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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 20 Jun 2011 : 18:31:12
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I'm thinking about doing a 4E campaign set in Ravnica: City of Guilds, a Magic: The Gathering block and novel trilogy. While I'm using 4E rules, some ideas for story or plot and how the Guilds really come into play is much appreciated. You don't need an in depth knowledge of 4E (or D&D in general) to help and I really want to get this thing off the ground. So for some ground rules, I was going to require the PCs to be apart of a guild. This should help fuel some interesting Role-Play elements as well stir the pot when it comes to the guilds coming at odds (if that happens). I'll explain the different Guilds how their motives and important people.
Couple of things I need to square away first are:
What time to place the story? At first, I was thinking of doing it during the novel series but there's so much stuff going on that I think the PC significance might be underminded. And there's a LOT of inter-guild fighting so we really wouldn't want the PCs fighting eachother to the death. So I'm leaning more towards 50 to 100 years after the Dissention novel. Your thoughts?
Merging the Power Sources of 4E with the Guilds of Ravnica? For those that are unfamiliar with 4E, classes have Roles and are based on Power Sources. Wizard, for example, are Arcane while Fighters are Martial. Clerics and Paladins are Divine and Druids/Barbarians are Primal. So I was thinking of the PC's choice of class determining which Guild is most acceptable to them. A Necromancer-based Mage would fit well in the Golgari, Dimir, and Orzhov guilds but no so much in the Gruul or Selesnya guilds. Obviously Arcane is a broad enough power source to be in almost 8 out of 10 guilds while the Divine power source might only see usefulness in Azorius, Orzhov, and Selesnya.
What level should I start at? I'm thinking in terms of 4E here, so at 1st level / early Heroic or should I start late Heroic (lvl 7-10) and go into Paragon tier?
Overall theme. Should it be high fantasy or gritty and cold? High fantasy is what Magic: The Gathering is all about as ther are Dragons, Planewalkers, and magical weapons/items/power abound. But there are elements of the game that make it seem like your plowing through a field of Dross and zombies and the oppressive nature of Black magic, Mechanical monsters, and instant death at the wrong step. Should I play up one more than the other, an equal balance of the two depending on location, or another idea all together?
The BBEG, 1 guy to rule them all or a council of Evil to contend with? Based on the novels, there were quite a few evil players doing their own thing, which culminates into one epic showdown. Should it be smaller, separate plots to the overall plot or are they all working towards the same goal for one Master?
[*]Racial and/or class restriction? Ravnica is a very robust setting, with fantastic creatures and unique magic and abilities. As such, most of 4E's mechanics and diversity play well into the setting. There are, however, some things that I've not seen in Ravnica that are iconic to D&D. To name one is Dwarves. They're practically non-existant on Ravnica. There are other aspect that don't fit thematically either such as Shifters, Genasi, Deva. Should I exclude them from the setting/game altogether or try to work with adding them in somehow/somewhere?
Thanks in advance!!
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 20 Jun 2011 : 18:38:38
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To further extrapolate the diversity of the Guilds, here's a brief overview of each guild and the colors associated with them. I'm going to add the 4E classes (and sub-classes) that closely match the Guild.
