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		<id>http://2d4chan.org/mediawiki/index.php?title=Gruul_Clans&amp;diff=242182</id>
		<title>Gruul Clans</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gruul_Clans&amp;diff=242182"/>
		<updated>2018-12-21T19:40:04Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:C82D:2C76:A8B4:8B53: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gruul Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
A guild of anarchists who demonstrate their love of nature with [[Rage|RAAAAAAAGE]] and [[RIP AND TEAR]].&lt;br /&gt;
{{stub}}&lt;br /&gt;
==History==&lt;br /&gt;
The green and red guild was originally created to protect the remaining patches of nature in [[Ravnica]]. But this is not easy when your whole plane is a constantly growing urban landscape, with building leaving less and less space for trees and stuff. On top of that, the other green aligned guilds  declared that protecting nature was their gig, making the Gruul Clans lose their relevance.&lt;br /&gt;
&lt;br /&gt;
The Clans decided FUCK IT, and started tearing down building so nature can regrow... Or because their feel like smashing stuff.&lt;br /&gt;
==Structure==&lt;br /&gt;
As their name indicate, the Gruul aggregate themselves in a collection of clans without any semblance of organization, and allied only by their common love of breaking shit.&lt;br /&gt;
==Guild Members==&lt;br /&gt;
===Guild Master===&lt;br /&gt;
Borborygmos: The Gruul are too wild and [[rage|angry]] for a formal leadership structure. Instead, they are represented by the cyclops Borborygmos, on account of the fact that he is the wildest and angriest there is.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
&lt;br /&gt;
====Ruric Thar====&lt;br /&gt;
Ruric and Thar are the two halves of an Ogre who leads the Ghor-Clan, as opposed to the Burning-Tree Clan. They&#039;re the second strongest in the clan next to the current guildleader. Jace hired them to destroy his laboratory. Being against such huge [[Magnus the Red|nerdiness]] they destroyed it while Jace erased his memory. But then they got mentally connected to Jace a little bit and knew they had to run the Implicit Maze, so they did. &lt;br /&gt;
In card form they [[Angron|must attack each round]], and whenever someone casts a non-creature spell they deal 6 damage to that player. Probably while screaming [[Leman Russ|&amp;quot;NNEEEERRRRDDDD!!!!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Bloodthirst===&lt;br /&gt;
Creatures with this mechanic will get boosts if they are played in a turn where an opponent has been damaged&lt;br /&gt;
&lt;br /&gt;
===Bloodrush===&lt;br /&gt;
Allows to boost an attacking creature by discarding another one.&lt;br /&gt;
&lt;br /&gt;
===Riot===&lt;br /&gt;
Allows a creature to pick up either a +1/+1 counter or haste as it is entering the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Like all of the ten guilds, the Gruul Clans appeared in the Guildmaster&#039;s Guide to Ravnica, a [[splatbook]] for [[Dungeons &amp;amp; Dragons 5th Edition]]. Here, it was handled as a combination of Background and Faction, with the player choosing the &amp;quot;Gruul Anarch&amp;quot; background to certify they have membership, and being able to earn Renown. This is a new system to 5e, and basically is a kind of abstractified experience; you start off as a general worker (Renown 1), and as you complete missions for the Guild or do things that get you noticed, your Renown increases, giving you increased abilities. Of course, if you publicly screw things up for your guild, your esteem will drop and you can loose Renown.&lt;br /&gt;
&lt;br /&gt;
Characters from the Gruul Clans are most likely to be [[Human]]s, [[Centaur]]s, [[Goblin]]s and [[Minotaur]]s. The most iconic classes associated with this guild are [[Barbarian]] (Ancestral Guardian, Berserker, Storm Herald, Totem Warrior), [[Cleric]] (Tempest), [[Druid]] (Moon), [[Fighter]] (Champion), [[Ranger]] (Beastmaster - Fierce Beasts, Hunter), and [[Rogue]] ([[Scout (D&amp;amp;D)|Scout]]).&lt;br /&gt;
&lt;br /&gt;
===Gruul Anarch Background===&lt;br /&gt;
Gaining proficiency with Animal Handling, Athletics and the Herbalism kit, the Anarch can also speak Draconic, Giant, Goblin or Sylvan, and starts play with a Gruul insignia, a hunting trap, a herbalism kit, a boar skull, a beast-hide cloak, a set of traveler&#039;s clothes, and 10GP worth of Azorius 1-zino coins.&lt;br /&gt;
