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Ravnica OOC

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Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Mon Jul 14, 2008 9:59 am

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First of all: If you´ll read the whole thing you have my deepest admiration.
Second: Rules are all the basic ones.
Third: Have fun !

The world of Ravnica is an ecumenopolis, a vast city that covers the entire surface of its planet, and is home to a diverse assortment of sentient races. For ten thousand years, there has been a power struggle between the ten guilds, political factions that each represent a combination of two of five mana colors (Red, White, Blue, Green, Black). Ten millennia ago, the Guildpact was signed by the leaders of the ten factions, ending active warfare between them and ushering in an era of peace. But now, on the eve of the celebrations of the accord's ten thousandth anniversary, a sinister force threatens the survival of that peace and of Ravnica herself.


Ravnicas landscape:
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---Races---

Humans (Thrans): By far the most numerous single species in the Multiverse, humans can be found on virtually any plane capable of supporting life. Perhaps the greatest contributor to this feat is their tolerance for almost any environment and every stripe of mana; a human can live anywhere and still be considered human, whereas most other great races thrive in only one or two colors of mana or a limited band of climates. The particular color of mana to which any given human belongs, therefore, can be difficult to tell at first glance, and normally reflects in their attitude and demeanor. A white-aligned human, for example, will typically promote the pivotal aspects of white-ness (preoccupations with justice, community and spirituality) yet aside from dress and manner may look no different than a human tied to another color. Humans are often looked down upon by other races for a variety of reasons, mostly depending on some unique aspect of that other race's own outlook. Basic people, warriors, artificers, mages. One of the oldest inhabitants of multiverse. They are fairly smart and strong. They prefer to build machines and they use mostly white mana. They create most of the population of Ravnica. Humans have a vast range of weapon arsenal from bows,swords,spikes,lances to all kind of artificial weaponry like the ancestor of a gun or explosives.

Angels: Native to Serra's Realm and Ravnica. Angels are beautiful winged humanoids primarily aligned with white, though angels in red, black and blue are not unheard of.As a race, angels have an extremely strong sense of justice and often devote their lives - and their deaths - to its cause, whatever it may be. This has led to a general perception of angels as selfless and reliable guardians. This overriding devotion to justice, however, can lead to a fundamentalist and totalitarian instinct. The majority of Angels native to Ravnica are actually of Serran origin. Serra, an idealistic human planeswalker, created her own plane to reflect her strict vision of perfection, and populated it with angels. A Phyrexian invasion of that realm led to its collapse, and a mass exodus of its inhabitants to Ravnica. These angels played a vital part in the eventual defeat of the Phyrexian invasion.

Demons: The Demons are after the Phyrexians, the largest and most vicious black-aligned creatures of Ravnica and are often cast as the symmetrical opposites to angels.Generally humanoid but with massively muscular bodies, twisted, horned faces, clawed limbs, and in many cases leathery wings, demons embody the suffering and evil desires of ordinary races. Few wizards ever gain the power needed to summon and control a demon; fewer still would want to, as they're known to exact a heavy price for their services.

Elves: Also one of the oldest races on Ravnica.Elves are green-aligned, humanoid bipeds. Most elfish races resemble tall humans with pointed ears, though there are exceptions. The elves of Ravnica are known for their white complexion and vivid red hair. In some parts elves of Ravnica have a gray stone like complexion. The elves near mountains have a green complexion and feature natural metal elements, a trait common to most races of that part of the plane. Whether lone or in an army, elves are a force to be reckoned with. Their zealous protection of the forests they live in is widely known as one of the most fundamentally natural concepts, and invading a forest guarded by elves is something few non-elf powers would even consider. Elves are only marginally stronger or faster than humans, but with a life span up to seven hundred years they normally have superior skill, knowledge and guile than any other humanoid being. Elves are a widespread race but not necessarily native to all forests.
Elves are one of the most enduring creature types and the iconic green race. Their strong abilities often work well together, and their focuses of resource acceleration, swarm tactics and endurance mean they appeal to a wide variety of players Elves are very agile and fast. They are famous for their accuracy with bows and fighting abilities. They follow a strict hierarchy. They divide into categories/casts according to their external look. On the top are the perfects – the most beautiful of all elves. They are very talented and their word is the law. Beneath are the Exquisite then the Immaculate and the last are the Faultless. The elves call their society the Blessed Nation. They are pretty arrogant to all other races and call them the “eyeblights” (non-elve beings). Elves are mostly users of green mana. Their weapon arsenal consists of long swords, knives and poison but they use mostly bows.