There are 10 guilds for PCs to choose from:
The Boros Legion (red/white): The militaristic guild, they act as enforcers of order on Ravnica, and are not against using force to keep the peace. The Boros Legion is epitomized by the actions of the Wojek League, the police force of Ravnica. They are inspired by the archangel Razia. The champion, Agrus Kos, is a Wojek police officer and was the main character in the Ravnica novels. Classes Associated: Avenger, Barbarian (Berserker), Bladesinger, Fighter (Knight/Slayer), Monk, Paladin (Cavalier), Warlord. Committed Race: Minotaurs
The Golgari Swarm (green/black): A sect which emphasizes that death is an essential aspect of the life cycle, and which to that end encourages death and plague in order to foster regrowth. They are ruled by a trio of sibling gorgons called The Sisters of Stone Death (Lydya, Lexya and Ludmilla), but their rule is being contested by the elvish shaman Savra. Classes Associated: Assassin (Executioner), Blackguard, Druid (only), Mage/Witch (only), Monk, Ranger (Hunter, Scout), Rogue (Thief), Seeker, Shaman, Vampire, Warden, Warlock (Hexblade). Committed Race: Devkarin Elves (Drow)
The Selesnya Conclave (green/white): A quasi-monastic order whose members are zealously dedicated to keeping life in balance. The Conclave disapproves strongly of individuality, holding that the good of the whole is always more important than that of a single being. It is directed by The Chorus of the Conclave, a group of mostly ancient dryads. A preacher named Tolsimir Wolfblood is their champion. Classes Associated: Cleric (Warpriest), Druid (Protector, Sentinel), Fighter (only), Ranger (Scout, Hunter), Seeker, Shaman, Warden, Warlord. Committed Race: Saporlings (Wilden)
House Dimir (blue/black): A shadowy guild that few of the common people of Ravnica are sure still exists. The other nine guilds know it does, and that it traffics in secrets, employing a network of spies and assassins to discover them and enforce their use in blackmail. It is led by the eldritch psionic vampire Szadek and the mysterious champion of the guild Circu, Dimir Lobotomist. Classes Associated: Ardent, Assassin (Executioner), Battlemind, Binder, Blackguard, Psion, Rogue (Thief), Sorcerer, Vampire, Warlock (Binder, Hexblade), Wizard (Mage, Witch). Committed Race: Spirits (Shades) The Orzhov Syndicate (white/black): While masquerading as a religion, the Orzhov are actually Mafia-like business people. With no economic transaction that isn't directly or indirectly under their control, they are directed by the Ghost Council of Orzhova, composed of the spirits of former Orzhov Patriarchs and Matriarchs. Teysa, Orzhov Scion, is the champion of the guild, and plays a major part in the book series. Classes Associated: Assassin (Executioner), Avenger, Battlemind, Blackguard, Cleric (Warpriest), Knight (only), Runepriest, Vampire, Warlock (Binder, Hexblade). Committed Race: Thrulls (Revenant)
The Izzet League (blue/red): Like mad scientists, the Izzet are responsible for almost all of the beneficial technologies and magics that keep Ravnica running. Unfortunately, their impulsive and reckless research principles mean that just as many have failed experiments with explosive results. Their guild leader is an extremely intelligent but temperamental and egotistic dragon wizard named Niv-Mizzet, the Firemind. The champions of the Izzet are a husband-wife pair of wizards named Tibor and Lumia. Classes Associated: Ardent, Artificer, Bard (Skald), Psion, Sorcerer, Swordmage, Warlock (Hexblade), Wizard (Bladesinger, Mage, Witch). Committed Race: Goblins
The Gruul Clans (red/green): The Gruul Clans were originally the Guild of Savage Nature, appointed to speak for and protect the people who lived in the harsh natural environments of Ravnica. As the city expanded over nature, the other nine guilds (specifically the other Green-oriented guilds) began appointing themselves as nature's defenders. Eventually phased out entirely by the rest of the guilds, the Gruul fractured into a myriad of different clans, all bent on destroying civilization. Some do it for revenge, others simply because they like to smash stuff. The biggest clan is ruled by the cyclops Borborygmos. Despite not being affiliated with any of the clans, the members view Ulasht, the Hate Seed as their champion as it represents all they stand for. Classes Associated: Barbarian (Berserker), Druid (Protector), Fighter (Slayer), Ranger (Hunter, Scout), Runepriest, Seeker, Shaman, Skald (only), Warden, Warlord. Committed Race: Goliaths
