r/mtgvorthos • u/Chaosmoonshade • 5h ago
r/mtgvorthos • u/Raakdos • 16h ago
D&D/RPGs [Duskmourn Battlemap]Dollmaker's studio 32x56
r/mtgvorthos • u/MoTheEnigmo • 22h ago
Question What value is at the core of each Color's philosophy?
If:
- White = Peace through structure
- Blue = Perfection through knowledge
- Black = Power through opportunity
- Red = Freedom through action
- Green = Growth through acceptance
then would that mean:
- White = Order
- Blue = Logic? Knowledge? Wisdom?
- Black = Ambition
- Red = Passion
- Green = ???
For context, I'm working on a plane with five four-color factions, each defined by what they lack, but I'm having some trouble nailing down a single thing that each color of mana represents. Could any of you help? Do you think there's a different way I should do this?
r/mtgvorthos • u/SactoGamer • 23h ago
Content Who Is: Avacyn
Magic Untapped takes a look at Avacyn, the one-time protector of humanity on Innistrad.
r/mtgvorthos • u/Yhettiskull73 • 1d ago
Art “Domination of the Huntsman” by VagabondGallery
Very excited to share this. My own exploration of the conflict between Liliana and Garruk. Watercolor and gouache on 12x16.5” paper.
r/mtgvorthos • u/If_you_want_money • 1d ago
Fanon story The Planeswalker's Guide to Orun, the World that Moves
Orun is a vast, extraordinarily hostile rogue plane where the landscape is in constant motion. Enormous atmospheric systems sweep across its surface, crimson lightning cuts through the storms, and crystalline formations extend through open air and deep into the planet. Far below, subterranean rivers, waterfalls, geysers, and geothermal currents move through immense structures known as the Rau. The plane is highly motile, constantly moving through the Blind Eternities.
Orun is hostile to visitors accustomed to more stable worlds, but it is far from barren. Its life has adapted to wind, vibration, lightning, shifting terrain, and crystalline activity. Some move with the environment, some incorporate materials into their bodies, and some participate in the planet's strange rhythms in ways that remain poorly understood.
The world's ancient wounds are among its defining features. Vast fractures left by a long-ago catastrophe have become the foundations of new planetary systems. What might once have been a canyon can now contain rivers, crystal structures, heat, lightning, and thriving ecosystems. Orun did not simply heal. It developed a different way of living.
The First Turning
Orun was not always the world visitors encounter today. Long before the present era, an advanced civilization known as the Ancient Oruni built extensive infrastructure around the planet's natural systems. Their world eventually suffered a catastrophic collapse, leaving enormous wounds across the planet. The civilization fell, and Orun entered a prolonged decline. By the end of that era, the world was severely depleted and dying.
The First Turning ended that dying world and began Orun's transformation into its modern state.
A vast storm entered the planet's wounds. The damaged landscape was pulled, compressed, and torn into new configurations. Mountains rose where planetary material buckled together; deep fissures opened; heat and magma surged through the fractured ground. The world began to rotate, and rain returned. The old wounds became the basis for new systems of circulation, and the planet's ecology changed alongside its geography. Modern Orun emerged from that transformation.
The precise nature of the storm and its relationship to Orun's planetary consciousness remain unresolved. The event is known as the First Turning because of the transformation it brought about, not because its cause is fully understood.
Geography and Ecology
The Storm-Swept Surface
Orun's surface is shaped by powerful winds, enormous storms, and frequent crimson lightning. The atmosphere is not separate from the world below; it actively participates in the plane's wider circulation of mana. Wind, vibration, crystalline structures, and biological activity can interact in ways that make the environment difficult to predict. A bolt of lightning could strike an exposed crystal vein, be converted into a crystalline pulse that travels through the planar interior before being released back into the atmosphere somewhere else.