Leonin: Native "cat people" of Ravnica. The Leonin are a proud race of Lionfolk that reside in the ancient den of Taj-Nar.The Leonin are led by the kha, a warrior king. Roles in Leonin society are strictly separated by gender: Male Leonin are generally soldiers, craftsman and priests, whereas females are generally healers, hunters and the Pteron-riding Skyhunters. The Leonin are virtualy unmatched craftsman and fighters, able to quickly adapt to the use of any kind of weapon, though they favor swords and sabers.

Flamekin: Beings born from the rock and molten lava of Maunt Taufel (volcano and the highest hill in Ravnica). The flamekin are a peaceful race and they are the best users of red mana in Ravnica. Flamekin are sentient, civilised, red-aligned elementals.Their appearence might resemble a human but their "real" bodies are smooth and black, made of a malleable stone-like substance and wreathed in flame. This flame is not hot to the touch unless the Flamekin wishes it to be. The Flamekin are highly spiritual, seeing themselves as being the most in tune with the Higher Elementals, and consider Elves to be their natural enemies.
They “work” mostly as pilgrims. Flamekin are extremely afraid of water! Since they are made of stone and molten rock they are pretty resistant against physical damage but they can be killed as any other being on Ravica.

---Guildpact---

Note: Most people of Ravnica are members of a guild.

The power of the Guildpact is subtle; it prevents any guild from dabbling into the business of any other guild or disturbing the stable power balance among the ten by twisting circumstance and coincidence to nullify the disruptive guild's actions. While the Guildpact is credited with bringing relative peace and prosperity to the plane, sporadic clashes between guilds do still occur. Despite any conflicts between the guilds at a particular time though, the anniversary of the Guildpact's signing is celebrated every year with a day-long festival, where all the people lay down their weapons and make merry. This celebration is called The Festival of the Guildpact.


---The Boros Legion---

The Boros Legion adhere to a set of absolute, Platonic laws. This righteous devotion to this law gives the legion their furor, their power, and the awe with which they are beheld. Led by the archangel Razia, Boros Archangel, the Boros are the premier fighters and enforcers of justice of Ravnica. Very few dare to go into head-on-head conflict with the Boros, as they are simply the most skilled and most impassioned fighters in the City of Guilds. Unlike the Azorius Senate, who also uphold the purity of the law, the Boros champion action and swift retribution, leaving legal subtlety and moral ambiguity to the bureaucrats and the politicians. Perhaps this is why part of this guild, the League of Wojek, 'jeks for short, was chosen to enforce Ravnica's laws. Their absolute belief in justice makes them swift and effective in neutralizing any conflict. To those innocent, the Boros may seem to be the upholders of righteousness and truth, to those guilty, the Boros can be tyrannical.

Also Known As: The Legion

Guild Leader/Parun: Razia, Boros Archangel of fire and Boros parun. She is an ageless creation of justice and purity who serves as a living ideal for the guild.

Guild Hall: Sunhome, Fortress of the Legion Supposedly the most fortified structure of Ravnica, Sunhome is part fortress, part military base, part temple.

Values: Passionate belief in law and order, and, to a lesser extent, the cultured civilization that Ravnica represents. Depending on who is discussing them, they may be the bastions of stability or blind, close-minded zealots.

Structure: Fully military. The Boros view Razia as more of a figurehead than an actual commander-in-chief. Still, many generals revere her and would heed any command she gave. Every Boros legionnaire has a function in combat.

Goal: To sustain order using strict law enforcement.