The Azorius Senate (white/blue): The lawmakers of Ravnica, founded by Azor, hence the name Azorius Senate. The Senate is obsessed with keeping the status quo, no matter the cost. Their current leader, Grand Arbiter Augustin IV, believes that the best way to serve the city is to make any sort of action illegal. For his hierarchical and bureaucratic guild, history, stability, and the rule of law are paramount. The Grand Arbiter consults a sphinx known as Isperia the Inscrutable, who is the champion of the Azorius. Classes Associated: Artificer, Avenger, Cleric (Warpriest), Paladin (Cavalier), Runepriest, Sorcerer, Swordmage, Wizard (Bladesinger, Mage). Committed Race: Vedalken (Kalashtar)
The Cult of Rakdos (black/red): Named after its demon leader, Rakdos the Defiler. The Cult of Rakdos is completely self-absorbed, out only for a good time. However, their idea of a "good time" usually involves murder and mayhem – the more bloody and depraved, the better. The cult would love to rule Ravnica and turn it into one big slaughter-fest, but to them, it's the process of random death and destruction that is fulfilling, not the goal. Fortunately for the Rakdos, their interest in the dark art of death has made them into top-notch mercenaries and assassins, which the other guilds are more than happy to take advantage of. The guild's champion is Lyzolda, the Blood Witch. She is at the forefront of most of the guild's macabre sacrificial ceremonies. Classes Associated: Assassin (Executioner), Barbarian (Berserker), Blackguard, Monk, Rogue (Thief), Sorcerer, Vampire, Warlock (Binder, Hexblade) Committed Race: Daemon (Tieflings)
The Simic Combine (green/blue): The Simic's original role was to protect and preserve what was left of Ravnica's natural ecosystems. Despite their best efforts, they failed, and there is no place on Ravnica that is left to nature. Now, the Simic Combine spends their resources creating new - and often frightening - species of creatures that not only survive in the concrete jungles of Ravnica, but thrive. The guild is headed by the distant and cool elvish biomancer Momir Vig, Simic Visionary. The Simic champion is known as Experiment Kraj, the culmination of all of Vig's previous experiments. It is intended to be the ultimate life form and rapidly "adapts" to change. Classes Associated: Ardent, Artificer, Battlemind, Bard (Skald), Druid (Sentinel), Psion, Swordmage, Wizard (Bladesinger, Mage). Committed Race: Simic Elves (Eladrin)
NOTE: The project is still under construction. |
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Edited by - Diffan on 08 Nov 2012 20:28:10 |
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The Sage
Procrastinator Most High
    
Australia
31799 Posts |
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 21 Jun 2011 : 05:57:15
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quote: Originally posted by The Sage
Ravnica is one of my favourite sets from MtG.
I'm intrigued to see what you'll bring to this, Diffan.
Mine as well. And Thanks ! It was actually the Block that got me back into M:tG and I've been playing for a while since. In any case, I've decided to cross-reference the Classes of 4E (all 36 of them) and the Guilds of Ravnica. For example, the Boros Leigon would have more uses for a Paladin, Avenger, Cleric, and Invoker than a Scout, Warden, and Druid. Of course there's going to be some over-lapping of classes, which is a good thing, since it allows for a more open environment.
I'm thinking about limiting the Races PCs can choose for this campaign. This restriction is to keep in line with the World of Ravnica's continunity as well as focusing PCs to possibly play a Race they're never tried before.
Some restrictions might include: Dragonborn, Dwarf, Eladrin, Halfling, Gnome, Shadar-Kai, Vyrloka. As well as setting races such as Genasi, Changeling, Mul, Kalashtar, etc...
Some races are going to be singled out for specific Guilds, based on their flavor. These might include: Drow: Golgari Swarm; Goliath: Gruul Clan; Revenant: Orzhov Syndicate; Warforged: Izzet League; Deva: Boros Legion; Tiefling: Cult of Rakdos; etc....
Additional races will be added to fill in the gaps of Ravnica's divere population: Goblins (+2 Int; +2 Dex or +2 Con); Loxodon (+2 Con; +2 Str or +2 Wis); Leonal (+2 Str; +2 Dex or +2 Cha). |
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Edited by - Diffan on 21 Jun 2011 05:58:56 |
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 10 Dec 2011 : 13:59:54
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So I'm revisiting this idea and I've come up with a slightly different approach to the Guilds and the associated classes/races. Instead of assigning "Power Sources" to different guilds, I've gone thorough class-by-class and assigned Guilds that work best for them.