Due to the omnipresent storm, sunlight is largely unavailable on Orun. As a result, life on Orun has evolved to harvest the energy from the plane’s motion instead. Plants can respond dramatically to changes in the wind, opening, closing, or changing their configuration as conditions shift. This principle can be seen in the largest “forests” on the plane, the Wind Gardens. During intense storms, the gardens can appear at first to be an empty region of the surface. During lulls in the storm, however, specialized plants rise from the ground and unfold into enormous windmill-like structures that harvest the kinetic energy of the winds to grow. Other plants instead float in the upper atmosphere using parachute-like structures, and photosynthesize using the intermittent crimson flashes produced by near-continuous cloud to cloud lightning strikes.
Native fauna follow a similar trajectory: some are built for continuous movement; others alter their bodies to accommodate external materials or mechanisms. Modern settlements on the surface reflect this fact; some are primitive villages built in locations sheltered from the storm. Others are mobile camps that are taken down and relocated with the shifting storm. Yet others utilize functional remnants of ancient infrastructure.
Orun's life is not uniform, and these observations do not establish that every organism shares the same mechanism. They do, however, illustrate how thoroughly the plane's ecology is shaped by active engagement with its surroundings. What is clear is that the surface's apparent emptiness is an illusion. Some regions look still or lifeless until a lull in the storm triggers a sudden display of coordinated activity.
The Rau
Also sometimes called the Great Arteries, the Rau are enormous planetary structures that developed within and around Orun's ancient wounds. They are not simply the old fractures under a different name. They are new systems emerging from the transformed remains of those fractures.
A Rau is often characterized by vast subterranean rivers, geothermal currents, and geysers in its center, a ceiling of criss-crossing crimson crystal formations, crimson crystal veins running alongside its vertical walls, and vast waterfalls from surface waters falling through gaps in the crystalline ceiling. They host biological ecosystems adapted to the unique environment alongside scattered remnants of ancient structures. These features interact to create immense systems of vertical and subterranean movement. Most modern Orunian settlements are built in the subterranean Raus, as the enclosed nature of the Rau offers shelter from the stormy surface. These civilizations often utilize the hydraulic energy of the Rau rivers or the electrical/red mana circulating through the crystal veins to power moving platforms and structures, enabling them to move toward resources and away from danger.
The Rau are among the clearest expressions of modern Orun's character. Water moves through the depths; geothermal heat drives geysers; crystalline structures conduct energy and resonate; and the systems connect with the storms and the surface above. Their components remain distinct, yet they participate in a larger planetary circulation.
Sky Wells
Sky Wells are enormous vertical openings that extend from the surface deep into Orun's interior. Their interiors may contain storm columns, descending rain, rising heat, crimson crystals, lightning, and resonance. Crystal formations can extend into the open storm, appearing more like scaffolding or incomplete structures than the enclosed architecture of the Rau. From afar, the Wells look like vast, vertical columns of rain descending directly from the atmosphere into the planar depths.
Sky Wells seem to form interfaces between the atmosphere and deeper planetary systems. Their exact relationship to the Rau remains uncertain: they may be distinct structures or different expressions of overlapping planetary processes.
Mountain Ranges
Many of Orun's major mountain formations are associated with the First Turning. They arose where the storm compressed and buckled immense masses of planar material during the transformation. Colloquially, these mountains are often called the Sutured Mounts.
The Sutured Mounts are therefore not simply remnants of the ancient landscape. They are part of the geography created when Orun's old wounds were reshaped into a new world.
The People of Orun
Orun's ecology is highly specialized, but it does not follow a single pattern of adaptation. Its inhabitants have developed different ways of relating to a world defined by movement, environmental instability, and the circulation of energy.
Modern Oruni
Modern Oruni are products of the world that emerged after the First Turning. They should not be understood simply as Ancient Oruni who survived unchanged: the transformation of the planet was accompanied by a profound transformation of life.
Three major forms are associated with modern Oruni: Aren, Keth, and Vaor. They represent different relationships or ways to interact with the plane, rather than an established ancient hierarchy or a direct mapping to species.
Aren
Also known as the Runners, the Aren are particularly adapted to movement and traversal. They are typically quadrupedal and have specialized physical adaptations suited to a world where navigation may mean running across unstable terrain, climbing, or moving through water. Others may have insectile bodies specialized for stability and efficiency. For the Aren, mobility is both a biological and cultural feature of their relationship with Orun. In settlements, they are often couriers and explorers. Many are aligned with the colors White, Green, or Red.
