@dancyflammarions
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@dancyflammarions
@fistfuloffortune

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Hello, do you think you might write more wholesome flight posts in the future? Because I really enjoyed Wholesome Ice and Wholesome Plague. I'd especially love to see Wholesome Water and Wholesome Arcane, but each of them would be great. I think Wholesome Earth could be really cozy too ^^
you know, itās certainly a project Iāve thought about returning to! Itās fun to imagine all the little slices of life that are both universal and yet unique to each flight.
But also Iāve been in a bit of a slump for a few months because of #stuff, so Iām not sure if I could actually do it, or probably at least not for a while.
so. idk. maybe I can make it a Wish Rising? My wish is that people write Wholesome Flight posts for their flights? Or their favorite flights? I would really love seeing that trend, and I think it would mean a lot- actually- for it to come from the people OF those flights.
BG Sultai Guide
Faction Name: No internal name. Outsiders have yet to agree on whether this faction should be considered a kingdom or a single growing, slithering being. Itās called variously āthe Beast,ā āSilumgarās Hold,ā āthe Rotted Lands,ā or simply āthe Mire.ā
Dragonlord: Silumgar, the Creeping Death, the Great Beast
Dragonlordās Seat: The Palace Animate, sited in the oldest part of the Rotted Lands and the first region the dragonlord claimed, given the name āWeeping Heartā by the Sultai who watched in confusion at its transformation before it claimed them too. Silumgarās body rests within the throne chamber on a great couch of jade, surrounded by heaps of treasure overgrown with vines and rot. His mind and will, however, are manifest everywhere within the Rotted Lands, and he is aware of everything that occurs within.Ā Wherever an emissary of the Mire goes, Silumgarās desires go also.
Brood Magic: Silumgarās will creeps and corrupts, ensnaring the thoughts until his target realizes too late that their mind is no longer their own. Dragons of Silumgarās brood have this power of mental contagion and dominance. Their breath weapon is a corrosive mist. They are masters of necromancy, curses, and poisons. The most powerful of the brood can shapeshift. Non-dragons are often imbued with temporary magic to perform various tasks, but their power is severely limited. The rakshasa groups that failed to leave in time are kept under Silumgarās direct control and allowed to continue practicing their own demonic magic, so long as they do so in firm accordance with their dragonlordās will.
Faction Species: Primarily human, orc, naga, vampire, and demon. Most rakshasa abandoned the Sultai before they could be subsumed, but Silumgar managed to seize a few weaker clans, Pockets of every species on Tarkir - even dragons of other broods - can be found among those ensnared by Silumgarās will. Sibsig (zombies) are common. A number of elementals have also arisen within the Rotted Lands.
Faction Structure:Ā The new BG Silumgar are bad news. Trust me, you donāt want to get involved. The corrupt, decadent hierarchy of the Sultai crossed with the swarm nature of the Golgari yields a bizarre half-hivemind half-dictatorship that no one enjoys except the few on top. Itās a bit like the Zerg in that individuals are subservient to a collective mind, but there are levels of control similar to a military hierarchy. Factions exist within the swarm that battle for resources and control; indeed, this competition is encouraged, as it improves the collective survival by culling the weak and forcing evolution. Imagine the ferment and constant decay/growth of a tropical rainforest, the eternal pressure of competing organisms with no concept of morality or restraint. The collective acts like The Thing from the John Carpenter movie: it hasĀ no awareness of a difference between living and dead biomass, no understanding or interest in the pre-existing organisms - it sees only resources to be utilized.
Individuals being mentally subsumed into the hive donāt appear changed at first, and even close companions may not notice the infection in their thoughts. Subtle alterations in vocal patterns, sleep habits, and eating habits are the first outward signs. Once the mental contamination has taken hold, the individual voluntarily submits to physical incorporation into the swarm, mediated by the implantation of tendrils similar to vines or roots that grow through the individualās existing nervous system to allow direct physical control should the collective will deem it necessary to override local thought processes. When swarm individuals interact, these tendrils will emerge from their bodies and join together into a larger network for the swift exchange of nutrients, pheromone signaling, and sensory information. Later stages of incorporation, depending on the needs of the collective, may make it necessary to alter the individual, break it down entirely for parts or resources, or combine it with others to create a tool suitable for the given purpose.
Silumgar grants a select few individuals a degree of physical and mental autonomy in order to preserve useful skills. Those rakshasa who failed to leave the Sultai in time and fell under his influence are allowed physical autonomy and permitted to keep some control of their own minds so they can continue to practice the powerful demonic magic they shared with the Sultai. Wary of that power, Silumgar monitors them directly and does not hesitate to cull any who show the slightest rebellious tendency. The few subsumed dragons of the Mire also retain some level of their original thoughts and skills, but have been imbued with utter loyalty to their new dragonlord.
