Ravnica d20 [Archive] - Wizards Community

Post/Author/DateTimePost
Melpomene

01-27-06, 04:27 PM
Starting to make the initial plans of a campaign set in the sprawling cityscape the is Ravnica. Looking for thoughts, feelings, impressions, as well as any suggestions as to how to build the world completely.
Incubus_Revenant

01-27-06, 07:43 PM
What is Ravnica?
ssvegeta555

01-27-06, 08:02 PM
What is Ravnica?

Ravnica (http://www.wizards.com/default.asp?x=magic/expansion/rav) is the latest magic the gathering set featuring a large city full of guilds.
elven warriorXX

01-27-06, 08:10 PM
Ravnica could work as a D&D setting. It is easy to make a 'City of guilds' setting. I don't know that much about the set but :P
krichaiushii

01-28-06, 10:58 PM
Aside from what is provided in the trilogy of books and the cards themselves, where do you begin?

D&Ding the guilds?

Determining just what races are available and statting out the non-D&D races (or just renaming existing races)?

How would clerics function if the only church is the corrupt Orzhov?

I sincerely wish you good luck, but cannot for myself see where you will begin this task.
Melpomene

01-28-06, 11:14 PM
Well, I wrote up a list of the guilds, with what classes and races match up to them. The Golgari, Boros, and Rakdos (at least) have clerics.
Melpomene

01-29-06, 12:13 AM
Boros
The Boros Legion represents the militant arm of the guilds. It represents the order-keeping element of Ravnica, ensuring that the citizens don’t become too rowdy. The irony being, of course, that the furious and zealous Boros legionnaires can cause almost as much damage as they intend to prevent.

Alignment: Lawful Good, at least on paper. Individual members vary, usually towards Chaos. Their colors are White and Red. Their symbol is a flaming fist.

Leader: Razia, an archangel.

Classes: The Boros are highly militant, and their classes reflect it. Some examples include Champions, Favoured Souls, King’s Troopers, Mage Blades, Marshals, Paladins, Samurai, Soulborne, Warmain, and Warmages.

Races: The Legion is made of a smattering of militant-minded races. Some typical examples include Humans, Dwarves, Minotaurs, Goblins, and Giants of all types.

Quote: “…The Boros have given him the skill of a soldier and focused his heart with a single cause.”

Orzhov
The church of Orzhova is a decaying hall of decadence and deals. The corrupt spirit lords who preside over it dish out spiritual guidance, along with all manner of illicit goods and services, in exchange for power.

Alignment: Lawful Evil. By and large, the guild is bent this way, although a step or two away isn’t unheard of. Their colors are Black and White. Their symbol is an eclipsed sun.

Leader: The Ghost Council, a group of approximately a dozen spirits.

Classes: The church is without an official military or militia. Instead, they rely on deal-making and magic. Typical classes for Orzhov include Clerics, Magisters, Nobles, Tyranny Paladins, and Void Cultists.

Races: The church sports all manner of creatures, but enjoys the company of Bael, Mojh, Spirit Folk, Teiflings, and Verrick.

“Unlike most churches, at Orzhova it’s best to pray before you arrive.”


Selesnya
The arboreal guild of Selesnya keeps the tradition of lovely, luscious greenery alive with massive gardens. The guild produces most of the city’s food, and has become very wealthy off their agricultural prowess.

Alignment: Neutral Good. Some slight bending towards Lawful. Their colors are White and Green. Their symbol is a tree reaching to the sun.

Leadership: The Chorus of the Conclave, a council of dryads.

Classes: These keepers of the natural world feature a number of nature-loving classes. These include Druids, Greenbond, Healers, Rangers, Spirit Shaman, Witches, and Woodsmen.

Races: Creatures which might be lost in the big city find help within the Selesnya guild. The guild is comprised of Elves, Centaurs, Dryads, Dromites, and Awakened.

Quote: “Let the song of Selesnya be heard above the rhythm of our thundering hordes!”


Azorius
Leadership and bureaucracy are needed to run any large economic conglomerate. The Azorius Senate are the strong backbone to which the rest of Ravnica is supported. The Azorius also control most of the courts, dealing out justice after suspects are apprehended by the Boros.

Alignment: Lawful Neutral. Some shifting, but always lawful. Their colors are Blue and White. Symbol is a labyrinth held in a triangle.

Leader: Grand Arbiter Augustine, head of the Ravnica courts.

Classes: As the ruling class, there is very little in the way of military might presented by the Azorius. Their favored classes run in the lines of Akashiks, Bards, Chronomancers, Magisters, Nobles, Specialists, and Soldiers of Truth.

Races: The Azurious are led by the height of nobility and grace. Typical members include Humans, Elan, Illumian, Loxodon, and Twi’lek

Quote: “Your deed cannot be undone. You, however, can be.”


Dimir
The Dimir don’t exist. They never have. The Dimir are a ghost story that overworked mothers tell to their children. Certainly, no guild of assassins, lorebrokers, and sewer monsters could dwell in such a well-regulated city.

Alignment: Neutral Evil. Or maybe not. Their colors would be Black and Blue, if they existed. The symbol associated with them is a monstrous eye.

Leader: A farcical legend was created for the shadow-guild’s leader: a psychic vampire over 10,000 years old by the name of Szadek.

Classes: According to the myth, the Dimir feature all manner of unsavoury characters. These might include Hex Blades, Mahoutsukai, Ninja, Psions, Rogues, Shadow Mages, Spellthieves, and Transmuters.

Races: What races might make up such a group? One can only guess, but that guess might include Changelings, Drallok, Gloamings, Naga, Shadar-Ki, and Yuan-Ti.

Quote: “In a space where there is no room, in a structure that was never built, meets the guild that doesn’t exist.”


Simic
In their horrible labs, twisted creatures lay sprawled out on labs, while twisted creatures breath life into them. The Simic are a clan of creators, pushing new life into the city. The Simic were origionally responsible for the preservation of the native life. Having thusly failed, they have taken to making life capable of thriving in the city.