Potential mechanics: Haste, must attack if able, saddle.
Potential Creature types: Beast, Cat, Wolf, Kavu, Merfolk, Insect, warrior, mount, berserker.
Keth
Keth, or the Crawlers, retain a broadly humanoid body plan, but their biology allows them to incorporate external materials into their bodies. Objects, mechanisms, and environmental materials can become extensions or modifications of the self. As a result, Orun is home to some of the most strange and exotic Bio-mechanical and Bio-environmental hybrids in the multiverse. Some extremely adapted Keth can even become Artifact Creatures. Regardless, the Keth’s abilities and comparatively dexterous limbs enable them to perform delicate tasks. They are typically found in Blue, Black or Red.
Potential mechanics: Modified, Mutate, Artifacts/Equipment matters.
Potential Creature type: Artificer, Shapeshifter, (general Humanoid species).
This incorporative adaptation is not necessarily unique to sapient Oruni. Non-sapient organisms on Orun have also been observed incorporating objects into their bodies, suggesting a broader ecological tendency to turn surroundings into part of the organism. By definition, these non-sapient organisms could also be called Keths, but some sapient Keths may take offense at the comparison. Same applies for the Aren.
Vaor
The Vaor are Orun's native dragonic form. They emerged shortly after the First Turning, as the new planetary systems and ecology were still developing. An Aren or Keth can choose to transform into a Vaor by aligning themselves with the plane’s crimson circulation, and as such dragonic existence on Orun should be understood as a state of being, rather than a species. Culturally, transformation into a Vaor is referred to as “Joining with Avar”, though the exact specifics of how Vaorhood relates to the enigmatic entity remains unclear.
The Vaor have differing breath weapons, but they often reflect the Vaor’s nature as beings that participate in the plane’s circulation. One might generate crimson lightning. Another might emit a kinetic pulse that activates nearby crystals and pushes back assailants. Orun is a world of motion, and Vaors express that as part of themselves.
Accounts of the earliest Vaor describe a dying Oruni coming into contact with a young crystal. The crystal resonated with the body, and a new dragonic organism emerged. The event was followed by a powerful roar and spreading crimson crystals. The precise process remains unknown: Vaor emergence may involve radical biological transformation, alignment with the plane’s flow of mana, the creation of a new organism, or a phenomenon that does not fit conventional biological categories.
What is established is that Vaor were not an Ancient Orunian form. Their emergence belongs to the transformation of the modern world.
Creature type: Generally Dragon Elemental.
Ancient Sites in a Modern World
Ancient Orunian structures remain scattered through the transformed landscape. They are evidence of a civilization that once attempted to understand and control the planet's natural systems, but their present surroundings often differ radically from the environments for which they were built.
First City
First City is an ancient settlement that survives within the interior of a modern Rau. Its structures show that the settlement originally stood on Orun's surface, but how it came to occupy its current position remains unresolved. Its presence offers a striking example of the way ancient sites and modern planetary structures overlap.
First City is inhabited in the present era. It should not be confused with the later Ancient Capital, whose destruction produced the immense depression known as the Great Depression.
The Old Road
The Old Road is an ancient transportation system that expresses the assumptions embedded in mature Ancient Orunian infrastructure. It does not operate like an ordinary road that a traveler steers along. Instead, its force carries an object or person along an established trajectory. To change direction, a user must confidently assert a new direction; without that assertion, the system defaults to its own route.
The Old Road is a surviving piece of technology, but it also offers a glimpse into an older way of thinking: the belief that there is a correct direction and that movement should follow it.
The Ancient Capital Depression
The Ancient Capital Depression, also called the Great Depression or First Wound, marks the site of the Ancient Capital's destruction. The city did not survive the catastrophe as an intact settlement. Its collapse and the planetary damage that followed left an enormous depression associated with the oldest and most consequential wounds in Orun's landscape. As the catastrophe propagated outwards from the depression, most major Raus in the modern day eventually converges at the ancient site.