Colors: Red and White

Signet: The signet of the Boros depicts a fist in a sun. It represents the righteous fire that permeates the Legion, as well as the lengths they are willing to go to to reach their goals. Boros Signet

Artifact: Sunforger

---The Golgari Swarm---

The Golgari believe strongly in the necessity of death as a part of life. The guild is home to Ravnica's topmost necromancers and swarms of undead creatures, amongst others. The Golgari regularly annex abandoned regions of Ravnica, growing their territory like a fungus. The Golgari's role in the Guildpact is to manage waste and provide free food to Ravnica's poor, grown in massive underground farms. Food grown here is typically consumed only as a last resort (the farms are fertilized by dead creatures). The food may be of questionable origin, but the Golgari take pride in being able to clearly show that they are not exclusively devoted to death: they are, at heart, dedicated to life.

Also known as: The Swarm

Guild Leader/Champion: Jarad. Previously contested, the Sisters of Stone Death, a trio of gorgons who claimed oracular powers, lead the guild until the dark-elf shaman Savra, Queen of the Golgari challenged them, though she was later killed. Also, rumors abound that the legendary necromancer Svogthir, founder of the guild and "God-Zombie", was never destroyed.

Parun: Svogthir, the legendary necromancer. Revered by the Golgari as the god-zombie. Svogthir has existed since before the creation of the guildpact. He has been thought to be dead several times within the book series, but always seems to return somehow. It is believed that he is also the most powerful necromancer in the entire multiverse.

Guild Hall: Svogthos, the Restless Tomb. Once an Orzhov cathedral, Svogthos has been so twisted by Golgari magic that it actually came to life! It is believed that every time the centre of Golgari territory shifts, Svogthos moves to the new centre spot.

Values: Power through growth. The Golgari grow by folding the dead into the ranks, as well as through occasional minor incursions into new territory. The Golgari have no true set gameplay due to their versatile and varied cards.

Structure: A predatory organism with many predators within it. Subgroups of the guild (a race of elves known as the Devkarin, and the Teratogens — a catch-all term for varied intelligent creatures) struggle for control. The Golgari are strong believers in Darwinism, and survival of the fittest. Thus, the more powerful one is, the more influence he/she/(it) will have in the guild.

Goal: The Golgari lack a strict, overarching goal, however their core philosophy is personal advancement first, then supporting the group second.

Colors: Green and Black

Signet: Their Signet is an insect's head with two snakes circling it. The mandibles on the insect represent that the guild uses both life and death as weapons against its enemies. The snakes represent the Golgari cycle of life, death and rebirth. This symbol reflects the ancient symbol of the Ouroboros as well as the modern symbol for Recycling.Golgari Signet

Artifact: Plague Boiler

---The Selesnya Conclave---

The Selesnyan Conclave believes in brotherhood, unity, and peace. They believe this so much, no person in the Conclave is more important than the other. They gain new members by evangelism, or by creating new life in the form of saprolings and elementals. Exhibiting a strong dislike of individuality and technology, they believe that society should function as nature does: slowly and conservatively. To those outside the guild, however, the Conclave appears to be nothing more than a brainwashing nature-cult, adamantly refusing to realize that there is anyone who wouldn't want to join them.

Also Known As: The Conclave, Life Churchers

Parun: Mat'Selesnya, an elemental dryad which was made when the other dryads combined together to form her. She is also a power source for the Guildpact.

Guild Leader: The Chorus of the Conclave, a collection of dryads that share one mind and can share it with others at will.

Guild Hall: Vitu-Ghazi, the City-Tree. Once the greatest tree in the world. Although struck down ages ago, dryad and elf magic keeps Vitu-Ghazi alive. Its trunk houses the Selesnya's most important places.

Values: Welfare of the whole. Taking into account both white's and green's concern for the community, the Conclave is perfect at both protecting their own, and nurturing them to grow stronger creatures.

Structure: Decentralized, communal, collective. Within the Conclave, ideally all are equals regardless of individual roles.

Goal: To achieve absolute peace with everybody being equal.

Colours: Green and White

Signet: The signet is a tree, whose branches extend into sun rays. The combined form of the sun and tree represents the symbiosis of nature that the Conclave seeks to uphold. Selesnya Signet

Artifact: Crown of Convergence

---House Dimir---

House Dimir doesn't exist. At least, that's what members of House Dimir want the people of Ravnica and whole Dominaria to believe. Even though their symbol sits alongside the other nine guilds, few see House Dimir as anything but a Ravnican Illuminati. House Dimir is, paradoxically, required by the Guildpact to attempt to destroy the Guildpact. Preferring indirect methods of control and knowledge acquisition, they prefer to not even be discovered.