I'm also going to assign ONE specific race to each guild that represents the notion that 80% of their peoples work for or in that specific guild:
Azorious Senate: Deva Boros Legion: Minotaur Cult of Rakdos: Tieflings Gruul Clans: Goliath Golgari Swarm: Dark Elves/Drow House Dimir: Shades Izzet League: Goblins Orzhov Syndicate: Revenants Selesyna Conclave: Loxodon (homebrew), Wilden (default) Simic Combine: Eladrin
Any PC that wants to place this race will have an 80% chance of falling into their respective guild, and will have to roll a 20% or less on a d100 to change guilds. |
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 11 Dec 2011 : 04:40:30
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Warlock Pacts on Ravnica
The Dark Pact: The Golgari Swarm— In the dense sewers and moss-covered ruins of ancient Ravnica lies the Golgari swarm, an infestation of undead laborers and necromantic practitioners that believe in the cycle of life, death, and then undeath. Here they pay homage to their necromancer-deity, known as Svogthir. And while he is said to be sleeping, his essence is vividly seen in the Swarm’s magic. Warlocks that strive to make a pact do so with the dark essence of Svogthir.
The Fey Pact: N/A (see developer’s notes below)
The Infernal Pact: The Cult of Rakdos— Those striving for power within this cult draw upon the infernal pact they have made with the demon Rakdos, the Defiler. These worshippers delight in the torture and pain they can inflict upon others and this is shown much in the arcane might they wield. However, not all of Rakdos pacts are made with a gleeful intent to destroy, as there are some that seek to turn his infernal power against his very followers. In any sense, warlocks with the infernal pact are rightly treated with respect in the sub-culture on Ravnica.
The Sorcerer-King Pact: House Dimir— It is said that no one makes a deal without House Dimir’s knowledge and this pact is no exception. Those within the Dimir guild, who strive for more arcane power, seek out the true leader’s influence. A leader in shadows known as Szadek, Lord of Secrets. Once his transformation over you is complete, your expected to serve him and the guilds bidding and prove that you are worthy of such might granted upon you. Dimir warlocks often use their shadowy powers for obtaining information and killing those who’ve said too much.
The Star Pact: The Izzet League— This guild’s penchant for magic is almost unparalleled on Ravnica. Among a few of the Guild’s ranks are those that grasp more than the complex formula of magic to perform feats of arcane might. This is when the Guild’s headmaster gives them a little extra “Umph”. This headmaster is a wizard-dragon is named Niv-Mizzet, the Firemind and he has been known to make pacts with those who’s gazes reach past the sphere they call home and to the stars above. These strange constellations hold untold mysticism that’s just waiting to be exploited for the Guild’s greater purposes. Perhaps you can grasp the unknown knowledge to forge your own fate and that of Ravnicas.
The Vestige Pact: The Orzhov Syndicate— You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority over the Orzhov Syndicate. These remnants are known as the Ghost Council of Orzhova and are diverse in their backgrounds and motives. This pact is forged so that you bind yourself to the Syndicate’s objectives and, if you perish, add your own spirit to their collective. The price does not come without great reward and many Warlocks find strong favor amongst the Ghost Council. (designer’s note: the names found in the Vestiges work just as well as the Ghost Council as they do in the D&D supplements, so I found little reason to change them).
*NOTE: Above, I didn’t list anything for the Fey Pact and it’s due to the simple fact that any remaining Primal essences of the Fey would be largely focused on Primal classes and the like. It’s unlikely that they would be willing to forge pacts in an Arcane-like nature. However, to help include all source material in this setting, if a PC feels inclined to have this pact, then the Selesnya Conclave is probably the best guild that would be acceptable for this pact. |
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Edited by - Diffan on 11 Dec 2011 04:46:07 |
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 17 Dec 2011 : 18:53:56
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Races of Ravnica (Part 1) [PHB]
Viashino (Dragonborn): These intelligent bipedal lizard-folk have lean, muscular builds with a shortened tail. They are strong, agile, and vicious when required. Viashino are descended from dragons which would explain their innate ability to breathe fire and other destructive effects. Sometimes Viashino are awe-inspiring like their bigger kin, emanating a fearsome aura which debilitates foes. Within Ravnican society, Viashinos are found as members of the Boros guild, the wild Gruul Clans, and the savage Cult of Rakdos. Within these guilds, they have found an outlet for their destructive ways that often times betters Ravnica as a whole. Even though Viashino have physically strong attributes, they’re also known for their cunning tactics and using fear and intimidation in and out of combat. They’re also known for more emotional spellcasting such as dealing with Sorcery and making deals with great powers in an attempt to become Warlocks.