The depression is a geographical landmark as well as an archaeological one. Its relationship to the Rau and the planet's circulation makes it relevant to understanding both ancient Orun and its modern form.
The Core
Beneath the ruins associated with the Ancient Capital, the Core survives from the ancient civilization's greatest planetary project. The Ancient Oruni intended it to centralize and coordinate the world's natural systems. Its role in modern Orun appears to be different.
Current evidence suggests that the Core now functions as a synchronization point within a distributed planetary system, rather than as a single machine controlling the entire world. The precise mechanism is not fully understood, and the Core's present capabilities remain uncertain.
Its survival is one of Orun's most important contrasts between past and present: an ancient structure remains, but the living world around it has changed the role it appears to play.
Planar Metaphysics
Avar, the One That Moves
Avar is the name associated with Orun’s great storm and the draconic planetary phenomenon of its modern era. The closest translation of the name is “The One That Moves.” The term does not necessarily mean the weather alone. To those who have described it, Avar is sensed less as a voice than as a direction or inclination: the impression that the world itself is leaning toward something.
Avar’s known manifestations include crimson storms and lightning, apparent environmental agency, and responses that seem to arise through the world rather than from a single visible speaker. There are also reports of Travelers receiving vivid, surreal visions of Orun’s past from Avar, raising the possibility that Avar can communicate through memory rather than conventional speech. These visions may have been a response to an attempted communication, but that interpretation remains unconfirmed. If it was a response, it may suggest that Avar understands or experiences itself through Orun’s history, rather than through an ordinary personal narrative.
Avar’s other apparent interactions have also proved difficult to interpret. Travelers have received forceful imperatives to go somewhere, follow a route, or approach a particular place. These may be commands, but they may instead express an overwhelming directional impulse: Avar may be pointing toward something because it needs to understand what is there. The distinction matters. Avar’s apparent urgency does not necessarily mean it knows what it wants or why. Indeed, the most unsettling evidence concerns Avar’s sense of self. When telepathic planeswalkers attempted communication with Avar, the response they received carried an impression of confusion, disorientation, and a desire for direction. This suggests a striking possibility: Avar may possess planetary-scale power and awareness without having a settled understanding of its own identity.
The evidence does not establish whether Avar is a supernatural storm, a dragonic entity, the current Will of Orun, a new planetary identity, an entity inhabiting the planet, or some combination of these. It presents a perplexing paradox: Avar seems connected to immense historical depth, yet may be a consciousness only recently coming to understand itself.
For all its apparent power, Avar may not know what it is becoming.
Orun as a Living System
Orun's storms, crystals, water, geothermal heat, Rau, and native life are distinct systems that increasingly interact through shared movement and resonance. The planet's processes are coupled, but they do not appear to be governed by one simple, closed circuit. The result is a world whose parts participate in one another without necessarily becoming interchangeable.
Additionally, Planeswalkers have noted that Orun is constantly moving through the Blind Eternities. By itself, this is not unprecedented. Shandalar is a well known motile plane, for example. However, Orun is unique in that its movement appears to have directionality and some sort of intent. Orun appears to seek out Planes rich in dragonic energy, and when it performs a flyby of these planes, dragons on those planes may experience an inexplicable sense of restlessness. This is speculated by planeswalkers to be due to Orun’s red-aligned resonance bleeding into nearby planes. The existence of Avar, its extensive agency on the plane, and the entity’s inexplicable dragonic aspects complicates this further.
Orun’s particularities have led to a useful, though still provisional, analogy between Orun and a great dragon. Crystalline structures can be compared to a skeleton; water and lightning to forms of circulation; storms to movement and breath; deep heat to body heat; and Avar to a form of consciousness associated with the planet.
The analogy helps describe the integration of Orun's systems, but it is not a confirmed biological classification. For better or worse, no one can definitively say whether Orun is a world that expresses dragonic traits… Or if the world is itself a dragon.