No member of the collective is permitted a truly individual identity; the only name ever spoken in the Rotted Lands is that of Silumgar.
Faction Goals: Live. Grow. Take. Change. Kill. Eat. Grow. Live.
Faction History: Nothing distinct remains of the Sultaiās culture, history, or most of the population. Palaces and wealthy estates have been abandoned except for the occasional expedition to extract a needed resources. Many of the original settlements remain as twisted echoes of their former selves, farms and fisheries still worked by the remnants of the inhabitants in great drone swarms. Any unnecessary items or information - scrolls or tapestries of history, for instance - were ignored by the collective and have long since crumbled back into the jungle.
Silumgar himself didnāt conquer the Sultai directly. He didnāt need to. He is called the āCreeping Deathā for the nature of his own will, which spreads and corrupts those he seeks to control. Newly-born, Silumgar found the riot of growth and decay and violent symbiosis exemplified by the deep jungle greatly to his liking. He selected an area then uninhabited by the Sultai due to its unpleasant climate and tenacious jungle life, and settled himself in the heart of it, fixing his will on seizing it as his territory alone. This patch of rainforest soon began to exhibit unsettling changes: Sultai travelers and scouts reported previously-unseen beings that seemed part plant and part animal, creatures that should have been mortal enemies working together in eerie, silent harmony, and the rapid spread of unknown plant life out from the area. Sultai rulers dismissed these accounts, however, interpreting the odd behavior as some new elemental magic in the region and receiving reassurances from the rakshasa that it certainly posed no threat to them. Soon the travelers and scouts stopped reporting back at all.Ā
The corruption in the heart of the jungle grew, and whole estates began to disappear into its shadow as Silumgar consumed, killed, created, and grew more and more. Some Sultai, especially those farthest away from the corrupted zone now called Weeping Heart, tried to raise the alarm. But the usual indolence and callousness of the Sultai elite masked the transformation in their thoughts long enough for Silumgar to take hold. By the time anyone thought to take action, the dragonlord already controlled the bulk of Sultai territory and resources, including its combination labor force and army of undead sibsig, and any sparks of true resistance that could not be converted by thought were simply crushed by force. The entire population unlucky enough to be present in Sultai territory at that time ended up dead, subsumed into the collective, or both.
Upon realizing what was happening to him, Tasigur, khan of the Sultai at the time of the takeover, sought out the dragonlord within Weeping Heart and threw himself at Silumgarās feet. He claimed he would order his people to submit to their new master in exchange for keeping his own mind - which Silumgar granted. Unfortunately, Tasigur forgot to ask for his own body, too. He survives - in a manner of speaking - to this day; he retains full possession of his thoughts and memories, unclouded by the dragonlordās influence, but his body is quite firmly controlled by Silumgarās magic and serves as his favorite emissary. For the first hundred years or so it amused the dragonlord to permit Tasigur to keep his own voice as well, and the khanās screams and insane raving were a common sound in Weeping Heart; but Silumgar eventually grew bored and removed Tasigurās vocal chords, leaving him mouthing silent nonsense and endless pleas for death even as his body goes about its dragonlordās errands.
Faction Relations:Ā The Rotted Lands might be the only thing on Tarkir the other factions can all agree on: theyād rather leave it alone. Silumgarās influence expands as the Rotted Lands grow, and those who cross too close to his territory canāt let themselves linger long for fear that the dragonlordās whispers will take root in their hearts and lead them to walk into the jungle of their own volition. The Undying Kingdoms chew at its edges with axes and blasts of dry, withering desert heat; the Ojutai slip in to steal threads of knowledge from the collective memory; Atarkaās clans purify what they can and try to save those seized by the tangle; the Glorious Horde swings its blades and calls down the lightning; but all these efforts never matter. The jungle only grows back stronger. The beast endures, and its territory creeps ever outward.
Other Changes:Ā So why venture into the Rotted Lands? Because Silumgarās territory contains the ruins of immensely wealthy Sultai palaces and pleasure gardens, and his Palace Animate holds the greatest horde of all. Despite only rarely awakening in his own body, the dragonlord seems to enjoy treasure and directs his minions to pile it around his slumbering form in great heaps. Rumors of staggering wealth left to the jungleās hold entice those with bad judgement and nothing to lose. Most never return, but once in a very great while one of these explorers stumbles back with fistfuls of gold - and unspeakable terror in their eyes.