&lt;br /&gt;
Its background feature is &#039;&#039;&#039;Rubblebelt Refuge&#039;&#039;&#039;, which means that in rubblebelts, the anarch can always find safe places to hide or rest, as well as enough fresh food and water to feed up to 6 people (including themselves) per day.&lt;br /&gt;
&lt;br /&gt;
To further represent the Guild&#039;s training and philosophical impact, spellcasters (that is, anyone with the Spellcasting or Pact Magic class feature) gain bonus spells to their spell list based on the guild. For the X, that&#039;s the following:&lt;br /&gt;
::Spell Level	Spells&lt;br /&gt;
::Cantrip	fire bolt, produce flame&lt;br /&gt;
::1st	compelled duel, speak with animals, thunderwave&lt;br /&gt;
::2nd	beast sense, shatter&lt;br /&gt;
::3rd	conjure animals, conjure barrage&lt;br /&gt;
::4th	dominate beast, stoneskin&lt;br /&gt;
::5th	destructive wave&lt;br /&gt;
&lt;br /&gt;
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.&lt;br /&gt;
&lt;br /&gt;
===Gruul Clans Renown===&lt;br /&gt;
Needless to say, a bunch of anarchistic neo-primitives don&#039;t exactly have a complicated hierarchy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proven (Renown 3)&#039;&#039;&lt;br /&gt;
::At this level, you&#039;re a recognized warrior in your own clan. You don&#039;t command enough respect to lead, but your prowess is acknowledged enough that your chieftain will often pick you out specifically for missions, and may send a warband of 1d4 anarchs to back you up in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beast-Friend (Renown 10)&#039;&#039;&lt;br /&gt;
::At this level, your soul has grown strong enough and wild enough to enable for some level of communication and control with the beasts of the rubblebelt. Whilst they won&#039;t fight for you unless you have some specific ability to control beasts, you can still summon a batterboar, ceratok or raktusk to serve you as a mount in the rubblebelts. Also, when you are sent on a raid or other mission, your clan&#039;s [[druid]] will give you a Gruul Charm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celebrated (Renown 25)&#039;&#039;&lt;br /&gt;
::Your clan knows and admires you, and even other clans nearby are starting to take notice of you. Such is the respect you command that not only will your clan druid cast spells for you on request, but you have picked up a personal entourage of 2d4 anarchs and 3 [[berserker]]s or 3 [[ogre]]s, who eagerly follow you into battle. Your chief will start getting edgy around you at this point, because you&#039;ve now become a potential threat to their leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chieftain (Renown 50)&#039;&#039;&lt;br /&gt;
::Your name commands admiration, respect and fear. You can now challenge your former chieftain to a trial by combat to take their place, or ask the warriors loyal to you to follow you into the rubblebelts and found a new clan.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;br /&gt;
{{Template:NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:C82D:2C76:A8B4:8B53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cult_of_Rakdos&amp;diff=156575</id>
		<title>Cult of Rakdos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cult_of_Rakdos&amp;diff=156575"/>
		<updated>2018-12-21T19:38:19Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:C82D:2C76:A8B4:8B53: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rakdos Logo.png|center]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
[http://www.youtube.com/watch?v=WccfbPQNMbg So let&#039;s get a party going] — Andrew W.K.&lt;br /&gt;
[[File:Havoc Festival.jpg|500px|right|thumb|A Rakdos party is a flop if anyone lives to talk about it.]]&lt;br /&gt;
The Cult of Rakdos is the guild that likes to party. And not those opulent wine tasting parties. We&#039;re talking raves and shit. Rakdos and his followers just like to have a good time. Nobody parties harder than the Cult of Rakdos. Ain&#039;t no Party like a Rakdos Party. Imagine [[Slaanesh]] without the perfection. Unfortunately some guilds *cough* [[Azorius]] and [[Boros]] *cough* sometimes take it upon themselves to be the fun police (one of those guilds is, infact, the actual police). Massacre girl once said: &amp;lt;blockquote&amp;gt;&amp;quot;You can always count on the Azorius to ruin a party.&amp;quot;&amp;lt;/blockquote&amp;gt; And of course, nothing ruins a party like Boros &amp;lt;blockquote&amp;gt;&amp;quot;killjoys bursting through the door and setting all the guests free.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