Alignment: Neutral. Complete scientific displacement. Their colors are Blue and Green. Their symbol is a willow with a tidal wave for branches.

Leader: An elvish biomancer named Momir Vig.

Classes: The Simic favor the research-minded and tend to focus on intellectual rather than physical pursuits. They favor Calculators, Flesh Magi, Paragons, Psychic Warriors, Tattoo Magi, and Enchanters.

Races: Nearly any race might end up as a Simic war monster. However, the wizards themselves tend towards Verrik, Bothan, Illumian, Mongrelfolk, and Phaerlock.

Quote: “Its darkened sap penetrates natural fibers and spreads its own genes. Emulation experiments are underway.”


Izzet
The builders of the great city works projects of the city are the industrious and resourceful Izzet. They are consummately delving into unexplored theorems, probing the very nature of the universe. At the same time, they’re also blasting away massive chunks of the city with their failures.

Alignment: Chaotic Neutral. A few head towards True Neutral or Chaotic Good. Their colors are Blue and Red. The Izzet symbol is a likeness of the guild’s dragon founder.

Leader: Niv-Mizzit the Firemind, an ancient wyrm red dragon.

Classes: The Izzet prefer any class which can satisfy their curiosity. These include Alchemists, Artificers, Kenza, Mech Jockeys, Steamborgs, Technomancers, and Tinkers.

Races: Only races with sufficient intellectual capacity can even apply. These might include Gnomes, Goblins, Dracha, Dragon-Kin, and Elementals.

Quote: “My criticism of the Izzet is that their impulse for learning seems too much like impulse and too little like learning.”


Gruul
A collection of several independent tribes more than a structured clan, the Grull balk at the oppressive system of guilds. They prefer chaos, and yearn to go back to a simpler time. They support this view with armed uprisings and subtle civil disobedience.

Alignment: Chaotic Neutral. Bends towards evil. Their colors are Red and Green. The Gruul symbol is a burning tree.

Leader: Leadership is nominally given to Borborygmos, a cyclops.

Classes: The Gruul like collateral damage and hurting things. Their favored classes include Barbarians, Guerillas, Rogues, Totemists, Totem Speakers, and Wilder.

Races: The Gruul prefer bigness, but are willing to accept the crafty and malcontent. Their ranks include Goblins, Ogres, Giants, Centaur, Lizardmen, and Troglodytes.

Quote: “Gruul shamans are bent on punishing the civilized. Any act more complex than rubbing sticks together or eating with utensils is met with the stinging burn of their magic.”


Rakdos
A clan of wicked, depraved souls, the Rakdos represent the worst of Ravnica. The clan as a whole worships the demon lord Rakdos, a hideous monster of flame and pain. The individual members illicit divine power in their quest for destruction and pain. They delight in torture, suffing, and death.

Alignment: Chaotic Evil. Colors of Black and Red. The symbol, usually burned into the flesh of victims, is a flaming skull.

Leadership: The guild is still officially led by Rakdos himself.

Classes: The Rakdos take to those vocations which enable them to vent their evil best. These include Barbarians, Clerics, Hex Blades, Initiates, Mercenaries, Paladins of Slaughter, and Sorcerers.

Races: Any race of wanton evil might be accepted, but some of the typical examples are Goblins, Gnolls, Minotaurs, Orcs, and some Giants.

Quote: “The Rakdos know little of technology, but they definitely know how to push buttons.”


Golgari
The natural order, the cycle of death and rebirth, and the sanctity of death. These are all the things the Golgari wish to overcome. They are necromancers and recyclers beyond compare, rising and re-rising as necromantic abominations.

Alignment: Neutral Evil. Individually, the Golgari are all over the place, running from True Neutral to Lawful Evil. Colors are Black and Green. Their symbol is a garden encasing a skull, or an insect skull.

Leadership: The Sisters of Stone Death, Ludmilla, Lexya and Lydya, an ancient trio of medusa prophets.

Classes: The Golgari explore a variety of options in their search for dark evolution. Some paths include Fetish Magi, Necromancers, Paragons, Rangers, Rune Masters, Wu-Jen, Spirit Shaman, and Thaumaturges.

Races: All races seek to overcome the bonds of death, but a few are more inclined to join a guild than others. Some examples include Elves, Trolls, Skeletons, Imaskari, and Animates.

Quote: “The Golgari expand, yes, but I refuse to call their tainted creations ‘growth.’”



Independent
Not every citizen living in Ravnica is a guild member. On the contrary, most of the populace, between 60 and 90 percent, has no guild representation at all. Most of these are the common, working people, but a few are freelancers who offer their services to any guild or individual who can pay for it.

Alignment: Independents may have any alignment, or any color.

Leadership: None. The Nephilim, the powerful guardian spirits of the city, are sometimes used as guides for the un-guilded.

Classes: Independents tend to do the work which the guilds don’t do; either out of temperament or out of inability to leave their posts. Examples of independent work include Bards, Fighters, Horizon Walkers, Nomads, Mercenaries, Scouts, and Specialists.

Races: Nearly any race may join the ranks of the guildless. There are no preferred races.