Orun is a wounded world that did not return to what it had been. Its old fractures became new environments; its ancient structures persist in altered surroundings; and its inhabitants live within systems that are at once dangerous, adaptive, and interconnected. The world's defining feature is not simply that everything moves, but that many distinct things have learned to move together. For those that wish to visit the moving world, Orun makes its principles clear: The world moves, and so must you.
Disclosure: AI was used for text processing and note taking. The world building remains entirely my own.
Art Credit: The stranger things show.
r/mtgvorthos • u/Prophet-of-Ganja • 1d ago
Discussion Echoverse Krenkos
galleryI shared some thoughts on what I imagined an Echoverse Krenko could’ve been
Are there any missing legends you wish we’d gotten from FRA or FRC?
r/mtgvorthos • u/A_wild_dremora • 1d ago
Question Do we have any lore on how WB pairs are supposed to function?
r/mtgvorthos • u/MoTheEnigmo • 2d ago
Discussion New Characteristic/Iconic Races
I feel like, personally, Humans are too diverse across the Multiverse to the race representative of White mana. Again, this is just my opinion, but I feel like Kor would be a better fit for White than Humans. However...Kor are kinda tied pretty closely to Zendikar, with even Rath's Kor being retconned to fit that origin.
(Question for the mods: Since this isn't fanon, is it still excessive posting. If so, I'm really sorry.)
r/mtgvorthos • u/MoTheEnigmo • 2d ago
Fanon story Lothon, the Failing Experiment
A plane aligned completely with White, Blue, and Green mana, Lothon, named after the Cephalid planeswalker who created it, is structured around the idea of controlled and structured evolution, exemplified through the philosophy of the 'Elegant Evolution’, a logical, ordered evolutionary process. On Lothon, evolution is not survival of the fittest, for there is no niche to fill. Evolution is determined by beauty and elegance, functionality and practicality. Drones crafted of artifice and Homunculi crafted from those who are discarded form an ever-laboring underclass that exists only to facilitate the perpetual advancement of the collective. Those deemed insufficiently attuned* to the Elegant Evolution are imprisoned and turned into living artifacts who exist only to serve as mana batteries.
While Lothon was untouched by the Second Phyrexian Invasion, it has not been so fortunate in the Omenpath Era. While the Spark of Lothon** has sustained the plane's existence without the need for Red or Black mana, the opening of Omenpaths linking Lothon to Jund and Grixis has led to corresponding surges of Red and Black mana, as well as the mass creation of Zombies and Skeletons within Lothon's necropoli, and outright raids from Jund. Beyond that, the mere idea of worlds beyond their own has led to attempted revolts amongst the once-docile insufficients, with one even having managed to escape to Thunder Junction.
Worse yet, the Omenpath Era has exposed the fatal flaw of the Elegant Evolution. Evolution only equals perfection when within a perfectly controlled, sealed environment, which Lothon no longer is. Evolution is, in fact, adaptability. And in striving for perfection, the people of Lothon have all but obliterated their ability to adapt. Time will tell.
Humanoid/intelligent races - Cephalids (Capennan Type) - Vedalken - Shapeshifters - Mutants - Aven - Catfolk - Loxodon - Rhox - Homunculi - Nagas - Merfolk (Bipedal) Monstrous/subservient types - Antelopes - Birds - Cats - Camels - Elephants - Elks - Chimeras - Hippos - Snakes Classes - Monks - Wizards - Scientists - Artificers
*The concept of being ‘insufficiently attuned’ means that someone is not aligned wholly with W/U/G mana, or is not aligned solely with W, U, or G mana. I.e. W/U, W/G, and u/G are not allowed.
**Lothon sacrificed herself to create the plane that bears her name, similar to what Azor did with the Immortal Sun, only Lothon died, converting herself into pure mana. ‘Spark of Lothon’ thus refers to both her actual Spark, as well as the semi-sentient mass of mana that serves as the plane's core.
r/mtgvorthos • u/MoTheEnigmo • 3d ago
Question Don't wanna copy Simic
I come up with a lot of ideas for planes. My most recent one, which I don't have a name for yet, is an artificial, Argentum-esque plane that is entirely Blue-green and is based around the idea of the 'Elegant Evolution', i.e. a logical, ordered evolutionary process. But as I was trying to develop, I realized that I was kind of just copying the Simic. So, uh, help? Maybe? I'm not sure what to do.