==Slaughter Games==&lt;br /&gt;
The Dark Carnival is in town —Creature Feature.&lt;br /&gt;
&lt;br /&gt;
This is event, is more or less a carnival with blood sports (if bloodsports didn&#039;t have the connotation of only non-human blood), hosted by the Cult of Rakdos. It is also the name of [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=290532 this card]. The event is not annual [http://magic.wizards.com/en/articles/archive/uncharted-realms/slaughter-games-2012-10-13]. If you are close enough you might be &#039;&#039;lucky&#039;&#039; enough to receive a free, and &#039;&#039;compulsory&#039;&#039;, &amp;quot;invitation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Cult of Rakdos is a collection of loose groups called &amp;quot;rings&amp;quot; which are each led by a ringmaster.&lt;br /&gt;
==Guild Members==&lt;br /&gt;
[https://www.youtube.com/watch?v=4A1SiQkPqYM Who&#039;s gonna make this party started‽ Me!] — Andrew W.K.&lt;br /&gt;
===Guild Master===&lt;br /&gt;
Guild master and Parun, Rakdos is a fatass demon who&#039;s been around almost as long as Niv-Mizzet, but only got a fraction of his exposure. Likes to PARTY HARD and call for increasingly violent and sensual performances. Like Niv, Rakdos has a card from Ravnica and another from Return.&lt;br /&gt;
====Cards====&lt;br /&gt;
=====Ravnica Block=====&lt;br /&gt;
His first card printed was a demon tribal card in a set that didn&#039;t have a demon tribal theme [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107438]... [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185812 then wizards at some point printed a legendary creature, that is a demon, plays well with Hellbent, and is in Rakdos Colors] that, colors aside, has no connection to the Cult of Rakdos.&lt;br /&gt;
=====Return to Ravnica=====&lt;br /&gt;
His second card is a 6/6 flying trample legendary creature for 4 mana that basically gives your creatures the not key worded ability &amp;quot;pain cast&amp;quot;. That being said, his fairly low CMC doesn&#039;t make him super easy to cast (on account of color restrictions) and the fact he can only be cast if an opponent has lost life this turn.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
===Others===&lt;br /&gt;
====Massacre Girl====&lt;br /&gt;
[[File:massacre_girl.jpg|right|thumb|Beware of [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265371 imitators]. Seriously those guys are dangerous too.]]&lt;br /&gt;
She likes to have a good time. Fun police at your own (and your loved ones&#039;) risk.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Hellbent===&lt;br /&gt;
Hellbent is an ability that turns on if your hand is empty. Saying someone is hellbent in mtg is slang for they have no hand, regardless if they have any benefits from being hellbent. For example, affinity players often become hellbent because of affinity&#039;s low mana curve. Lots of hellbent cards are at best barely above par &#039;&#039;even with hellbent active&#039;&#039;. Being hellbent is a pretty steep price as not only do you not have stuff to use in your hand, but only a careless opponent will buy a bluff that you have something useable in your hand, as the &#039;&#039;amount&#039;&#039; of cards in your hand is &#039;&#039;not&#039;&#039; [[hidden information]]. Also you can&#039;t lie about anything other than hidden information, which makes bluffing without cheating difficult, if not impossible.&lt;br /&gt;
&lt;br /&gt;
=== Paincast===&lt;br /&gt;
This mechanic was made for Rakdos&#039;s guild for it&#039;s return in the Return to Ravnica block. It was largely scrapped and hardly left R&amp;amp;D at all. It lost it&#039;s status as a keyword ability. Rakdos, Lord of Riots basically gave all your creatures paincast.&lt;br /&gt;
&lt;br /&gt;
===Unleash===&lt;br /&gt;
A card with unleash may enter the battlefield with a +1/+1 counter on it. If a card with unleash has a +1/+1 counter on it, it can&#039;t block (while the origin of the counter is irrelevant, obviously this is usually from the enter the battlefield option). Originally the drawback was &#039;must attack if able&#039;, but [[MaRo]] thought having can&#039;t block instead would be more flavorful and play better [http://archive.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/mm/225].&lt;br /&gt;
&lt;br /&gt;