Quote: “Through the haze of battle I saw the glint of sun on golden mane, the sheen of glory clad in mail, and I dropped my sword and wept at the idiocy of war.”
Always-Late

01-29-06, 12:35 AM
I suggest you take a look at (probably not buy) Sharn, City of Towers. Granted, there are major differences, but I think it's the closest you're going to get to the feel, in Ravnica at least. It's pretty much an example of a city with everything in it.
Bandit_Raist

01-29-06, 12:35 AM
Hehe... consider this list stolen and the leaders in design.
ssvegeta555

01-29-06, 12:54 AM
To be honest, I wasn't at all interested in Ravnica when it was announced during the Kamigawa block, so I stoped buying the cards and caring. It seemed to "Urban" for my tastes to be in a fantasy setting.
But you entries about the guilds were well written and kept my interest (I might even buy a few cards from the set now ;) )

Obvoisly in MtG the guilds are represented in 2 different colors. I noticed in your entries that you mention the colors. Will these colors in some way have game mechanics to them or is it just a sign of allengience to that particular guild?
Melpomene

01-29-06, 02:07 PM
The color guide was just a reference point for Magic players who didn't know about the guildes. It's also somewhat useful in costume design and Know: Nobility.
Melpomene

01-31-06, 10:03 AM
...don't remember this forum being so busy. Bump.
Sliversun

02-01-06, 05:26 AM
I was wondering, do you think we could create an "Alternate Ravnica", where there are new and completly different guilds or even a new type of governement. Or could we just simply add new guilds to the setting along side of the orgional ten, that are comprised of up to three differnt types of mana (like red,blue and green).

If so, then please share you ideas with the rest of the group. Also, would d&d races just do or can be add MtG races as well.
Melpomene

02-02-06, 12:30 AM
I stockpile races. It's a hobby of mine. I have something like... 150-250. So, I'm covered there.
Sliversun

02-02-06, 01:47 AM
I stockpile races. It's a hobby of mine. I have something like... 150-250. So, I'm covered there.

Yeah, but what about the other stuff I asked. Like having new and differnt guilds or another form of government.
guevaramartyr

02-02-06, 01:52 AM
why are there star wars races thrown in there? for examples, or will you actually use them in the game?
Melpomene

02-02-06, 02:14 PM
...
Melpomene

02-02-06, 02:15 PM
@gue: My campagins start at level 5 (I don't like levels 1-5 or 15+). I also go easy on racial HD (they're underpowered). So, all said, there are many races. Only a handful of them are from Star Wars. I have an annotated list if you want it (about 10 pages long.)

@Silver: The current incarnations of the guilds have lasted for 10,000 years and, for sake of consistancy, I'm goiong to set my story a little before the current Ravnica timeline. I think ten is good for now. However, the 11th guild is the Indepedants, which allows a substantial amount of leeway.

There's also nothing stopping the charicters from being part of a guild of thier own creation, either. It just wouldn't have signed the pact.
Voila!

02-04-06, 01:38 AM
I'm a bit more focused on MtG these days, but feel free to post anything of an alternate guild in my YMTC contest here (http://boards1.wizards.com/showthread.php?t=576415).
Sliversun

02-10-06, 11:31 PM
I stockpile races. It's a hobby of mine. I have something like... 150-250. So, I'm covered there.

Wow, that's a lot of races. I commended you for stockpiling all of those races.

Now that I think of it, what other races do you have that could be used in Ravnica d20? Also what guilds or classes would they be most suited for?
Reseru

02-11-06, 03:12 PM
I would bear your children if you converted Ravnica into D&D. And I'm a guy.

Secondly, I have a character that I made with the Golgari (and Eberron's Children of Winter) in mind. He's a Gestalt character with the majority of his levels in the Druid and Dread Necromancer class.

I think having Gestalt characters would help a lot. Izzet guild guy? Evoker/Barbarian. Dimir? Transmuter/Rogue. The Evangelist prestige class would fit for Selesnya, and the demon Thrall ones from BoVD fit for Rakdos.

Wizards already has the Loxodon as a race. Of course there's Men, Elves, Goblins, Dragons, Elementals. I think it's a great idea :)
Sliversun

02-14-06, 08:17 PM
I was just wondering, but what locations do any of the players have to choose from to have their adventrures? Like what districts, townships ect are avaible in Ravnica?
nafajo

02-14-06, 09:37 PM
Wow, that's awesome. I don't play D&D, but you did a great job on writing about the guilds!
Minister_for_Moral_Truth

02-15-06, 12:22 PM
Whilst working on my own fantasy ecumenopolis (which I started about a week before Ravinica came out, thus ruining all hope of looking original), I've decided to start by scrapping alignments, changing the cosmology, distancing the gods and building up an infrastructure.

For every city, there are three things to ask:

1. Where does the food and clean water come in?

2. Where does the rubbish and sewage come out?

3. Where does the net income come from?

4. Why do people go there?

5. Why do people stay there?


1. Seafood is a major component (the oceans are still mostly undeveloped, excepting the colonies of the various amphibious/aquatic sentients and the inevitable sunken cyclopean ruins). Subteranian farms (mixes of hydroponics, magic and alchemy) and extraplanar imports (The City owns several colonies on other worlds linked by planar gateways) are also common. Municipal water provision is common (aquaducts, gateways, continuous purification spells), but personal plumbing is not.

2. Rubbish, as the saying goes, heads down until something sells it, uses it or eats it, or else it is eventually taken care of by someone else. Sewage fertilizes the farms, rubbish is either eaten, recycled or dumped (deserted zones are a favourite for this, as are some of the less important slums.

3. Forges glow night and day, fed by mines which delve deep into the world's core and the constant flow of resources from the colonies. Trade is pulled to The City as if by the pull of gravity. Armies of conquest bring the bounties of the planes in a constant stream.

4. Trade. Almost anything or anyone can be bought, rented or hired if you talk to the right people (or entities) and pay the right price (not always in gold).

5. The rich stay because it is a seat of power. Even if it were relying only on the ordinary population, The City would have massive political might from the vast numbers. Be assured, it does not merely rely on the plebs. The bulk of the populace stay simply because they have nowhere else to go. Getting hold of enough gold and food to get by is easy enough in The City, at least for those with skills to sell. Those without those skills don't have any real hope of leaving anyway.
Sliversun

02-16-06, 02:38 AM
Whilst working on my own fantasy ecumenopolis (which I started about a week before Ravinica came out, thus ruining all hope of looking original), I've decided to start by scrapping alignments, changing the cosmology, distancing the gods and building up an infrastructure.

