. Finn began exploring areas where the shards merged together. The unfamiliar magic made the lands dangerous and difficult to traverse. Finn would study the land and lead groups of travelers between the shards. On one excursion, a businessman from Esper demanded Finn take him dangerously close to the Maelstrom, the storm of mana stringing forth from the meeting place of all five shards. In traveling so close to the storm, Finn was struck by a blast of energy that nearly killed him and awakened his spark.
https://ddb.ac/characters/97029932/NCURbP
Bizzy just wanted to be a lab assistant, is that too much to ask? Born a gate urchin on the fringe's of the rubble belt, they scraped and scrounged on the scraps left by bigger, stronger gruul clan members.
They eventually got enough from scavenging the ruins to buy their way into a district transfer and wound up an apprentice to an upstart goblin electromancer of the Izzet League. Life was great after that, not that being an Izzet scientist is safe by any means, but at least Bizzy had the choice of what experiments to participate in.
That is until the war.... When the leader of their league fell, Bizzy was devastated and in their grief there awoke a spark, a fragment of the draconic power that sent so many into "firemadness". Bizzy embraced it fully and wishing to be as far away as possible, they closed their eyes and let the magic wash over them. Not knowing what awated when they finally got the courage to open their eyes and look.
(Color identity is blue/red)
Submitted for DM approval: https://www.dndbeyond.com/characters/97061843
I’m really intrigued by the Rakdos Cult from Ravnica. I wound up building this Padlock, and I’ve never played a hedonistic character before. Back in the day I was big into Warhammer, and I was always enamored with Slanesh— the Lord of Pleasure. Obviously this is something different, but I’d like to bring a sort of Chaotic Neutral thrill-seeker to bare. I’m flexible on Backstory, as I do my really know all that much about plainswalkers. If this build isn’t acceptable, or the character concept grates, I’m happy to pull together an Oath of Ancients Satyr or Minotaur!
Name: Velcerys
Species: Half-Elf
Class: Paladin/Warlock
Plane: Ravnica— Flexible
Color: Red obv.
Backstory:
Born to a human prostitute named Ashlyn, Vylcerys grew up in and around the Cult of Rakdos. From a young age he learned to take delight in whatever entertainment was on tap— and with violence being the so common, gravitated naturally towards enjoying witnessing and perpetrating violent acts. When he came of age, he joined the cult proper— excelling in both creating rapturous music, and cracking skulls equally. During an impromptu performance on his pan flute on the main stage of the Slaughterhouse, Vylcerys sounded a note so pure in function and intention that it awoke the spark within him. He now moves between the planes, seeking what amusement and experiences he may find.
Aliric Coldwater
Aliric Coldwater's Character Sheet - D&D Beyond (dndbeyond.com)
Species: Sea Elf
Class: Ranger (Gloom stalker)
Alignment: Neutral good (Green/White)
Background: Urchin
Backstory: Sigurd Stahle is Sea Elf (Ranger) who was caught at a young age in a coastal raid and sold off by slavers in the Nentir Vale of Greyhawk. Train as to work as support from the shadows, he has been the lookout for many heists and has finally freed himself after decades of indentured servitude. His ability to move about in different environments and the ability to temporarily pick up nearly any skill for a short time makes him quite useful to any group. He has a perchance for "Wet Work" (both literally and figuratively) when it comes to dealing with slavers of any type.
Cats go Moo!
Name: Manauia Cipactli
Race: Human
Class: Moon Druid
Alignment: Neutral
Color: Green/Red
Background: Guild Artisan
Backstory:
From the plane of Ixalan, Manauia is a member of the Sun Empire. Originally trained as a jewelsmith, one of the shaman's saw something in him and took him as their apprentice. War came from across the sea, but Manauia was not pronounced ready to join the fight. Only after the Empire re-claimed Orazca and turned the war around on the vampiric legion did his teacher decide he was trained enough in nature magics and shape shifting. Manauia got to take part in the siege of Fort Leor. It was slow going, but victory was all but sure. But a siege is boring work, even if you were experienced in it, and the Empire was not. New tactics were come up with, tried, and failed many times. Manauia himself got the idea to Meld into Stone and open the gates from the inside, but this idea was deemed too risky and vetoed. But Manauia wanted to prove himself, and one night decided to do it anyways. He got inside, and made his way to the gate, when someone suddenly turned him around - he had missed a guard - and the last thing he saw of his own plane was a pair of vampire fangs approaching his neck...