===Spectacle===&lt;br /&gt;
A card with spectacle has an alternate Mana cost that may be paid if an opponent took damage earlier in the turn.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Like all of the ten guilds, the Cult of Rakdos appeared in the Guildmaster&#039;s Guide to Ravnica, a [[splatbook]] for [[Dungeons &amp;amp; Dragons 5th Edition]]. Here, it was handled as a combination of Background and Faction, with the player choosing the &amp;quot;Rakdos Cultist&amp;quot; background to certify they have membership, and being able to earn Renown. This is a new system to 5e, and basically is a kind of abstractified experience; you start off as a general worker (Renown 1), and as you complete missions for the Guild or do things that get you noticed, your Renown increases, giving you increased abilities. Of course, if you publicly screw things up for your guild, your esteem will drop and you can loose Renown.&lt;br /&gt;
&lt;br /&gt;
Characters from the Cult of Rakdos are most likely to be [[Human]]s and [[Goblin]]s, although the [[Minotaur]] racial lore states that they also have a strong presence in the Cult. The most iconic classes associated with this guild are the [[Barbarian]] (Berserker, Zealot), [[Bard]] (Colleges of Swords and Valor), [[Fighter]] (Champion, [[Gish|Eldritch Knight]]), [[Rogue]] ([[Swashbuckler]], [[Thief]]), and [[Warlock]] (Fiend)&lt;br /&gt;
&lt;br /&gt;
===Rakdos Cultist Background===&lt;br /&gt;
Skill Proficiencies: Acrobatics, Performance&lt;br /&gt;
&lt;br /&gt;
Tool Proficiencies: One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
Languages: Choose either Abyssal or Giant&lt;br /&gt;
&lt;br /&gt;
Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torches, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice&lt;br /&gt;
&lt;br /&gt;
Feature: Fearsome Reputation&lt;br /&gt;
::People recognize you as a member of the Cult of Rakdos, and they&#039;re careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.&lt;br /&gt;
&lt;br /&gt;
To further represent the Guild&#039;s training and philosophical impact, spellcasters (that is, anyone with the Spellcasting or Pact Magic class feature) gain bonus spells to their spell list based on the guild. For the Cult of Rakdos, that&#039;s the following:&lt;br /&gt;
::Spell Level	Spells&lt;br /&gt;
::Cantrip	fire bolt, vicious mockery&lt;br /&gt;
::1st	burning hands, dissonant whispers, hellish rebuke&lt;br /&gt;
::2nd	crown of madness, enthrall, flaming sphere&lt;br /&gt;
::3rd	fear, haste&lt;br /&gt;
::4th	confusion, wall of fire&lt;br /&gt;
::5th	dominate person&lt;br /&gt;
&lt;br /&gt;
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent&#039;s mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target&#039;s face.&lt;br /&gt;
&lt;br /&gt;
===Cult of Rakdos Renown===&lt;br /&gt;
Renown amongst a guild as anarchic as the Cult of Rakdos is, obviously, more visceral than some. Rank means nothing to them, but fame? Now that&#039;s another story. Your renown measures how well known you are, both in the Cult and out, which in turn gives a rough idea of how much respect (and fear) you elicit.&lt;br /&gt;
&lt;br /&gt;
Extra (Renown 3)&lt;br /&gt;
::You&#039;re basically nobody. The only difference is that you&#039;ve earned enough of a name to be allowed to perform on a Cult &amp;quot;stage&amp;quot;, instead of just running around handling the grunt-work. It&#039;s a bloody and dangerous place to be in, as you&#039;re the most expendable guy/girl/whatever around, but hey, that&#039;s showbusiness!&lt;br /&gt;
&lt;br /&gt;
Sideshow Act (Renown 10)&lt;br /&gt;
::Now people are starting to take notice of you. You&#039;re a long way off of achieving top billing, but you&#039;re big enough that rookies and scrubs will often fall in line with you, hoping to ride your coattails to fame when you stage a &amp;quot;performance&amp;quot;. This means that when you go adventuring, you can bring 1d4 tagalongs in the form of cacklers, stage hands (cultists) and extras (thugs) to protect you. Also, if you want, you can head to Rix Maadi and petition for a Rakdos Charm, but you&#039;re too small fry to be assured of safety if you go.&lt;br /&gt;
&lt;br /&gt;
Special Role: Blood Witch (Renown 10, Spellcasting or Pact Magic class feature)&lt;br /&gt;