Also known as: The Unseen, The Tenth Guild

Guild Leader&Parun: Szadek, Lord of Secrets, an eldritch psionic vampire and alleged tenth parun (alleged because few citizens on the plane are sure he even exists; the Guildpact contained a clause which prohibited the other paruns officially revealing his presence)

Guild Hall: Duskmantle, House of Shadow is a huge castle hidden in a vast undergound chamber in the deepest, darkest region of the Undercity. Only the residents of Duskmantle and their immediate underlings know its location.

Values: House Dimir wants utter control of Ravnica. Such absolute control requires complete invisibility so as not to arouse opposition. Therefore, the guild works very hard to ensure that Ravnicans don't believe the guild exists. As such the Dimir are never straight forward in their strategy.

Structure: Isolated cells. Each Dimir agent works in almost complete isolation. Often, any operative within the guild has just one contact, so that none have too wide a view of its dealings. Only Szadek knows the guild's entire scope of operations. Dimir leaders issue commands through messenger spirits known as Necrosages or other magical means to preserve anonymity.

Goal: To control and learn every aspect of reality.

Colours: Blue and Black

Signet: The signet is a spider with an eye on its back. The watching spider represents the Dimir desire to see everything from an unobserved position. Dimir Signet

Artifact: Bloodletter Quill

---The Orzhov Syndicate---

Under the facade of an organized religion, the Orzhov hold the economic reins of Ravnica. No matter how poor a person is, the Orzhov will benevolently offer whatever that person needs to survive. They remember who owes them, however, and every person who makes a deal with a member of this guild will have to repay that debt some day, even after death. Like some form of magical Mafia, the Orzhov use the resources taken from their debtors to finance whatever interests the Guild requires, but making sure that none of their "cattle" becomes too be free from their grip.

Just as death is no barrier to those who owe the Orzhov favors, it has no sway over the Guild's leaders. Profitable leaders survive after death to run the "businesses" of the guild.

Also known as: The Guild of Deals

Guild Leader: The Ghost Council of Orzhova, or the Obzedat. They are a group of powerful, wealthy undead Orzhov patriarchs, and each is an archbishop and kingpin rolled into one, all vying for more influence and gold than he or she already wields. The Orzhov parun, while unnamed, is likely still part of the Obzedat. (Vuliev of the Ghost Council is a name used for several occasions of flavor text. It is likely that Vuliev is the Orzhov Parun.)

Guild Hall: Orzhova, the Church of Deals, central cathedral of the entire religion/syndicate. It’s not clear even to the guild faithful whether Orzhova is a cathedral with financial interests or a bank with religious ones.

Values: The Orzhov use their oppressive social order as a means to ensure power-the entire guild is set up to keep the rich rich and the poor poor. The guild’s rites and rituals, its laws and structures, exist to maintain the status quo.

Structure: Oligarchic, with a sharp division between the privileged and the indentured. The guild is practically two guilds; one for the 'haves', one for the 'have nots'.

Goal: Creating a peace (with itself as ruler) that nobody, except itself, can destroy.

Colours: Black and White

Signet: The signet is an eclipsed sun. It represents the Orzhov's tendency to provide what people need and want, but there is a cost.Orzhov Signet

Artifact: Moratorium Stone

---The Izzet League---

While each Ravnican guild attempts to rule the plane - by money, force of arms, or magical skill - the Izzet are content with pure, unfettered research. As long as something exists, the Izzet will stop at nothing to identify, experiment, understand, and replicate it. Because of the Izzet, there are no natural disasters in the entire plane -- they have figured out how to prevent them. The Izzet also run Ravnica's infrastructure, such as the heating and water supply systems.

Because of their obsessive passion for knowledge, however, the Izzet aren't methodical researchers. Excited to begin work on the Next Big Project and clouded by their inflated egos, Izzet mages will often take shortcuts in their work. This has led to all sorts of unnatural disasters.