For every city, there are three things to ask:

1. Where does the food and clean water come in?

2. Where does the rubbish and sewage come out?

3. Where does the net income come from?

4. Why do people go there?

5. Why do people stay there?


1. Seafood is a major component (the oceans are still mostly undeveloped, excepting the colonies of the various amphibious/aquatic sentients and the inevitable sunken cyclopean ruins). Subteranian farms (mixes of hydroponics, magic and alchemy) and extraplanar imports (The City owns several colonies on other worlds linked by planar gateways) are also common. Municipal water provision is common (aquaducts, gateways, continuous purification spells), but personal plumbing is not.

2. Rubbish, as the saying goes, heads down until something sells it, uses it or eats it, or else it is eventually taken care of by someone else. Sewage fertilizes the farms, rubbish is either eaten, recycled or dumped (deserted zones are a favourite for this, as are some of the less important slums.

3. Forges glow night and day, fed by mines which delve deep into the world's core and the constant flow of resources from the colonies. Trade is pulled to The City as if by the pull of gravity. Armies of conquest bring the bounties of the planes in a constant stream.

4. Trade. Almost anything or anyone can be bought, rented or hired if you talk to the right people (or entities) and pay the right price (not always in gold).

5. The rich stay because it is a seat of power. Even if it were relying only on the ordinary population, The City would have massive political might from the vast numbers. Be assured, it does not merely rely on the plebs. The bulk of the populace stay simply because they have nowhere else to go. Getting hold of enough gold and food to get by is easy enough in The City, at least for those with skills to sell. Those without those skills don't have any real hope of leaving anyway.

Could you show us this campagin setting, it sounds pretty cool!
Minister_for_Moral_Truth

02-16-06, 05:23 AM
As soon as I have more than just notes, I'll get something propper up. However:

Thoughts on The First City (the only name the ecumenopolis now has, usually referred to simply as The City):

The city dates back around five thousand years, yet its current form dates back to the shifting of the planes into a conjunction, with the world of The First City at the epicentre, over four millennia ago. In the last thousand years, the conjunctions have waned, leaving the First City much reduced in wealth and weakened in standing.


Solar System:
Astai: the solar system’s sun.

Xingox – 44 million miles. Tidally locked with Astai. Heavily influenced by elemental forces of heat and cold. Also a battleground between various Infernal forces. Legend holds that this was not its original location.

Alidax – 89 million miles. Also known as First City. This is the primary location for the campaign.

Menshk – 157 million miles. It is rocky and desolate, possessed of no notable population.

Kelidan Field – 172-176 million miles. This is the closest of the two asteroid fields.

Iolad – 398 million miles. A blue gas giant possessed of many moons.
Keshin: Barely habitable moon, aquatic life is most common.
Gangalaid – Strange creatures abound here, many tied in some way to the very stone and crystal of the moon itself.

Unas – 786 million miles. A gas giant with a high population of elemental and extraplanar inhabitants. Its sole (known) city, Ilthmere, fell to the First City in the First Planar War and is now a vassal.
Mykadin – Desert moon, habitable for the most parts, with both positive and negative dominant areas. Sand giants populate the primary city, Mydakinshur, and the strange entities known as Lumi make their home within a floating city which makes apparently random circuits across the surface.

Ilkad Field – 811-827 million miles. The second asteroid field.

Mish-Sedi – 1,000 million miles. For as long as the people of Alidax have known the nature of the solar system, Mish-Sedi, or the Shadow Dancer, has remained a mystery. Teleportation fails, auguries are obscured and visual examination shows a world cloaked in mist and shadow.


Areas within the First City:

Memory. Once, the Shedron forest sprawled across the Mycath valley. Then, in its third millennium, the First City began to encroach. The defence fluctuated between diplomacy and full-scale war, but the reign of Mayor Sulidai IXX saw the fall of the last defensive line. Vast areas were cleared for construction, but the elves of Quathen were able to negotiate a compromise which left a few of the sacred groves intact. Buildings were erected along elven principles, stone and tree merging to form a stronger whole. The name Memory was chosen to reflect both a determination to heed the past, and the growth to prominence of the Mycath library over the following centuries.

Rawane Deep. Situated in the Rawane Basin, this area is famous for the quirk of atmospherics which leaves it near constantly soaked by rain. In the past the moist atmosphere made it a favourite of the various amphibious and water-dwelling peoples of Orath during the conjunction. However, with travel now impossible and trade having moved elsewhere, Rawane Deep has been in decline for over three centuries.

Glitterspire. Possessed of a large population of gnomes, as well as a fair few elves, dwarves, half-elves and other races, Glitterspire was possessed of a highly cosmopolitan population. The finest gems, jewellery, music, clothes and illusions available flowed into and through this district, and even the waning of the conjunction could not put a dampner of business. This was not to last. Eighteen years ago, a plague descended upon Glitterspire, and the dread creatures of the undead soon followed. Now isolated from the rest of the city by Mayoral Edict and the vigilance of every Sentinel, Guardsman and Warden that can be mustered, Glitterspire festers at the heart of the First City like a cancer until sufficient forces can be mustered to cut it out.

Sentinel Core. The Sentinel guild predated the rise of the Fourteenth Legislature by several centuries, its creation mandate dating back to before the First Planar War. It is a secure sector, guarded by the Sentinel Protectors. The first generation were created by a heavy-handed mandate for the creation of constructs to guard certain important locations within the city, and are solely of the more traditional golem forms. These still see limited use as guardians, but their limited utility sees them sidelined. The second generation are intelligent constructs, tied to an entity known as Bastion, and were created as a wider law enforcement unit to assist the Watch and Guard in dealing with crimes of a complicated magical or planar nature, later they were expended to a paramilitary force and took part in the conquest of Ilthmere and the battle of Kenteth Tor. The third generation were apparently created for service in the Third Planar War by undisclosed forces, and are a previously unseen form of “living” construct. Their true nature and origins are one of the First City’s greatest mysteries.