Faction Mechanic:Ā For the BG Sultai I wanted a mechanic that involved possession and taking control of opponentās creatures. Iām not sure that would ever work out right since it kinda relies on your opponent playing a certain way, but anyway. The best I came up with wasĀ āPossess,ā which was an ability on creatures. You paid the Possess cost and sacrificed the creature in order to manifest a card from any graveyard. Manifesting the card instead of putting it into play meant you still had to pay the full CMC to flip the creature up; otherwise itād be insanely broken.
Headcanon: Nissa having just one glass too many of the stong stuff at Yahenni's penultimate party and getting just slightly (and adorably) tipsy, holding onto Chandra while muttering something like "The ground's swayin'. I asked it to slow down but it's not listenin' to me. Bad ground, bad."
stamped and approved
WR Mardu Guide
Faction Name: The Glorious Horde, Army of Kol, the Unceasing Wind
Dragonlord: Kolaghan, Stormās Champion
Dragonlordās Seat: At the head of her army.
Brood Magic: Kolaghan wields immensely powerful lightning capable of smiting foes at a great distance, and her brood considers mastery of storm magic, called kolayanga, a sacred calling. Their breath weapon is a torrent of lightning. Magically-boosted speed, agility, and strength are also common among Kolaghanās brood. Non-dragon members of the Horde study such martial magic, some healing magic, and the simpler elements of kolayanga.
Faction Species: Human, aven, efreet, goblin. Ogres possessed of an animal level of intelligence are trained and used in battle.
Faction Structure:Ā From the battle-scarred warkites of the vanguard to the smallest goblin child running to replenish an archerās arrows, every member of the Horde knows their place in this single, immense army. Children are born on the march and raised into the holy war that is their world. The weak, wounded, or otherwise skilled are permitted to stay at the citadel of Stormthrone, the Hordeās only fixed settlement, built beneath the cliff where Kolaghan first raised the lightning banner and bound the Horde to their holy purpose. But all others ride with the dragons of the storm on their eternal, sacred quest to fulfill the will of Kol.
Though the Horde has a clear, hierarchical structure, those who prove themselves in combat or on the march can expect reward & advancement regardless of family or species. The only exception to this are the dragons themselves, who as holy children of Kol are of course held above all other races. Those who fight in direct melee combat, often with other dragons, are calledĀ āwarkites.ā Others fight magically, either directly with kolayangaĀ or indirectly with spells that boost the othersā strength in battle. Still others serve as Kolaghanās field commanders, generals, and messengers. The oldest or slowest dragons serve largely as transport, carrying the weight of the Hordeās supplies on the march - a distinctly un-glorious task, but one that even the Hordeās proud warriors recognize as necessary to their purpose.Ā
Faction Goals:Ā Kolaghan and her army sing of the glory of the lightning and the shrieking wind, teaching the truth of Kol, lord of storms and creator of Tarkir. Kol formed the world from the chaos of the first storm, and from the godās tempestuous breath the dragons are spawned - and the aberrations and misshapen beasts that pretend to the name. The true & perfect dragons are Kolās children, the dragons of lightning, the four-winged kites of Kolaghanās brood. All others are mistakes and corruptions of form. The broods of sand and snow and poison and flame are foul in Kolās sight, and must be cleansed from Tarkir; until that day, those who have sworn themselves to Kolās service will fight and die and be born again to carry on this holy war. The Glorious Horde rides forever beneath the wings of their leader, disciplined and well-trained and dedicated utterly to Kolās purpose, the Unceasing Wind that will sweep Tarkir clean.
The Horde itself is constantly on the move, following whatever strategy Kolaghan and her generals have determined to be the most fruitful in terms of both resources and opportunity to ambush and/or kill the dragons of other factions. One of their most common tactics is to follow the nascent dragon-storms as they rise above Tarkir and, when it begins to spawn fledgling dragons into the world, to ambush and kill any members of other broods. Warriors of both the Undying Kingdoms and the Atarka clans often plan ambushes of their own beneath the dragon-storms, knowing the Hordeās tactics, and fight to preserve the other dragons from Kolaghanās wrath.
Faction History: InĀ the distant past the old Mardu clans raided others, delighting in looting and destroying, roaming lost and without purpose. But the coming of their swift-winged dragonlord put an end to their savage ways. Kolaghan told of the glory of Kol and the true purpose of her brood, to destroy the abominations of the false dragons, and raised her lightning banner atop the cliffs above Stormthrone. The clans heard these sacred truths and understood what they must do, casting aside their old standards and forging a single great army under Kolaghanās command.
In reality the Mardu did, in fact, go more or less willingly. Kolaghanās crusade hasnāt changed their core tenets of living on the move and prizing strength in battle. Most traditions and cultural rites of the Mardu are still there in the Glorious Horde, though usually bent in some way to accommodate the worship of Kol. Names must still be earned in battle, but individuals hold sacred the right to determine their own identity.