Also known as: The Magewrights

Guild Leader/Parun: Niv-Mizzet, the Firemind, a seemingly immortal (possibly even a planeswalker) dragon with a flair for inventions. He is by far the most intelligent being on Ravnica and will be the first to let you know of his superiority, although his temper has cost him more than his share of charbroiled apprentices. Among his creations is the weird, an artificial elemental that he intends to be the next generation of Izzet servitor. He is extremely vain, as shown in how many parts of the guild were crafted in his image (the name of the guild, the hall, the signet etc.) His vast intelligence renders him eternally bored, and he allows the rest of Ravnica's civilization to exist for his amusement.

Guild Hall: Nivix, Aerie of the Firemind. This impossibly tall spire is said to be protected by the most sophisticated sigils ever devised. Within its uppermost chamber, Niv-Mizzet holds court with his most intelligent magewrights, eating those who displease him.

Structure: The Izzet are an association of like-minded passionate philosophers, all of whom idolize Niv-Mizzet’s genius and caprice. Fiery competition and the drive for knowledge keep the guild’s alchemical labs and colleges humming.

Values: The Izzet are great believers in passionate study. Often this manifests in random experiments and strange revisions to reflect their ever changing minds. They combine blue's need to learn more about the world with red's impulse, making a guild which learns through emotion (inspiring comparisons to Dr. Seuss, whose stories are very well thought out but still very emotional). When an Izzet scholar finds something that it wants to study, they'll start studying it with unbridled relentlessness, until they find a new thing, usually a very short time afterwards, in which case they'll drop whatever they're doing and start on the new thing. This tendency to be easily distracted is the reason many Izzet experiments never get finished, but those that do tend to be grandiose and bombastic.

Goal: To learn and understand everything they desire to know.

Colours: Blue and Red

Signet: The signet is a stylized, crowned dragon, modeled after Niv-Mizzet.Izzet Signet

Artifact: Mizzium Transreliquat

---The Gruul Clans---

When the magical ink on the Guildpact was still drying, the Gruul were intended to represent the wild, unpredictable facets of the natural world. After all, much of Ravnica was still natural and pristine, and the wild animals in the world had to be part of the future of the plane.

As time went by, however, the Gruul's power began to wane. With more and more of the wilds of Ravnica replaced with concrete and homes, there was less for the Gruul to represent. The Selesnya and Simic began to make the non-sentient their charges, and the less passionate guilds (the Azorius and Orzhov) began to see the Gruul as less and less relevant.

By the opening of the Ravnica set, the Gruul guild has shattered into multiple clans, with little or no connections between each other. A 'beggar's guild', Gruul clans raid abandoned areas, live off the resources, and move on when things run dry.

Many different clans exist. Some of them are descendants of the Gruul guild, some are escaped slaves, but all of them consider themselves Gruul.

Also known as: The Clans

Guild 'Leader': The Gruul have no leader, but if they did, it would be Borborygmos, a cyclops who rules the Gruul's largest clan. He is one of the Gruul's fiercest fighters, thus, this savage cyclops is usually at the head of the largest, most destructive raids. Borborygmos is said to be the grandson of the legendary Cisarzim, though this could be simply a rumor. While the average life span of a Ravnican cyclops is unknown, it would have to be a very long time for Borborygmos to be Cisarzim's grandson. The events of the Ravnica block open ten thousand years after the signing of the Guildpact. Cisarzim was the original signer for the Gruul, so to have only three generations of cyclopses in ten thousand years, the average life span of a cyclops would have to be around three thousand years of age. It's certainly possible that Borborygmos is a descendant of Cisarzim, but to be his grandson is unlikely (especially considering that the leader is the first in a Gruul raid).

Guild Hall: None. The Gruul guildhall was supposed to be a lodge-style guildhall, but it was destroyed long ago and its location has been lost to time. Now, the only thing the Gruul have that even comes close to a guildhall is Skarrg, the Rage Pits, a palace totally demolished by the Gruul, the closest thing to natural landscape left on Ravnica and the center of Borborygmos's power.