The Sentinels of the second generation are not the most advanced of constructs, but are able to be produced in large numbers and possessed of enough durability to endure long service. They bear resemblance both to the non-intelligent shield guardians seen in the possession of some spellcasters and the extraplanar Maugs encountered serving in the armies of the Heirach of Telenos.



I'm not going to be using any of Spelljammer's ships and such (although airships and flying fortresses are going to be used), but all it takes is a coupple of determined wizards and the connection can be made. I'm also going to see about doing something more interesting than the traditional elemental planes for the elemental creatures.
japoniano

02-21-06, 12:51 PM
Hi, as an MtG storyline geek, I think I can help a bit in this topic:

1. Where does the food and clean water come in?

Food: one of the Golgaris duties, is to promote food growth and the recycling of organic waste. It seems that the Simic contribute too on this matter.

Water: Izzet develop acueduct and drain systems, which include water recycling plants.

2. Where does the rubbish and sewage come out?

Rubbish: the Golgari and Rakdos manage the waste dispossal and recycling.

Sewage: Izzet develop acueduct and drain systems, which include water recycling plants.

3. Where does the net income come from?

Trade, developed and promoted by the Orzhov. The local money is called zibs and zinos (the exact difference is unknown... maybe 100 zibs = 1 zino?

4. Why do people go there?

Actually, it's a city-plane, so there's nowhere else to go.

5. Why do people stay there?

See #4.

As a bonus, you can check out this topic: http://boards1.wizards.com/showthread.php?t=561032
SkydivingNinja

02-23-06, 04:17 PM
Well, in Ravnica, there are a LOT of races. To name a few...
Humans, Elves, Half-Elves, Viashino (lizard-like humanoids), Goblins, Vedalken (blue-skinned wizard race), Loxodon (elephant humanoids), half-demons, and a lotta ghosts runnin' around.

Now, the spirits will probably be a template, but some of the other races will need to be modified.
In Magic, Elves are druidic people. So their favorite class would be changed to either Ranger or Druid. With cards like Trophy hunter and Silhanna Ledgewalker, their class could be changed to Ranger.
Vedalken would be wizards. Their racial traits will come later.
Loxodon woul be clerics, as many loxodon cards have been clerics (Loxodon Hierarch.)
Viashino would be Fighters.
Half-Demons would be barbarians or fighters.

And for Clerics...there are more clerics other than the Orzhov's. There are Selesnyan clerics, Azorius clerics, Golgari clerics (for those who have read the novel, Savra is the HOLY matka), and probably Rakdos Clerics.
Psionic races and classes probably wouldn't be included. The only known psion is Szadek.
Prestige classes could be guild based. For example, the Dimir could have arcane tricksters and shadowdancers and assassins, the Izzet would have archmages, dragon disciples (as their members idolize the dragon niv-mizzet).

OVerall, the idea is extremely ambitious, but if we toy with it, we could make it work.
Weretiger

02-24-06, 06:41 PM
No offense intended, but where is The Minister for Moral Truth getting this information? As noted by japoniano, his explanations of basic city infrastructure are incorrect based off of the books and cards. The cosmology and history of Ravnica (beyond the forming of the Guildpact) are neither discussed in the books or the cards. Is this for a Ravnica-based setting (?), because it sure doesn't fit the actual setting of the cards and books, which was what I thought this thread was attempting to emulate with some modifications, such as adding classes/races.

On that emulation: Great idea. There was a thread on www.GiantITP.com about building a Ravnica campaign setting. I must say that I like the class/race ideas for the guilds. However, I was wondering where some of them are from. Could anyone give me the sources for them?

Also, I think restricting all PRCs to guilds doesn't make sense (particularly generic ones such as assassin). Some of the more specialized or thematic ones, though, like true necromancer or dragon desciple, would fit, I think.

Gestalt would work great for the dual-nature of Ravnica.
Melpomene

02-24-06, 07:41 PM
I did a Gatherer Search, and with the exception of Thrull and Shade I got all my bases covered as far as races are concerned.

I don't like Gestalt, and have as many classes as I do races.
Minister_for_Moral_Truth

02-24-06, 09:44 PM
No offense intended, but where is The Minister for Moral Truth getting this information?
Ahem...
Whilst working on my own fantasy ecumenopolis (which I started about a week before Ravinica came out, thus ruining all hope of looking original), I've decided to start by...
Could you show us this campagin setting, it sounds pretty cool!
Melpomene

02-25-06, 09:54 AM
The main supply of food in Ravnica is provided by Selsnya, who controll the overwelming majority of orchards and hanging gardens. At a distant second are the Golgari, who harvest mushrooms and other more questionable foods. Third, there are independant food sources in independant vocational hunters. Wumpus is good eating.

The utilities, water and power, are controlled by the Izzt. Vast aqueducts and sewer systems streach out in every direction. there is outdoor plumbing, although you need to get an Izzt engeneer to build it for you in that area. Waste that isn't recycled usually ends up in Gruul hands (if it is solid), Golgari hands (if it's rotting), or in the lower sewers.

Coin is minted by the Azorious, althougth any of the white guilds have thier own gold presses. The inflow of money is based on a gold standard, mined in the places where it still can be. All gold starts and ends in guild hands.
SkydivingNinja

02-25-06, 01:07 PM
On that emulation: Great idea. There was a thread on www.GiantITP.com about building a Ravnica campaign setting. I must say that I like the class/race ideas for the guilds. However, I was wondering where some of them are from. Could anyone give me the sources for them?

Also, I think restricting all PRCs to guilds doesn't make sense (particularly generic ones such as assassin). Some of the more specialized or thematic ones, though, like true necromancer or dragon desciple, would fit, I think.

Gestalt would work great for the dual-nature of Ravnica.