::Your access to the black magics associated with your demonic Guildmaster, combined with your now-obvious talent for bloodshed and mayhem, earn you the respect of your fellow performers. You&#039;re the closest thing the Cult has to a ranking official; you can&#039;t personally mobilize large numbers of guild members, but individual performers will usually be quick to obey your orders if they aren&#039;t blatantly contradicting your guild&#039;s ethos or the will of Rakdos. Thats aid, earning this position means you&#039;re assigned to torment a particular enemy of the guild, be it an individual, a family, an organization, or even an abstract concept.&lt;br /&gt;
&lt;br /&gt;
Star Performer (Renown 25)&lt;br /&gt;
::You&#039;ve climbed the bloody ladder to stardom, and people watch in awe and terror at your performance. The Cult admires you and envies you with equal amounts, giving you a wide array of lackies (2d4 Rakdos performers and 1d4 Rakdos lampooners) that will follow you on any performance or general riot. Watch out for ambitious underlings out to &amp;quot;cut in&amp;quot;, though. And Rakdos himself might show up to watch you peform, which isn&#039;t necessarily a good thing...&lt;br /&gt;
&lt;br /&gt;
Ringmaster (Renown 50)&lt;br /&gt;
::You&#039;re the big cheese now, the greatest of the greats, a macabre mastermind of spectacles. You&#039;ll always be second banana to Rakdos, of course, but you run your own circus with the power of life and death, with a troupe of 3d120 Rakdos performers that will fight, kill and die for you, as well as the ability to summon 2d4 blood witches to aid your &amp;quot;performances&amp;quot; with their magic.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Rakdos Party.png| It&#039;s time to party!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:C82D:2C76:A8B4:8B53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orzhov_Syndicate&amp;diff=371969</id>
		<title>Orzhov Syndicate</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orzhov_Syndicate&amp;diff=371969"/>
		<updated>2018-12-21T19:34:16Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:C82D:2C76:A8B4:8B53: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orzhov Logo.png|center]]&lt;br /&gt;
{{Template:NeedsImages}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==History==&lt;br /&gt;
==Structure==&lt;br /&gt;
==Guild Members==&lt;br /&gt;
===Guild Master===&lt;br /&gt;
&lt;br /&gt;
====Obzedat====&lt;br /&gt;
The Orzhov Syndicate is ruled by a council of powerful ghosts. Each were the rulers of their house in the Orzhov, and they&#039;re basically the richest of the rich. One of them was probably the parun of the Guild and passed away, but the Orzhov don&#039;t let stuff like Death get in the way of PROFITS. Some do have human descendants or agents. But they would sell their grandchildren for the right price.&lt;br /&gt;
Both of the the card forms involve your opponent losing life and you gaining life. The new version is pretty ridiculous since they can disappear on your opponent&#039;s turn and then come back and steal life from them, and give it to you.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
===Others===&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Extort ===&lt;br /&gt;
The Extort mechanic is the Orzhov&#039;s ability from the Return to Ravnica block. Essentially when you cast a spell when you have a permanent on your board with the Extort ability you can pay one black or one white mana to have each opponent lose one life which you then gain. You can&#039;t Extort a spell with the same permanent multiple times but if you have multiple permanents with the Extort ability out when you go to cast a spell you can Extort once for each of them.&lt;br /&gt;
===Afterlife===&lt;br /&gt;
Representing how the Orzhov don&#039;t recognize death as the end of one&#039;s obligations. Creatures with afterlife N leave behind N 1/1 flying spirit tokens, which are presumably the hapless creature along with any other ghosts in their service.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Like all of the ten guilds, the Orzhov Syndicate appeared in the Guildmaster&#039;s Guide to Ravnica, a [[splatbook]] for [[Dungeons &amp;amp; Dragons 5th Edition]]. Here, it was handled as a combination of Background and Faction, with the player choosing the &amp;quot;Orzhov Representative&amp;quot; background to certify they have membership, and being able to earn Renown. This is a new system to 5e, and basically is a kind of abstractified experience; you start off as a general worker (Renown 1), and as you complete missions for the Guild or do things that get you noticed, your Renown increases, giving you increased abilities. Of course, if you publicly screw things up for your guild, your esteem will drop and you can loose Renown.&lt;br /&gt;
