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== Guilds == Ravnica is run by ten guilds, each of which embodies two of Magic's colors: ; The [[Azorius Senate]]: White and Blue. Boros may be THE LAW, but the Azorius Senate is the legislature and court system. They are known for being extraordinarily stuffy, unproductive, and bureaucratic, having so many laws that it's virtually impossible not to break one. Members include sphinxes, archons (armored entities riding flying felids), Vedalkens (blue humanoids a bit obssessed with perfection) and humans. ; The [[Boros Legion]]: Red and White. THEY ARE [[Judge Dredd|THE LAW]]! Law itself is more of Azorius domain however, the Boros are more concerned with what they believe to be justice. They are the military of Ravnica, and are unparalleled in tactics, if lacking in vision. Essentially self-righteous knight templars that will punch you first and then tell you your rights if you commit any crime. Members include angels, humans, giants and to a lesser extent goblins, viashinos (a race of lizardfolks) and minotaurs. ; [[House Dimir]]: Blue and Black. The guild of spies and assassins, although officially they work as the reporters and messengers of the city, which helps them spy even more (one of their stated functions is to undermine the [[Guildpact]] to tease out errors, which some militant organizations might define as instigators/insurgents), so secretive that its very existence was considered a myth until a big storyline reveal. Since the fall of the [[Guildpact]], and during the rise of its replacement, they have schemed against the greater good and nearly destroyed much of Ravnica in Dragon Maze. All this subterfuge applied to the goal of being the last guild standing unopposed. Members include vampires (the Big, mind eater kind), humans, shapeshifters, specters and fairies. ; The [[Izzet League]]: Blue and Red. Mad scientists, [[wizard]]s, artificers and inventors, ruled by the [[dragon]] [[Niv-Mizzet]]. They're a little fuzzy on the idea of "safety", while also being tasked with maintaining and improving the city's infrastructure. When asked how much power is required, Izzet mages always answer "More". This leads to [[Dwarf Fortress]] style FUN. Members include goblins, humans, fairies, minotaurs, cyclops and viashinos. ; The [[Golgari Swarm]]: Black and Green. Bugs, critters, moss, and undead. Functions as the waste management/food production guild by growing edible stuff using the city's trash. Was given one of the most broken keyword mechanics in any cardgame, then a dud one. They are mostly sewer-dwelling, and frequently pessimistic. Members include Devkarin elves (the somewhat dark type), gorgons, Krauls (a race of intelligent insects), trolls and humans plus a smattering of rarely portrayed "teratogens", which is a catch all term for beast-people and anyone who is not an elf in the guild. ; The [[Gruul Clans]]: Red and Green. Formerly in charge of keeping Ravnica connected to nature, the Gruul are not so much a unified faction as a bunch of clans of [[Chaotic Neutral]] anarchists. They were formally barbaric park rangers. Really. After getting their duties usurped by the other guilds and essentially exiled to the fringes of the city, the Gruul are now mostly in favor of tearing down structures and the city in general, returning to the wild nature that they revere. Some of them believe in the return of a [https://scryfall.com/card/war/133/ilharg-the-raze-boar giant stompy boar god] that will mark the end of all civilisation. Members of the Gruul includes pretty much whoever doesn't feel at home in a more civilised group, which means pretty much any race can end up with them: humans, centaurs, ogres, cyclops, viashinos, trolls, goblins and all the wild beasts you could expect them to befriend until they feel hungry. ; The [[Orzhov Syndicate]]: White and Black. They act like a church, but they're really all about the money and function as a debt-collecting, guilt-inducing mafia. Their power is both in holiness, and shadow, and extends beyond death. Beware a contract with them. In short, think Supernatural version of the Mafia, who revel in making offers you can't refuse. Members include spirits, humans, vampires (the boring blood drinking kind), angels (the kind that look like if death decided to try sexy) and a bunch of homonculus made from the flesh of the people whose spirits they "collected" called Thrulls. ; The [[Cult of Rakdos]]: Black and Red. They're a [[Chaotic Evil]] [[Slaanesh| pleasure cult]]/carnival/assassins guild that other guilds keep around for cleaning up loose ends, and because they would be just that painful to remove, not that some aren't trying. They also used to handle menial workers, but this has been dropped in newer sets. The Rakdos value showmanship, acknowledge that life is short, and specialize in shortening it more for a bloody show, all with the purpose of keeping their demonic patron Rakdos entertained. Depending on who you ask the spectacles either draw him closer to awakening or keep him busy and out of world ending mood. Members include humans (with a high pain tolerance), goblins, ogres and a bunch of devils and demons that wouldn't look too out of place in a more grimdark setting. ; The [[Selesnya Conclave]]: Green and White. A nature cult that allegedly brainwashes people who join it. Note: not a cult like that of Rakdos, more in the hippie sense. Selesnyans value unity in all things, though not much diversity. They, not the church Orzhova, are the most spiritual on Ravnica. It should be noted that even taking into account the alleged brainwashing, they are the only guild which is not staffed by crazy people, criminals, sadists, madmen, and [[Lawful Stupid|lawfags]]. They are also the only guild who has the phone number of the Worldsoul of Ravnica and get to use this fact to throw their weight around. Members include dryads, elves, loxodons, centaurs and of course humans. ; The [[Simic Combine]]: Green and Blue. Genetic engineers who now dabble in holistic methods. Like Selesnya and (formerly) the Gruul, the Combine maintains what remains of nature on Ravnica, but instead of letting nature take its course, they adapt it to fit with industry and civilization (generally that means creating a bunch of mutant hybrid animals named Krasis, or grafting their members with appendages such as pincers, tentacles or shells). Members include elves, humans, merfolks, vedalkens.
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