Eladrin: Often confused with their more natural brethren, Eladrin (sometimes known as Simic elves) have, by their own estimation, evolved into something superior to that of other elves. Their appearance resembles that of their elven cousins in terms of eye and skin color but they often go bald. Another distinguishing feature are that Eladrin often grow much taller, standing in the 6’1 to 6’4 range, than their elven counterparts. Additionally, their affinity for arcane magic has grown exceptionally and they’ve obtained a quality to teleport short distances. Their history is long and at one time they fought to keep the natural boundaries and elements separate from civilization. Pre-Guildpact wars between the other two tribes of elves led them almost to extinction. As technology and magic crept into the grottos and woodlands of their ancestral home, Eladrin adapted it’s use for the forces of nature. What became an attempt to fuse technology and nature turned into adapting nature though the forced used of technology, and thus the Simic Combine was created. Not all eladrin are apart of the Simic Combine, yet their ancestry can almost be linked there.
Elf: Elves for the most part, have stayed true to their intent to keep nature alive throughout the plane of Ravnica. More commonly known as Silhana elves, they appear much like humans but with pointed ears. Their skin color ranges from a light-pink to a darker tan and their hair can range from browns and blondes to hints of green and blues. Their civiliazation was one of constant warfare with the other two elven tribes (the eladrin, now known as Simic elves, and the Devkarin or “dark elves”). This two-sided war led them to lose their focus and purpose on keeping civilization at bay. In the end civilization has all but won the struggle. The only way the Silhana elves have found to adapt to the high-changing society is to reinvent what it is to be natural. This is where elven architecture has become some of the most glorious in all of Ravnica, molding the buildings of their districts with the trees and natural fauna once found aplenty on the planet into something new. After the retreat of the Devkarin to the sewers and the Simic elves all but wiped out, the Silhana elves set forth to start the Selesnya Conclave, bringing people forth in an effort to keep nature alive on Ravnica.
Half-Elves: Most common are the offspring of Silhana elves and humans, half-elves have proven to be versatile and strong willed. How they go about changing the world is a direct correlation as to how they are brought up and how strong the parents ties are to a particular guild. When the parents come from two different guilds, it’s often assumed that the child and woman will attempt to gain entry into the man’s guild however there are times when the child is split between the two and gains acceptance in both. Their appearance is often a beautiful blend of elven and human attributes, taking the slightly slanted eyes, pointed ears, and shades of hair from the elf yet retaining the strong build and physique of the human. By the time half-elves hit maturity, they’re often required to choose a guild if they have parents in two different ones. Other times, they’re left to pursue their own interests. Eladring (Simic elves) and humans (or sometimes even Vedelkan) often produce half-elves with just as versatile demeanor. However they’re often more cunning and their drive for excellence and perfection makes them more ruthless in their pursuit. Simic half-elves almost always choose the Simic Combine as their guild if one of their parents is a member.
Humans: One of the most prolific and profitable races on Ravnica are humans. Coming from a variety of cultures and styles, humans make up for over half of Ravnica’s population. They’re virtually in every guild and work as laborers, lawmakers, artists, engineers, and a host of other professions. Their dynamic background gives them endless possibilities, but they are also known to switch allegiances between guilds and are not always trusted. Additionally, humans aren’t the strongest, fastest, or smartest races on the world have a more well-rounded application to Ravnica’s always changing society.
Daemon (Tieflings): When Ravnica didn’t resemble a giant city, the inhabitants drilled far down into the mountains for ore and riches. What they unleashed was a fearsome power of chaos and destruction. They had unknowingly released Rakdos, the Defiler. In the time since, he’s been gaining strength through his subjects of the Cult of Rakdos and the demonic-worshiping ways. Unions of mortals and demons often produce offspring, ones called Daemons (and sometimes Tieflings). These half-demonic creatures are fearsome to behold and clearly have a demonic cast to their features. Many daemon exhibit horns on their heads, hooves for feet, red-scaled skin, pointed tails, and a brimstone like odor. These are the progeny of Rakdos. And while many devote themselves to the Cult of Rakdos, there are some who seek a different life. Some may be drawn to the light of the Azorious Senate, the militaristic life of the Boros Legion, or even the magical power that the Izzet League boasts so highly of. Whatever the case may be, Daemon are known for their driven personality and tenacious pursuit for power.