&lt;br /&gt;
Characters from the Orzhov Syndicate are most likely to be [[Human]]s. The most iconic classes associated with this guild are the [[Cleric]] (Order), [[Fighter]] (Battlemaster and Champion), [[Paladin]] (Oath of Conquest), [[Rogue]] ([[Assassin]], [[Thief]]), and [[Wizard]] ([[Abjurer]], [[Diviner]], [[Enchanter]], [[Necromancer]])&lt;br /&gt;
&lt;br /&gt;
===Orzhov Representative Background===&lt;br /&gt;
Skill Proficiencies: Intimidation, Religion&lt;br /&gt;
&lt;br /&gt;
Languages: Two of your choice&lt;br /&gt;
&lt;br /&gt;
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin)&lt;br /&gt;
&lt;br /&gt;
Feature: Leverage&lt;br /&gt;
::You can exert leverage over one or more individuals below you in the guild&#039;s hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.&lt;br /&gt;
&lt;br /&gt;
To further represent the Guild&#039;s training and philosophical impact, spellcasters (that is, anyone with the Spellcasting or Pact Magic class feature) gain bonus spells to their spell list based on the guild. For the Orzhov, that&#039;s the following:&lt;br /&gt;
::Spell Level	Spells&lt;br /&gt;
::Cantrip	friends, guidance&lt;br /&gt;
::1st	command, illusory script&lt;br /&gt;
::2nd	enthrall, ray of enfeeblement, zone of truth&lt;br /&gt;
::3rd	bestow curse, speak with dead, spirit guardians&lt;br /&gt;
::4th	blight, death ward, Leomund&#039;s secret chest&lt;br /&gt;
::5th	geas&lt;br /&gt;
&lt;br /&gt;
Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls.&lt;br /&gt;
&lt;br /&gt;
===Orzhov Syndicate Renown===&lt;br /&gt;
To rise in the ranks of the Orzhov Syndicate requires devotion, dedication and deviousness. Whilst your precise responsibilities depend on whether you are a Priest (cleric), Advokist (wizard) or Enforcer (fighter or rogue), everybody starts at the bottom; working your way up requires knowing when to take orders and when to take blackmail notes. Leverage is the currency that the internal Syndicate runs on.&lt;br /&gt;
&lt;br /&gt;
Rank 1: Syndic (Renown 3)&lt;br /&gt;
::You are a low-ranking functionary; borrowers will defer to you and perform small favors that require no significant risk, effort or cost, whilst the bulk of your work entails performing similar tasks for your superiors.&lt;br /&gt;
&lt;br /&gt;
Rank 2: Knight (Rank 1 and Renown 10)&lt;br /&gt;
::At this rank, you earn a unique title, gain authority over syndics, and are trusted to transport large sums of money. You earn a salary that provides you with a comfortable lifestyle between adventures, and when sent on a mission that poses a potential threat, you receive an Orzhov Charm. You have the authority to demand service from borrowers, even indentured spirits, but doing this counts as credit against their debt, so be careful about doing this. Your superiors will take note of largesse and chastise you accordingly.&lt;br /&gt;
&lt;br /&gt;
Rank 3: Ministrant (Rank 2 and Renown 25)&lt;br /&gt;
::This is the highest position that you can normally attain without being born into the Syndicate itself. Your salary increases to gran a wealthy lifestyle, and you are given a personal servitor thrull (which will be replaced in 1d4 weeks if you get it killed, so long as your superiors judge you aren&#039;t abusing it), as well as a staff of 2d4 knights and 4d8 syndics. This personal staff will obey you, but you will be punished for using them to carry out work other than that which you have been assigned by your pontiff.&lt;br /&gt;
&lt;br /&gt;
Rank 4: Pontiff (Rank 3 and Renown 50)&lt;br /&gt;
::The highest possible rank in the Syndicate, you have become one of the executive managers who enact the will of the Ghost Council. You have authority over a staff of 2d6 ministrants, each with their own staff of 2d4 knigths and 4d8 syndics. You now command a personal staff of 2d4 servitor thrulls and winged thrulls, can maintain an aristocratic lifestyle on your salary, and are even privileged to occasionally speak to members of the Obzedat.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:C82D:2C76:A8B4:8B53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Azorius_Senate&amp;diff=76242</id>
		<title>Azorius Senate</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Azorius_Senate&amp;diff=76242"/>