Structure: Loose, disconnected gangs. The Gruul are sometimes called "the guild which is not one," because they eschew any structure at all. Inside large cities, the beggars' guilds are often loyal to the Gruul. Outside the cities, the raiding gangs carve out swaths of smoldering ruin and rubble in which to subsist.

Values: The absolute breakdown of society. The Gruul believe that society has no place in the natural order. Call it instinct or impulse, the Gruul preach it just the same. They show an unrivaled bloodthirst, and that is represented well in the keyword of the same name.

Goal: The only law that matters in the world is the law of nature. Instinct should always overpower logic.

Colours: Green and Red

Signet: Their signet is a burning tree with a single eye in the middle, not actually the symbol for the entire guild, but simply the sign of the most prominent group: the Burning-Tree clan, led by Borborygmos. It symbolizes the return to nature, combining green's love of growth and nature with red's fiery passion and disgust for rules and restrictions. Gruul Signet

Artifact: Gruul War Plow

---The Azorius Senate---

The Azorius Senate hates action. Action, they believe, leads to crime and disorder. By developing Ravnica's legal system to be so complex and incomprehensible to anyone but themselves, they hope to create a system where everything, anywhere, is illegal. From the legal to military to magical, Azorius members use tactics of delay, distraction, and prevention.

Also known as: The High Judges

Guild Leader: Grand Arbiter Augustin IV. Augustin has presided over the Azorius for decades, dispensing judgement with cold efficiency. He is blind, like justice should be.

Guild Hall: Prahv, Spires of Order. It is a veritable city of marble and alabaster, a maze of long, echoing corridors and domed chambers. Tight rows of soldiers, spotlessly outfitted, guard the whole campus. But it is the guild's powerful law-magic, not the swords of its standing guard, what protects Prahv.

Values: The Azorius believe that their laws and the preservation of those laws are responsible for maintaining the Guildpact. In fact, they believe their rigid system of governance is responsible for keeping nearly everything on Ravnica running smoothly. Justice is blind, as the saying goes, and that includes the guild's blindness to dissent, chaos, and crime.

Goal: Creating absolute order by placing countless laws and rules to hinder any change of the status quo.

Colours: White and Blue

Structure: Absolutely hierarchical. Most Azorius functionaries report to one superior and have two guild members that report to them, creating a pyramidal command structure.

Signet: Their signet is a labyrinth within a triangle, signifying the intent of the Azorius laws- to confuse and befuddle anyone trying to work their way through them.Azorius Signet

Artifact: Walking Archive

---The Cult of Rakdos---

Formed by the followers of the demonlord Rakdos, if someone in Ravnica needs mercenaries, or assassins, this murder-happy guild is the only place to turn to. Their whole philosophy is wanton destruction, for the sheer pleasure of destroying things. The only reason the other nine guilds allow the cult to exist is because Rakdos mines go deeper then any in Ravnica, pulling out precious metals which provide vast wealth. This guild glorifies in destruction and cannibalism.

Also known as: The Thrill-killers or the Kill-guilders

Guild Leader/Parun: Rakdos the Defiler. A fiery abomination whose origins are unknown to all but him, Rakdos has entertained himself with Ravnica's citizenry for thousands of years, maintaining a cult of personality whose numbers rarely increase only because of the guild's high mortality rate. Rakdos has many names, including The Enslaver, The demon-God, and The Rat King. Rakdos stays dormant in Rix Maadi, but rises to stir up his guild into a murderous frenzy every so often.

Guild Hall: Rix Maadi, Dungeon Palace. A grotesque palace in the dank part of the Undercity. Very few people have seen the inside of the palace. Many who manage to emerge are too incoherent to describe it. It's literally a carnival of everything twisted and vile. If Prahv is the coldest place on Ravnica, Rix Maadi is the hottest.

Structure: Like an out-of-control party. The guild's only structure is determined by those powerful enough to hold leadership. Such beings tend to have short lifespans.

Goal: To do whatever it wants, whenever it wants

Values and Gameplay: Instant gratification. The Rakdos don't just want their way, they want it RIGHT NOW. Rakdos ideology is the quintessence of pure hedonism. How this translates gameplay-wise is an all out blitz. Combine Red's speed and destruction with Black's masochistic tendencies, and you find yourself in front of a determined enemy who will go to any length to achieve the goal as quickly as possible. Rakdos loves making chaos, and will use it to destroy all foes.