Could you give a link to the giant thread? I visit the site and boards regularly (go OOTS!) but I haven't seen anything like that.
Also, not all prestige classes could be restricted to guilds (Duelist, prime example) But really, I don't think we'd be seeing a Selesnya Assassin or a Gruul Archmage anytime soon. In fact, we may have to restrict some core classes from some guilds (no orzhov barbarians), but that may severely limit PC freedom.
Sliversun

02-26-06, 01:05 AM
I have a few questions:

1) Where dose Ravnica get all of it raw materials?

2) What are the districts/towns like?

3) What kind of technology exists in Ravnica?

4) What kinds of mages exist in the setting?

5) What kind of animals live in the concrate jungle?

6) What do the guildless do?

7) Where do the guilds get there funding?

8) Are there any oriental cultures in Ravnica?

9) What the most powerful guilds in Ravnica?
SkydivingNinja

02-26-06, 11:07 AM
1. Stones and gems are mined by the Rakdos and food is conjured by the Simics and Selesnyans. For the poor, the Golgari offer a strange porridge of questionable origin.
2. The districts are big. Really big. Tall spires, majestic arches and skylines. The undercity is dark, damp, and rather unpleasant. There are some districts being reclaimed by nature elementals, and some are just abandoned, in which case, the Izzet animate them and force them to leave elsewhere.
3. Typical medevil weapons and technology, coupled with giant golems used for cleaning junk. Most technology is innovated by the Izzet, who created the shapeshifting metal "mizzium."
4. Lots. Pyromancers, Flectomancers, Embermages, Guildmages, Shamans, Wizards, Sorcerers, Druids, Lawmages, Necromancers, Clerics, a lot of stuff.
5. Animals....usually wolves, nature elementals, horrors, photohydras, plant zombies (tetrogens), wurms (giant basilisk-like creatures). In the air, we have lammasu, dragons, Pegasi, and hawks, among other things.
6. Usually, the guildless work as mercenaries. See cards such as Trophy Hunter and Sell-Sword Brute. There are also additional organizations outside the guilds. See Matt Cavotta's articles.
7. The Boros get their funding from the Azorius, the Azorius coin money, the Orzhov trade, the Gruul aren't interested in such a thing, the rakdos probably steal it, and we have to guess with the other guilds.
8. No.
9.All of the guilds are powerful in their own right, but if you were to number them by social status(power):
1. Azorius
2. Orzhov
3. Boros
4. Izzet
5. Golgari
6. Selesnya
7. Simic
8. Rakdos
9. Gruul
10. House Dimir

Hope that helps.
Melpomene

02-26-06, 03:52 PM
1) Where dose Ravnica get all of it raw materials?
The Selsnya guild grows most of the food, with Golgari providing some mushrooms and Simic trying to develop suitable pack animals. Most raw materials in the city are taken from finished (or destroyed) materials somewhere else. Recycling is big.

2) What are the districts/towns like?
There are massive hanging gardens where all manner of organic life thrives. There are gargantuan spires that twist and gyre upwards to the sky.
There are vast, crowded, sweeping streets and small markets.
There are rivers, chunnels, and rolling water features, as well as massive pipelines and sewers.
Lastly, there are rotten, derilict wastes and twisted back-alleys.

3) What kind of technology exists in Ravnica?
Technology is high for D&D. Izzt mages are bleeding-edge of steampunk. Standard D&D level tech exists everywhere else. Little to no primitive tech.

4) What kinds of mages exist in the setting?
Guildmagi are the most common, initiate-level spellcasters and keepers of guild tradition. Almost all kinds of other magic can be found, although arcane has a much larger preference to divine.

5) What kind of animals live in the concrate jungle?
Wild animals dwell in the places where they can. Common city animals are blown up to terrifying purportions, with giant insects, birds, and vermin. Any creature which eats filth or stalks dark streets can be found. The bottom of the food chain are usually plant creature; saporlings and the like.

6) What do the guildless do?
Slave away, eke out poor and meaningless existances. Some raise or hunt food, some plot maps, some plot against the guilds. Duties which the guilds find either odious or troublesome become the perview of the guildless.

7) Where do the guilds get there funding?
Wealth is held mostly in static. The mages themselves change, but the services the guilds offer rarely do. Usually, the guilds syphon wealth from the guildless, counting the number of people they controll as a sign of wealth.

8) Are there any oriental cultures in Ravnica?
Some. Although the plane is far from Kawigama, it is an immensely diverse place.

9) What the most powerful guilds in Ravnica?
The power is in White.
Azurious controlls the courts and laws, and therefor holds most of the power.
Boros is the enforcing guild, keeping order strong-arming anyone they don't like.
Selesnya provides most of the food to the populace, and therefor holds a great deal of both money and power.
And Ohrzova is wealthy beyond all other guilds.

The other guilds have some power, guilds like Izzt and Simic can hold thier own, but they're usually on the "have nots" side of the equasion.
Talkkno

02-26-06, 04:11 PM
Also keep in mind, the conclave keeps the peace out of the city, and the simic could unleash horrible plaques if they wanted to, so there preety powerful in that respect.
SkydivingNinja

02-26-06, 06:45 PM
I think the GOLGARI release the plagues (see plague boiler) and the Boros are the law enforcers, not the selesnyans.

Also, not all guildless are slaves. There are mercenaries, and even some organizations not a part of the guildpact, like the cullt of lore, who worship the true gods-the nephilim over the "false gods" immortalized by the citizenry (the selesnya chorus, Razia, Rakdos, Niv-Mizzet, Svogthos.)

For regards to guildless, go to gatherer and look for these cards:
Sell-Sword Brute
Trophy Hunter (has no flavor text, but the text that WOULD have been on the card was described in one of Cavotta's articles)
Vedalken Dismisser
Earth Surge
Blazing Archon
Coalhauler Swine
Eldmor

02-27-06, 03:51 PM
OotS Ravinca Campaign Thread (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num= 1138382651;start=75#75) It starts on Page 6... oh well.
I'm the creator of the thread and currently have PCs playing in it. Go visit the thread for more information.
Weretiger

02-27-06, 08:05 PM
About the plagues: Given the guilpact novel's reference to Simic Virologists (I want to see this as a PC class after Dissention comes out..hehehe), I suspect that both Golgari and Simic have the power of plague.