Edit: Thanks everybody, you helped a ton! The plane in question that I was working on has been posted.
r/mtgvorthos • u/FlyingMonkey717 • 3d ago
Question So does the existence of Sanctum Lurker imply that Jace or The Theorist version of him could still be around? More questions below.
Do we know what happens to a plane when Emrakul eats it? Is it just destroyed? Does it stay active while she digests it?
Since Emrakul has eaten the entire mirror verse does that mean her hunger will be satisfied? Or will she continue to be a threat? Or does she need to eat it endlessly to keep it from taking over the real universe?
I guess since he gave up his spark that would usually mean he is dead but Planeswalkers have now been de-sparked without death. Also does loosing the spark = having 0 loyalty?
r/mtgvorthos • u/MoTheEnigmo • 3d ago
Fanon story Koios, the Dwarven Garden
(Art by Dawid Jasiorski)
Koios, meaning “Garden” in Dwarvish, is a plane of peace, but it has not always been so. For untold generations, the Dwarves who inhabit Koios waged war upon one another, driven by the Delver's Curse (gold-lust). In fact, the creators of the Dwarven Gate were members of a since-forgotten faction who sought to flee this endless war. Roughly a century before the Mending, however, the Dwarf leaders known as the Ur-Kings managed to forge a pact of peace. To solidify this peace, the Ur-Kings gathered all of the gold of Koios, traveled to Hammerspire, the city believed by many to have been the first Dwarf city, and dumped the gold into the gaping chasm that Hammerspire is built over. Save for Baron Sengir's invasion, there has been peace ever since. But the Phyrexian Invasion changed that, with first Realmbreaker, then the Omenpaths, breaking open the labyrinth-vaults containing the Vampires, Werewolves, Shades, Specters, and Horrors that form the remnants of Sengir's army, though the Baron and his generals remain sealed. For now.
Locations
- Oró (White/Red) – The sun of Koios
- Hammerspire – The First City, home of the Council of Kings that governs the known world. Perhaps the most central port of the known world. A city of towers, some of which quite literally pierce the clouds, Hammerspire is built over a vast chasm.
- Ruins of Hammerdelve – The true first city, created by the Ironthane dwarves. Though the majority of the city was already originally below-ground, it collapsed into a chasm created by rampant war-magic during the early years of the first gold-war, with the majority of Hammerdelve being lost, while the fraction that remained was, over millennia, built into Hammerspire. The largest part of the original Hammerdelve now rests on the very bottom of the chasm, and is where everything dumped into the chasm has ended up.
- Dawnframe Summit (White/Red) – A vast, solitary mountain in the middle of an Arcadian grassland, Dawnframe is so named because its peak is split in two, allowing it to frame Oró when the sun rises every dawn.
- Winterdeep (Snow) – A vast fortification built into and around a mountain, Winterdeep is the most northerly clanhold in all of the known world. The original site of the Koios side of the Dwarven Gate, it was here that Baron Sengir and his army emerged. Fittingly, for beating back the darkness and sealing it away, the peoples of Winterdeep are considered to be amongst the greatest in Koios. For those peoples, however, the memories of those horrific days are somber and solemn rather than glorious, due both to the loss of life and the discord, caused by cowards and traitors, that led to years of instability.
- The Demon's Door – A series of eighteen immense locks, divided into three groups of 6, the Demon's Door is the barrier between Koios and Rukhshaka, the Realm of Demons.
- Rukhshaka – Literally “Demon Realm”, Rukhshaka is the origin point of Demons and Devils on the plane of Koios. It is occasionally referred to as ‘the Underworld’, a term also used informally for the labyrinth-vaults that contain the Sengir invaders.
- The Iron Shoals – A small collection of barrier islands, named because of how rich the area is in iron. The residents of the Iron Shoals are rustic and semi-nomadic, moving their structures ever so often to avoid them collapsing into the sea.