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 08 Nov 2012 : 16:28:57
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*cast Resurrect Scroll*
I've started back up again with fleshing out this campaign setting for more mechanics inclusion. Got the Races of all 3 PHB done, working on outside supplements (FRPG, EPG, Hereos series, etc..)
Races of Ravnica [PHB 2]
Angels (Deva): The original angel is Razia, Boros Archangel and the Parun (founder) of the Boros Guild. She created the other angels as images of herself. As the other angels came to Ravnica to help maintain the peace and harmony that is the Guildpact, they’ve often found companionship amongst the other humanoids throughout the plain. These offspring are known as Deva. They’re partially divine in that their essence is of an Angel but they often don’t have wings or the direct powers some of the stronger Angels possess. Most of the time it’s fairly easy to spot a Deva and they’re referred to Angels out of ignorance. Angels are almost always tied to the Boros Legion and rarely are they found in other Guilds. There are exceptions, however, and some Angels with a mind for more magic pledge themselves to the Azorious Senate while others pledge themselves to the Ghost Council of Orzhov. These angels are known as the “fallen”.
Goliaths: Originally from the outer wastes, the Goliaths hold a strong position amongst the Gruul Clans. Some find civilized life interesting and a departure from the harsh and rugged lifestyle of the ruin plains and Rage pits. These Goliaths usually end up working for the Boros Legion due to the usefulness of their strength and size or as personal guards for important people such as diplomats and senators. Goliaths that don’t conform to civilized life still forage into the more populated areas of the city for resources that cannot be found in the old ruins. These Gruul Goliaths often find enjoyment in creating as much havoc and destruction as they go on their forays.
Shifters: As a race with lineage dating to the days where wildlife was plentiful, the shifter races has learned to adapt to the growing cities and changes to the world as well as any human. This race can easily be found in multiple guilds, serving as scouts to guards and other specialized role that requires Stealth and Strength. • Longtooth: With ties to pack-oriented creatures (wolves), longtooth shifters fare better when mixed in groups. Guilds like the Gruul Clans and the Selesnya Conclave are ideal for their pact mentality and fierce companionship. • Razorclaw: Naturally solitary, these feline people excel when working in the shadows and with speed. They rely on themselves to overcome obstacles and often work alone.
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Diffan
Great Reader
    
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4460 Posts |
Posted - 08 Nov 2012 : 16:49:31
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Races of Ravnica [PHB 3]
Minotaur: These ferocious warriors have a strong moral code about duty and honor. They live for battle and the glory that comes along with it. The majority of Minotaurs work with the Boros Legion and Wojek due to the consistent battle they become engaged in as well as a firm militaristic style that “Tauren” favor. Those few who don’t pledge fealty to the Boros often find their way to the Gruul Clans in the outer plains to make a name for themselves amongst their mighty warriors. Other, more darker, Tauren find their way into the blood lust revelry that is the Cult of Rakdos. These Minotaur often perform ritual scarring and decorate their magnificent horns with heads and other gruesome body parts from enemies they’ve slain.
Saporlings (Wilden): Children born straight from the City-Tree, Vitu-Ghazi, are the embodiment of the Selesnya Conclave and direct care takers of nature within Ravnica. As the City-Tree turns it’s seasons so too do the Wilden. It’s practically unheard of that one of their kind would abandon their home but there have been cases where Vitu-Ghazi has cast her seed into the depths of Ravnica’s underbelly. Wilden found here often have a more primal assertiveness and look towards the upper-world with a sneer of distrust and anger for what they’ve done to nature. These Wilden are often called Drell and offer their services to the Golgari Swarm to better serve nature in such dark places.
Races of Ravnica [FRPG, EPG]
Devkarin (Drow): Devkarin are the dark elves of Ravnica. They make up one of the two elite classes of the Golgari, the other elites being the teratogens. They are presided over by their matka, a high priestess, who until recently was Savra. Devkarin are much like their Silhana Simic cousins but the strive and warfare of their wars drow them deep into the undercity. There, they became devouted to their Necromancer-God, Svothgir. This entity has made pacts with them and shown them that nature can still flourish in the most unique and imaginative ways. That death is a part of life and using the undead to foster that life is a sound alternative to their Silhana cousins ways.