I also suspect that, although Boros has a law enforcement arm (Wojek), the Selesnyans probably do perform some law enforcement functions in their areas of influence.

Sorry Minister.

Who's Svogthos?
Voila!

02-27-06, 11:30 PM
Svogthir is, or was, an immensely powerful necromancer who was also the parun (guild founder) of the B/G guild, the Golgari Swarm, the guild where life and death constantly intertwine and things are recycled to such an extreme it makes Phyrexia blush. He ruled as the leader of the Swarm for nine thousand years after the signing of the Guildpact when some of his minions, five gorgon sisters known as the Sisters of Stone Death, turned on him, trying to take over the guild themselves. He slew two of them in the fight, but the remaining three were able to subdue him and seal him away in one of the deepest corners of the undercity. They presided over the Swarm for another milennium, until the matka (high priestess) of the Devkarin elves (Ravnican dark elves that have been a part of the Golgari since pre-Guildpact times), Savra, fought back against them, feeling they were bringing the guild to ruins. She took out another two sisters by allying with Svogthir himself. Once he destroyed them, she destroyed him, making her in her position as matka and the one who destroyed the reputation and numbers of the Sisters the one to take over the guild.

But your question was, who is Svogthos? Well, it is a quasi-living structure of the Golgari. I myself know little about it, except that it was named after the Swarm's parun.
Melpomene

02-28-06, 10:17 AM
The Restless Tomb is the interment place for the dead and half-dead the Golgari collect. Is is also the guild's primary meetinghall, where all official guild buisiness is braught to the table (or slab). Aprentice necromancers train on the corpses stored here.

The building itself is a morass of bone and rotting plant matter. In times of trouble, the entire building can be animated, as well as the thousands of corpses held within.
SkydivingNinja

02-28-06, 04:45 PM
Eheh...sorry about that. I usually call svogTHIR svogTHOS.
As for Selesnyan law enforcement...I think the ledev are the closet things I can think of.
Sliversun

03-01-06, 04:46 AM
I have some more questions:

1) Can Eberron technology be used in this setting?

2) What are Flectomancers?

3) What are Embermages?

4) What are Guildmages?

5) What are Lawmages?

6) What are Labmages?

7) What other races can be used in this setting (from other fantasy/sci-fi games)?

8) Are there any other religions in Ravnica?

9) Why do the other guilds beside the Boros Legion maintain their own armies?

10) What are some noteable locations in Ravnica (besides the Guildhalls)?

11) Why do the Izzet have alchemical labs?

12) How do people travle in Ravnica?

13) How is education done in Ravnica?

14) Are there any hospitals?

15) Are interracial romances common in Ravnica?

16) Could an alternate cosmology work in this Ravnica d20 setting?

17) What could be the exact population of Ravnica?

18) How do people actually join the guilds?

19) What would Ravnica be like without the Guilds?
Melpomene

03-01-06, 10:09 AM
1) Can Eberron technology be used in this setting?
Absolutely.

2) What are Flectomancers?
Izzet mages who specialize in Flectomancy.

3) What are Embermages?
Low-ranking fire specialists.

4) What are Guildmages?
The keepers of the guild's magic. They uphold the traditions of the guild, etc. etc. In d20, it'd be any guild-affiliated charicter with a rank in the PrC Guild Mage.

5) What are Lawmages?
Magic using members of the Azurious Senate.

6) What are Labmages?
Members of the Izzet or Simic science teams.

7) What other races can be used in this setting (from other fantasy/sci-fi games)?
Ravnica is so vast and diverse, nearly any race could be used.

8) Are there any other religions in Ravnica?
The largest church is Orzhova. The demon prince Rackdos is worshipped by the cult of the same name. The Firemind and Razia are revered, if not outright worshipped. There are also druids who offer prayer to the Nephelim.

9) Why do the other guilds beside the Boros Legion maintain their own armies?
It's never a bad idea to have armies. Most of the other guilds really don't. They might have a small number of standing troops or honour guard, as well as a number of mages and friends-who-like-to-fight, but not a real standing army.

10) What are some noteable locations in Ravnica (besides the Guildhalls)?
Tin street is a major marketplace. The minor guild locals (the dual lands and bouncelands) also have some import.

11) Why do the Izzet have alchemical labs?
They like alchemy. They perfect the meching of science and magic. They long to be smart and worthy enough to impress the great dragon Niv-Mizzet (the smartest being on the plane).

12) How do people travel in Ravnica?
By foot, by and large. Riding spiders, drakes, and other domesticated animals are also employed for long journeys. Mages, especially Blue mages, have access to teleporters.

13) How is education done in Ravnica?
Parent-to-child for the average citizen. Otherwise, children are instructed by guilds which take interest in them.

14) Are there any hospitals?
All white guilds offer healing to thier members. The Selesnya guild offers healing if you don't mind a sermon. Orzhov offers healing if you don't mind a sermon and a steep bill. Golgari offer...

15) Are interracial romances common in Ravnica?
Very. Ravnica is hugely diverse.

16) Could an alternate cosmology work in this Ravnica d20 setting?
Yes. It takes some shuffling to make the Wheel work here.

17) What could be the exact population of Ravnica?
It's an entire plane made of cityscape. It could be trillions.

18) How do people actually join the guilds?
They usually petition to a guild representative.

19) What would Ravnica be like without the Guilds?
Chaos! Anarchy! Rioting in the streets! Who sent you, the Rackdos? Get out!
Minister_for_Moral_Truth

03-01-06, 08:15 PM
A thought occurs, who/what do the Orzhov actually worship?
Melpomene

03-01-06, 11:24 PM
The church of Ohrzov reveres a number of ancestor spirits and ancient gods. At least, on paper.
Voila!