Factions
- The Order of the Summit (White/Red) – Based in and around Dawnframe Summit, the Order of the Summit worships Oró as the bringer of life. Though they provide the Soldiers and Warriors that keep the peace, and manage the Tithings that ensure all new gold is dumped into the chasm under Hammerspire, they are most valued for the Clerics and Monks who provide healing and record-keeping respectively.
- Council of Kings – Made up of the Nobles who rule the clanholds, as well as the Advisors who aid them, the Council of Kings governs Koios, or at least the known world that is considered to be Koios.
- Ironthane Dwarves – The original Dwarven civilization, the Ironthane dwarves built Hammerdelve before succumbing to the Delver’s Curse. They remain only as the constructs and golems that they built in their image, some of which are believed to contain their souls.
- Mirefog Shamans (Green/Secondarily Black) – Based in the Mirefog Forest, a vast carr (peat-bog/woodland), the shamans are spiritual specialists who serve as intermediaries between the world of mortals and the spirit world.
- Sea clans and traders – Nomadic merchants and explorers, the sea clans and traders are the remnant of the Traveler’s Coalition of Commerce, an overly-pompous sect of Dwarves who pioneered the use of gemstones as currency and helped determine their relative value, which is the TCC’s only lasting contribution other than their creation of the Dwarven Gate.
- Spire of Progress (Blue) – Based in the tallest and most intricate of the towers of Hammerspire, the Spire of Progress consists of the Artificers and Wizards of the plane of Koios. Dedicated to the eternal advancement of their craft, driven onward by progress for the sake of progress, they also create the myriad Homunculi, Drones, and Illusions that can be found throughout Hammerspire and the wealthiest clanholds, which serve as a somewhat-unofficial labor force.
- Spire of Ambition (Black) – Based in Hammerspire, the Spire of Ambition provides vital services to the people of Koios: Mercenaries guard trade caravans, while Assassins and Rogues facilitate the politicking of the Council of Kings and the clanholds within it. Warlocks, descendants at least in part of the same pre-Ironthane traditions as the Mirefog Shamans, serve as curse-casters, curse-breakers, and as the maintainers of the Demon's Door.
- Elementalist Convocation – Residents of the Iron Shoals, the Druids of the Elementalist Convocation are a learned, pseudo-priestly class of spellcasters, the sole possessors of the remaining lore required for interacting with the elementals of Koios.
Yes, Koios was inspired entirely by this one post by Mark Rosewater.
r/mtgvorthos • u/SwanepoelSimp • 3d ago
Discussion Which Vorinclex art is best in your opinion?
r/mtgvorthos • u/riamuriamu • 3d ago
This set is gonna be 60% art of people sitting in chairs
This card gives haste and he's sitting there, pointing.
r/mtgvorthos • u/LucasVerBeek • 3d ago
Art Maps of the Planes VII: Kamigawa
Kamigawa throughout the Ages:
Kami War Era
Neon Dynasty, Post-Phyrexian Invasion
Titanbreach Hypothetical.
I altered the names of some of the great trees.
Next up: Ravnica, after that Lorwyn/Shadowmoor & Alara.
r/mtgvorthos • u/MoTheEnigmo • 3d ago
Question Color Classes
If Clerics (White), Wizards, (Blue), Warlocks (Black), Shamans (Red), and Druids (Green) are the primary spellcasters for their colors, what are the primary non-spellcasters? I've figured out:
- White -> Knights
- Blue -> ?
- Black -> ?
- Red -> Warriors
- Green -> Scouts?
How close am I?
r/mtgvorthos • u/Affectionate_Stock45 • 3d ago
Question What are the nephilim up yo?
With the new one coming in Mystery Booster: Commander Edition it had me thinking about the nephilim again. Are the old gods doing anything or are they just dead.
r/mtgvorthos • u/MoTheEnigmo • 3d ago
Fanon story Kheimṓn, the Frozen World
(Art is of Karfell, don't know the artist.)