Colours: Red and Black

Signet: The signet is a crumbling skull on fire, the symbolism evident in the card itself. Rakdos Signet

Artifact: Rakdos Riteknife.

---The Simic Combine---

The Simic's original role in Ravnica was to protect and preserve what was left of Ravnica's natural ecosystems. They failed, and there is no place on Ravnica that is left to nurture. Now, the Simic Combine spends their resources "improving" the already existing life in Ravnica - whether or not the life in question wants to be improved at all. The rest of their time is spent creating new - and often frightening - species of creatures that not only survive in the concrete jungles of Ravnica, but thrive. As improving nature requires understanding it first, the Simic are also researchers second only to the Izzet, and they are also responsible for most of Ravnica's medical advances.

Also known as: The Biomancers

Guild Parun: The Simic are the only guild whose original representitive is unknown.

Guild Leader: Momir Vig, Simic Visionary. The visionary pioneer of cytoplastic technology. The guild quickly took up Vig's banner after his first success at creating specialized lifeforms. Vig believes the key to evolving life on Ravnica is to "design" it for the city. In his work Vig relies more on a kind of formalized intuition then analytical research.

Guild Hall: Novijen, Heart of Progress. A bizarre hybrid of living matter and chiseled stone, it is held in place by thick, umbilical cables that keep it isolated from the surrounding buildings. Here, the Combine design and perfect their most secret biological projects.

Structure: A cross between a college, a laboratory, and a zoo. Hundreds of years ago, a sharp line existed between the guild's experimental subjects and the researchers studying and protecting them. Since Vig's ascension, however, that line has blurred.

Goal: Make every living thing "better" than it already is. This cannot be completed until they have created the "perfect" living organism.

Values and Gameplay: Nurturing evolution. The Simic see evolution as a great thing. If they can influence evolution to produce better results, they feel satisfied in their work.

Colours: Green and Blue

Signet: Their guild symbol is a tree that grows out and to one side, its branches twisting like a tidal wave. It symbolizes the mutation of life, as well as the guild colors. Simic Signet

Artifact: Evolution Vat

---Character---

Name:
Age:
Gender:
Race(if elf what cast):
Profession(any you want or can think of):
Guild:
Weapon(s):
Appearance(picture or description):
Bio(optional, but wouldn´t hurt having one):

---My character:---

Name: Rhys Kaen
Age: 264
Gender: Male
Race: Elf (Exquisit)
Profession(any you want or can think of):Renegade
Guild: House dimir
Weapon(s): three swords
Appearance(picture or description):Image
Bio: Rhys was born as an exquisite. His family is rich and has good contacts all around the Blessed nation. As a small boy Rhys played on the streets of Ravnica with his friends but his father wanted a better future for his son. He started training him in the arts of warfare and soon Rhys got noticed by one of the royal guards. He was called by the daen (elf pack leader) and was recruited into the army. After hundred years of service and countless battles Rhys was promoted to the status daen and was given his own pack to command. After another thirty years of service he was promoted once again to be the royal guard of a nath (another rank, reachable only for the perfects) He remained that post until some still unexplained accidents occurred and he became an “eyeblight,” so he had to ran away from the territory of the Blessed nation and wandered Ravnica ever since. He joined the House Dimir guild mostly because of their way of dealing with things.
"I but a simple person have only my dreams, and I´ve stretched those dreams under your feet. Walk carefully because you´re walking on my dreams"
Image

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Blade_Dancer
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Re: Ravnica OOC

Tips: 0.00 INK Postby Vyrwolf on Mon Jul 14, 2008 10:45 am

Alright, I read through about ninety percent...Do I get a sticker? =D

Anyways, this is from Magic, right? The names are familiar, even though I only bought a deck and never used it. XD

Rakdos seems my kinda guild. Any chance I can play the Defiler, or would you rather let them remain ominous NPCs?