		<updated>2018-12-21T19:26:20Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:C82D:2C76:A8B4:8B53: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
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[[File:Azorius Logo.png|center]]&lt;br /&gt;
[[File:Bureaucracy.jpeg|frame|One of the first Azorius cards]]&lt;br /&gt;
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{{stub}}&lt;br /&gt;
==History==&lt;br /&gt;
==Structure==&lt;br /&gt;
* Guild Master Isperia has 3 arbiters who advise her.&lt;br /&gt;
&lt;br /&gt;
* A senate that passes laws that are largely ignored until they roll in the troops AND BEAT SOME LAW AND ORDER INTO ANYONE WHO DISAGREE&#039;s.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Absolutely hierarchical. Most Azorius functionaries report to one superior and have two guild members that report to them, creating a pyramidal command structure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://mtg.wikia.com/wiki/Azorius_Senate&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
===Guild Masters===&lt;br /&gt;
====Grand Arbiter Augustin IV====&lt;br /&gt;
He was Guild Master during Dissension. After he died by a spike containing the soul of his arc Nemesis shoved through him litterally ripping his soul to peices then having an airship crash into his guildhall and explode, (the Azorious senate passed so many flight restrictions after that) he was subsequently replaced by his champion Isperia the Inscrutable. who renamed herself &amp;quot;Drum roll please&amp;quot; (refer to next section).&lt;br /&gt;
&lt;br /&gt;
====Isperia, Supreme Judge====&lt;br /&gt;
Isperia, a female sphinx and now Supreme Judge who moved the Azorious senate and sentenced Jace to be ruler of Ravnica as community service (BEST SENTENCE EVAR) during the Implicit Maze incident (hilarious results at court).&lt;br /&gt;
&lt;br /&gt;
====Azor====&lt;br /&gt;
Azor is the parun (founder) of the Azorius. He&#039;s a sphinx and is on the plane of [[Ixalan]] for reasons involving [[Ugin]], and is also a colossal douche. Fun Fact, a last minute change to his card was to his mana cost so it is in line with how Guild Masters are costed (double one color, double another color, and possibly more generic mana added on top).&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
Isperia used to be champion (SEE ABOVE), although now that she&#039;s the master she has appointed Lavinia of the tenth to be her champion who basically is Ravinca&#039;s gender swapped [[Judge Dredd]].&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Forecast===&lt;br /&gt;
Surprisingly this is not much of a control mechanic. This is because development told design that WU control [[fail|was a bit stronger than they liked]] and didn&#039;t want it getting new toys. Forecast traces it&#039;s heritage to the Un-card [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Infernal%20Spawn%20of%20Evil Infernal Spawn of Evil]. [http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/mm/219]&lt;br /&gt;
&lt;br /&gt;
===Detain===&lt;br /&gt;
Blue and White are 2 of the colors most inclined to be in a control deck (and are also 2 of the most control freak color philosophy wise). Detain feels kind of control-ish (although it is actually made to not slow down the game too much). Detained permanents are unable to attack or block and can&#039;t use their activated abilities. A detainment lasts until the detainer&#039;s next turn. Detain was initially based off tapping a creature, but they decided to make it more like the card [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Arrest Arrest]. The duration of &#039;till your next turn&#039; was chosen because it was short enough to remember but long enough to matter. WotC reserves the ability to detain any non land permanent on UW gold cards. Mono-color cards are allowed to detain creatures.&lt;br /&gt;
&lt;br /&gt;
=== Addendum===&lt;br /&gt;
Representing the bureaucratic preference to do things slowly and with deliberate timing, addendum marks a bonus that a spell gets when cast during the owner&#039;s main phase.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Like all of the ten guilds, the Azorius Senate appeared in the Guildmaster&#039;s Guide to Ravnica, a [[splatbook]] for [[Dungeons &amp;amp; Dragons 5th Edition]]. Here, it was handled as a combination of Background and Faction, with the player choosing the &amp;quot;Azorius Functionary&amp;quot; background to certify they have membership, and being able to earn Renown. This is a new system to 5e, and basically is a kind of abstractified experience; you start off as a general worker (Renown 1), and as you complete missions for the Guild or do things that get you noticed, your Renown increases, giving you increased abilities. Of course, if you publicly screw things up for your guild, your esteem will drop and you can loose Renown.&lt;br /&gt;