Elementals (Genasi): Elementals are known for being capricious and destructive, yet often align themselves to specific houses that foster and promote their own unique traits. House Dimir and the Simic Combine both use water elementals (commonly known as Tidewater-Kin) while the Boros Leigon and Cult of Rakdos employ fire elementals (also referred to as Flame-Kin). Earth elementals pledge themselves to the growth of nature and the Selesnya Conclave or have a more chaotic and primal spirit and trudge off to the Outer wastes to form or become a part of the Gruul Clans. Air elementals (better known as Windreavers) take to the skies and live in the upper parts of the city. They align themselves with the more lawful and orderly guilds such as the Azorious Senate or Boros Legion.
Golems (Warforged): These artifacts are nearly as adaptable as humans and are found throughout all ten guilds on Ravnica. Their essence is derived from whatever magics can be sought and fused with their artifical bodies. Each Golem looks and acts in accordance with their Guild. While they have their own independence and sentience, most never stray or go far outside their Guild's influence.
Vedalken (Kalashtar): The Vedalkin are a humanoid race of beings that have superior knowledge of arcane magic. Like Simic elves, they've grown both in size and magical abilities. They've also able to break free from their addiction to the Blinkmoth liquid. They stand taller than humans, often ranging in the 6'5 to 7'2 height range and some have been able to aquire a second set of arms. Their attunement of magic has given them the ability of short range telepathy and can communicate with others (Vedalken or not) as freely as usual speech. Due to their orderly ways, Vedalken often take high positions within the Azorious Senate. There they feel their gift for magic (both arcane and divine) helps protect Ravnica and the Guildpact. |
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Edited by - Diffan on 08 Nov 2012 22:53:46 |
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Diffan
Great Reader
    
USA
4460 Posts |
Posted - 08 Nov 2012 : 17:30:01
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Races of Ravnica [Dragon Magazine/Heroes Supplements/Monster Manual]
Thrull (Revenants): Thrulls are souls of the dead returned to a semblance of life by the Ghost Council of Orzhova. Thrulls do not appear as undead horrors or even anything like their former selves. When the Ghost Council reincarnates souls, they exist as their special creations, and they have the bodies of their choosing and creation. In this way, such souls are always marked as representatives of the Orzhova's power. They emerge from the shadow of death fully formed and fully grown, set to handle whatever tasks they have been returned to deal with. Thrulls aren't mindless, however, and can think for themselves. The Ghost Council only has the barest of power over their Thrulls and use their hope of being released to blessed rest to they remain with the Syndicate's directives.
Spirits (Shades): Shades (commonly referred to as "spirits") resemble their original humanoid selves, though they sacrifice their native vitality to the ritual that turns them into slender creatures of shadow. This process is stricly a House Dimir ritual that is secretive and highly protected. While not technically undead, they aren't considered human either. These spirits have darkness-piercing eyes become orbs of dull black, dark gray, or purple. Their coloring takes on subdued hues, with most Spirits shades having pale skin and lank, black hair. Shades prefer dark, somber clothing of silk, suede, or supple leather, decorated with brass and iron. Their metal weapons and tools are coated with special oils that dull any sheen or reflection. The Ritual of Dimir's Embrace has a dramatic effect on longevity, doubling a Spirit's normal life span. Rumors abound of spirits who eventually attain a level of power that allows them to stop aging altogether. It's said that the Szedek, Lord of Secrets first learned of this rituals after he became bored with turning people into Vampires.
Goblins: Goblins stand just over 3 feet tall, with wiry frames that resemble those of human children. Sometimes humorous, sometimes frightening, each goblin’s features are unique and often reflect its personality. Some goblins have long hooked noses and pointy ears, while others have exaggerated fangs or eyes that seem to bug out of their faces. On Ravnica, Goblins are most likely to take to the Izzet League. Their penchant for destructive magic (namley sorcerous) and ingenunity often form fantastic devices and impressive explosions. Goblins who don't fancy magic take to their warlike instincts and hive mentality to become some of Boros Legion's most capable scouts and warriors. |
Diffan's NPG Generator: FR NPC Generator |
Edited by - Diffan on 08 Nov 2012 17:36:33 |
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