Faction Relationships: The Glorious Horde is quite xenophobic and isolates itself from the other factions, considering their dragonlords to be abominations and demons in dragon-form. Members of the Atarka clans, soldiers of the Undying Kingdoms, or emissaries from the Rotted Lands can expect to be killed on sight. Non-draconic Ojutai monks may be tolerated so long as they stick to singing excerpts from the Glorious Hordeās sacred histories and hymns; Ojutai mercenaries will find work with the Horde, but will never be fully trusted or promoted to positions of trust and power within the Horde itself.
Other Details:Ā When Kolaghan raised her banner above Stormthrone, the first warrior to rally to it was the archer Sukhnum, whose name meant āaxe-bow.ā They had earned this name for their fearsome prowess in battle, where their arrows mowed down enemies like a woodcutter felling trees. Kolaghan was pleased by Sukhnumās loyalty and skill, and gave them two gifts in return: for their loyalty, Kolaghan rewarded them with the honor of riding at her side as her herald; and for their prowess as an archer, with the Iron Bow fashioned from Kolaghanās own spines, light and indestructible and suffused with the power of the storm. Similar bows have been crafted from the spines of the Hordeās warkites, but the Iron Bow itself remains an unrivaled weapon.
When the first Sukhnum died a glorious death in battle, Kolaghan decreed that a great competition would be held that tested mastery of the twin holy arts of dakla, the way of the bow, and kolayanga, the way of the lightning, and that the name and the Iron Bow itself would be granted to the winner. The ritual tournament continues to this day. The competition for the Iron Bow is open to every member of the Horde, no matter their rank or species. Once the title is taken, the victorās past - whether it be deeds of glory or crimes against the Horde - is erased, and they carry the name of Sukhnum and the honor of riding beneath the Championās wings for life (not that such a term lasts long, as Kolaghanās herald is first into the fight). Sukhnumās great iron arrows rain down on the Hordeās foes, spitting lightning and taking full-grown dragons from the sky, and the terrible thunder of their impact is the first sign of Kolaghanās coming.
Faction Mechanic: I tossed around a few different options for the Hordeās mechanic and finally admitted that the best-fitting one already existed: theĀ āRenownā mechanic from Origins. I always thought Renown had a lot of design space and was both fun and interesting in Origins. It fits with the theme of martial victory and recognition for valiant deeds, and allows some interesting interactions with faction cards that care about whether a creature is renowned.

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Hello there, I came across your enemy-colored Tarkir posts yesterday and I loved every bit of them! Would you allow my friends and me to use your ideas for a mtg roleplaying campaign? Our small group of planeswalkers has been to the canon version of Tarkir before (and my character comes from there) but I'm sure we could arrange a way to get there or change Tarkir according to your ideas if you allowed us to you use ithem. Also, I'd love to see more about it, this Tarkir seems much more dynamic.
Are you kidding?? YES, you can totally use it! Iād love to see enemy-color Tarkir fleshed out into a full world that can support a campaign!
I did start designing a custom set called Lords of Tarkir for this alternate timeline, but, well, life got in the way as usual. Iāve also had five story outlines kicking around for ages with the intent of writing them as short Uncharted Realms-style pieces, one for each of the new factions. IIRC, they were Anafenzaās ultimate revenge (Abzan), Narsetās spark igniting (Jeskai), an expedition into Weeping Heart (Sultai), a newly-initiated shamanās first journey into the mountain peaks to speak with Atarka (Temur), and the competition for the new Sukhnum (Mardu). But, again, life got in the way. Ugh.Ā
BUT. When I got this ask I started collating extra information that wasnāt in the original posts for you to use and ended up starting a series of much more detailed guides to each faction, so now Iām writing that (thanks a lot). I figured I ought to go ahead and give you permission rather than keeping you waiting on me finishing up these guides. So you can expect those in the near future!
Iām super psyched to see what this would look like. You gotta keep me posted!
Headcanon: Nissa's ears are incredibly ticklish. They discovered this when Liliana aquired a super-soft (and pricey) feather and decided to try it out on Nissa while she was meditating, with Nissa reacting with a cross between a surprised yelp and helpless laughter. Chandra was just in time to catch Lili in the act and they were able to snatch the feather away from her. Nissa entrusted it to Chandra, who loves using it to send shivers down her spine and leave Nissa giggling and gasping for air.
signed sealed stamped
I'm probably late but Happy Birthday! I hope you'll have a wonderful time and that your eishes will come true.
Not late at all! Thank you so much!