&lt;br /&gt;
Characters from the Azorius Senate are most likely to be [[Human]]s or [[Vedalken]]s. The most iconic classes associated with this guild are the [[Bard]] (College of Lore), [[Cleric]] (Knowledge and Order [[Cleric Domain]]s), [[Fighter]] (Battle Master, Champion, [[Cavalier]], Champion, [[Gish|Eldritch Knight]]), [[Paladin]] (Oath of Vengeance), [[Rogue]] (Inquisitive), and [[Wizard]] ([[Abjurer]], [[Diviner]], [[Enchanter]]). Theoretically, the Oath of the Crown Paladin would work too, but no subclasses from the SCAG are mentioned in the GGR.&lt;br /&gt;
&lt;br /&gt;
===Azorius Functionary Background===&lt;br /&gt;
Skill Proficiencies: Insight, Intimidation&lt;br /&gt;
&lt;br /&gt;
Languages: Two of your choice&lt;br /&gt;
&lt;br /&gt;
Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins)&lt;br /&gt;
&lt;br /&gt;
Feature: Legal Authority&lt;br /&gt;
::You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you&#039;re dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.&lt;br /&gt;
&lt;br /&gt;
To further represent the Guild&#039;s training and philosophical impact, spellcasters (that is, anyone with the Spellcasting or Pact Magic class feature) gain bonus spells to their spell list based on the guild. For the X, that&#039;s the following:&lt;br /&gt;
::Spell Level	Spells&lt;br /&gt;
::Cantrip	friends, message&lt;br /&gt;
::1st	command, ensnaring strike&lt;br /&gt;
::2nd	arcane lock, calm emotions, hold person&lt;br /&gt;
::3rd	clairvoyance, counterspell&lt;br /&gt;
::4th	compulsion, divination&lt;br /&gt;
::5th	dominate person&lt;br /&gt;
&lt;br /&gt;
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.&lt;br /&gt;
&lt;br /&gt;
===Azorius Senate Renown===&lt;br /&gt;
Naturally, Renown in the Azorius Senate is based on the firm laws of hierarchy; no matter how famous you get, your promotions won&#039;t come if your superior officers disapprove of you.&lt;br /&gt;
&lt;br /&gt;
Rank 1: Official (Renown 3)&lt;br /&gt;
::You gain a title based on your class: Justicar for Lawmage (Abjurer, Enchanter, Order Cleric) or Precognitive Mage (Diviner, Knowledge Cleric), Officer for Arrester (Fighter, Paladin), Scribe for Elocuter (Bard) or Bureaucrat (anything else). At this rank, you can order Azorius recruits to perform mundane, non-threatening tasks and errands for you, and earn a salary that supports you at a modest lifestyle.&lt;br /&gt;
&lt;br /&gt;
Rank 2: Authority (Rank 1 and Renown 10)&lt;br /&gt;
::Your title changes again; Justicars become Deputies, Officers become Imperators, and Scribes become Emissaries. When undertaking a mission on the guild&#039;s behalf, you are granted an Azorius Charm and can requisition the aid of a low-level Azorius enforcement squad (1d4 arresters and 1 lawmage) for the mission. Your salary increases to supporting you at a comfortable lifestyle.&lt;br /&gt;
&lt;br /&gt;
Rank 3: Minister, Judge or Senator (Rank 2 and Renown 25)&lt;br /&gt;
::Your title changes again depending on which of the three columns of the Senate you have decided to attain rank in; Minister for Law Enforcement, Judge for the Judiciary, and Senator for the Legislative Body. You can request the aid of a large Azorius enforcement squad (3d4 arresters and 1-2 lawmages), and your salary increases to the wealthy lifestyle.&lt;br /&gt;
&lt;br /&gt;
Rank 4: Arbiter (Rank 3 and Renown 50)&lt;br /&gt;
::This is the highest possible rank for you to achieve, second only to the Guildmaster. There are only three Arbiters, each of which has absolute authority over their senatorial column, so you won&#039;t be promoted to this rank whilst the current incumbent is still alive. Don&#039;t get any funny ideas, though; this isn&#039;t the [[Golgari Swarm]] - dead man&#039;s boots does NOT apply here.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;br /&gt;
{{Template:NeedsImages}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:C82D:2C76:A8B4:8B53</name></author>
	</entry>
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