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Re: Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Mon Jul 14, 2008 1:51 pm

I was thinking of leaving the guild leaders NPCs coz they are kinda imba compared to the others....and I can tell the story through each ones eyes differently...so I would like to have the Defiler as a NPC :D

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Re: Ravnica OOC

Tips: 0.00 INK Postby Vyrwolf on Mon Jul 14, 2008 2:15 pm

...You haven't answered my question. WHERE IS THE STICKER?

Anyway, I'll have a demon of the Rakdos clan up in a bit.

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Vyrwolf
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Re: Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Mon Jul 14, 2008 3:01 pm

I said you need to reas ALL :D

and oky about the demon :D

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Re: Ravnica OOC

Tips: 0.00 INK Postby Vyrwolf on Mon Jul 14, 2008 3:23 pm

Now, tell me if this one's objectionable in any way, because I'll gladly change some of it, if not toss out the whole thing. I have another character who'd fit well here.

Name: Argent

Age: Considered one of the oldest beings in the universe, but will modestly reply 300,000 if asked.

Gender: Genderless (referred to in masculine terms, and also lusts for women)

Race(if elf what cast): Demon

Profession(any you want or can think of): Advisor (always second-in-command to whoever's currently strongest)

Guild: Rakdos

Weapon(s): None.

Appearance(picture or description): A shapeshifter with no true form, but prefers to color his creations silver with yellow eyes.

Bio(optional, but wouldn´t hurt having one): The 'Silver Demon' is a perfect title for one such as Argent, who has both a silver body and a silver tongue. He is a manipulator, who spends all of his times trying to create the most strife and terror as possible through means of others. He is so old, now, that he feels it is the only thing able to entertain him. Everyone is his puppet, everyone in every guild, but none can ever tell. He prefers to stay in the shadows, an 'insignificant' part of it all, and never in battle. In this way, he can flee easily, departing from his current 'obligation' without even a look back. His favorite form is a massive silver snake, ranging anywhere from forty to ten feet long, and various thickness. It is also a habit of his to shrink down to a managble size, and wrap completely around his 'master' like a special garmet.

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Re: Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Mon Jul 14, 2008 3:29 pm

well, no problem but I have to give you a small restraining. Your character can´t shape-shift into inanimate objects or things that are smaller then 1/2 of his "true" size (which will be the size of an avarage person)...I hope you can live with that :D

and for the other character...well...show me what you got :D

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Re: Ravnica OOC

Tips: 0.00 INK Postby Vyrwolf on Mon Jul 14, 2008 3:32 pm

That's fine. And besides that, he doesn't fight at all...Mind if I command a few NPCs from time to time?

I'll get the other one up in a second...

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Re: Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Mon Jul 14, 2008 3:45 pm

the NPCs are free to control as long its minorities...if you´ll want to do something "large" consult with me first ...but they are free to use as wished...just don´t overdo it :D

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Re: Ravnica OOC

Tips: 0.00 INK Postby Vyrwolf on Mon Jul 14, 2008 4:25 pm

Name: Z'rath

Age: Unknown (doesn't care enough to keep track)

Gender: Genderless (referred to in masculine terms) (again)

Race(if elf what cast): Demon

Profession(any you want or can think of): Just kills people. :3 Not even for money.

Guild: Rakdos

Weapon(s): Claws, tongues.

Appearance(picture or description): The thing looked deathly pale, pasty white, and all bone, as if he could not retain fat despise his eating habits. He wore no clothes, allowing for his ribcage to show its gruesome self, just like every other part of his body. He had no hair anywhere, not on his bald skull, with holes for ears and a toothless mouth. His eyes were completely red, with black cat's-eye slits. The monstrosity could not have been less than six feet tall, though it had a habit of dropping onto all fours (despite its humanoid appearance), and digging its long black claws (found on both his hands and feet) into the ground.


Bio(optional, but wouldn´t hurt having one): Not many things to put here, really. He joined the guild so he could find people to eat without getting in trouble for it...He also eats other clan members whenever possible. Demons taste good. =D

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Vyrwolf
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Re: Ravnica OOC

Tips: 0.00 INK Postby Blade_Dancer on Tue Jul 15, 2008 1:55 pm

approved also :D

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