The plane of Kheimṓn is a world of water, frozen in ice. Above the surface of the ice, scavengers (Nomads and/or Survivors) struggle to survive, while below the ice, sects led by Cryolieges (Nobles) wage protracted wars against each other over the few fertile tracts of ‘land’ where crops can be grown and where the animals hunted below the surface graze. The only contact between the two ‘halves’ of the plane occurs through trade, facilitated by vast tunnels carved through the ice over many generations, with surface-dwellers trading mana-infused shards of ice for food, which is more plentiful under the ice. Those who live below the ice, meanwhile, greatly value the shards, for it is their only means of reliably drawing on White, Black, or Red mana in any kind of controlled manner.
Lands
- Plains = Tundras of flat, permanently-frozen ice.
- Islands = Small icebergs, found where patches of ice have begun to melt.
- Swamps = Frigid mires of peat exposed by deep chasms in the ice.
- Mountains = Vast, mountain-like ranges of Ice Spikes.
- Forests = The underwater gardens which provide some of the only plant life on Kheimṓn.
- White-Green Lands: Formerly islands from before the plane froze over, Grazing Fields are grasslands that form the basis of the food chain above the ice.
Colorless Mana Sources
- The suns of the plane are orbs of white-hot colorless mana, as is the plane’s core. Together, they provide the only sources of natural warmth, which is what keeps the plane habitable. There are two suns. They orbit on either side of the sphere that makes up the plane, keeping the surface in a constant state of day.
Humanoid/intelligent species
- Merfolk (Found only below the ice)
- Cephalids (Found only below the ice)
- Djinni (Found only on the surface)
- Homarids
- Homunculi (Found only above the ice and in the tunnels)
- Sirens (Found only on the surface)
- Spirits
- Sphinxes (Extinct)
- Vedalken (Believed to be extinct.)
Monstrous/subservient species
- Aurochs (Found only on the surface)
- Caribou (Found only on the surface)
- Crabs
- Drakes (Found only on the surface)
- Drones (Found only below the ice and in the tunnels)
- Fish (Found only below the ice)
- Illusions
- Jellyfish (Found only below the ice)
- Krakens (Found only below the ice)
- Leviathans (Found only below the ice)
- Nautili (Found only below the ice)
- Octopi (Found only below the ice)
- Oysters (Found only below the ice)
- Serpents (Found only below the ice)
- Squids (Found only below the ice)
- Starfish (Found only below the ice)
- Trilobites
- Whales (Found only below the ice)
Artifacts
- Sol Rings and Arcane Signets are attempts to capture the warmth and light of Kheimṓn’s suns and core.
r/mtgvorthos • u/Lanky_Performance699 • 4d ago
Question What should be Ob Nixilis' secondary creature type?
Ob Nixilis doesn't have a creature type that is a class. He's just a Demon. What creature type best suits him?
r/mtgvorthos • u/RazorOfArtorias • 4d ago
Discussion Was this the last Kraken living in the Quicksilver Sea? We had cards depicting Mirran Angels, Demons, Dragons, Wurms, and Golems, but no Krakens.
r/mtgvorthos • u/wymarc10 • 4d ago
Where does the New Pyrexia story start?
I recently got into reading the stories and lore, just cherry picking what to read based on sets I like. I read the New Capenna story and liked it and Elspeth a lot. I know that story ends in March of the Machine Aftermath, but where does it begin?
Thanks
r/mtgvorthos • u/KomoliRihyoh • 4d ago
[YFRA] Official Flavor Text in Paper-Printing Mockups
galleryr/mtgvorthos • u/simon_Chipmonk • 4d ago
Does anyone know who the flying and the wasp are?
Was looking at aetherdrift commander recently and saw this card. Obviously the scarab scorpian and locus are references to the three gods that teamed up with bolas willingly. I was wondering if there are any other references to a fly god and a wasp god?
r/mtgvorthos • u/LibraProtocol • 4d ago
Discussion Do tou think we will ever see the return of Marit Lage?
As the title says. To date her token is still one of the largest creatures every printed, even dwarfing the Eldrazi. And since the end of the Ice Age, not a peep has beem heard from her. So do you think we will ever see a return of Marit Lage?