03-02-06, 01:51 AM
One thing that has puzzled me since I read Ravnica: what is the extent of the actual City? For you see, the book implies that the City of Ravnica itself is the center of the whole plane, which has been named after it. What are the dimensions of the actual City, what is the rest of the city outside it like, and what precedence do the guilds have over the remainder of the plane around it?
Melpomene

03-02-06, 09:15 AM
10,000 years ago, when the Guildpact was first signed, the city was a large, sprawling megalopolis in the centre of an otherwise relitively normal plane. However, in the span of theose ten millenia, the city has consumed all of the plane. There is no place now where the buildings fail.

In the signing of the pact, the Gruul clan was given nearly all-encompassing power over the wild lands (those outside the city). Now they have no land left, and no power. Hence, the reason they are as they are today.
Minister_for_Moral_Truth

03-02-06, 12:14 PM
Is it not the case that in Magic a plane is often, esentially, a single world?
Gilganarz_the_reporter

03-03-06, 06:19 PM
I did a Gatherer Search, and with the exception of Thrull and Shade I got all my bases covered as far as races are concerned.

I don't like Gestalt, and have as many classes as I do races.

Well for shade, why not use the shadow moster progression from Savage species?
Pesi

03-15-06, 07:55 PM
Isn't it wonderful when one go through some of ones old stuff and come across something one didn't think much of at first, but upon rediscovering it sees use for it which one didn't think of at first?

I was flipping through "Traps and Treachary" and one of the prestige classes there, 'roofrunner', seems just perfect for D20 Ravnica.
Keeping an adventure within a single city won't be a problem, will it? ;)
Sliversun

03-18-06, 04:24 AM
2) What are Flectomancers?
Izzet mages who specialize in Flectomancy.

What's Flectomancy?
Voila!

03-18-06, 10:39 PM
What is the state of Ravnica's polar regions? The book made several references to them, and even suggested that the poles were uninhabited. Is it true that the city hasn't spread far enough to fully coat them, and if so, what are they like? And in any case, Melpomene, you didn't answer my question: do the Guilds rule over the entire plane, or just the City of Ravnica?
Melpomene

03-21-06, 05:20 PM
"Unihabited" and "not covered in buildings" are two different concepts altogether. Likely they're ugly, charred wastes covered in heavily dusted and derilict building cover.

The Guilds control everything. The city is the entire plane. Any space without buildings on it is either a park or an aboandoned lot. Rest assured, some guild beancounter knows who owns it.

Flectomancy is like Pharulomancy, but with an emphasis on the sub-Nivvian spectrum. Duh.

Races of Destiny, A&E's Cities, and the DMGII are good resources.

And the urban druid would have to choose a specialized part of the city, one relating to a basic land type.
Melpomene

03-21-06, 05:25 PM
Cult of Yore
A specialized group of independents. They hold now only a small sliver of power in the city, but it is more than any other non-guild has had. They pray to ancient protectors of the city-plane, the Nephelim. These ancient creatures have begun to awake, and the cult has grown in power manifold. Ultimately, the Cult would like to see the Guildpact destroyed, but they are patient.

Alignment: Any. The Nephelim are multi-faceted in their greatness. They have affinity with all colors.

Leadership: Bougrat, an elven Druid, is the driving force behind the movement, although any words the Nephelim speak are obeyed without question.

Classes: Most of the Cult is made of those who wish to return to the old ways. They have an affinity to the natural world, or at least a dislike of politics. Examples include Druids, Greenbonds, Barbarians, Rangers, and Woodsmen.

Races: Long-lives races are more likely to join the cult than others. The primary race is Elf, although Dracha, Planetouched, and others fill in ranks.

Religion: The Cult of Yore believes that the old ways will return with the destruction of the Guildpact. Members of the cult benefit from the Plant, Animal, Magic, and Destruction domains.

Quote: “Some gardeners sing to plants. I tell them stories—stories of how they once ruled the world, of the mortals who destroyed their kind, and of revenge.”
Ascalagon

03-22-06, 04:43 PM
Ravnica City is divited in disctricts. The most populated is the district of Parha.
By Ravnica, some magical-arcanic lines of power form leylines, one for each color. Mages can become powerful by channeling the energies of the Leylines, for themselves of for the others.
Arround Ravnica are fluctuating nine giant stone statues, the Titans, one for each guild. Zabor, the tenth one, the Boros titan, is at the center of Ravnica.

The largest part of Ravnica city was deigned by the Izzet, and in secret the city would be animated and would serve to Niv Mizzet.

The Cult of Yore DON'T worship the Nephilim. They only believe that they are the unique power that have enough force to change the things.

Ravnica have a large number of religions. the Orzhov are the largest, and even now, when they changed their gods by the coin. - and they have a cool weapon, the shadow lance, who is crafted from souls.

The city if protected against natural disasters, the Izzet have nullfied a lot of them. Some ones, like squalls and earthquakes, are induced by guild magic. But unnatural disasters happen all times, like explosions and rains that destroy the land, in result of Ravnica´s industrial polution and smog.

Smog. Ravnica have orders among the guildless. Some of them are the white Order of Stars, who are mystic defenders of peace, and an order of mages who draw their power from the smog of Ravnica. This appeared in the card Smokesteed Rider, and the flavor text shows a centaur saying that this order is a symbol of the Ravnica's decay.

The Guild Champions (Agrus Kos, Ulasht, Tolsimir, Teysa and others) will have any influence? And the signets or special artifacts?
Melpomene

03-25-06, 11:06 PM
The champions are just that: champions. At this time I have no plan to include them.

However, I have been looking at how the guild heads translate into D&D, and may branch off into the champions.

The guild symbols are used to mark guild territory and property. Therefor, they play an important part in the running of a campaign.
Weretiger

03-27-06, 05:35 PM
Shadow Lances would make excellent specific weapons. Similar in enchantment to Souldrinker, perhaps?

How does the D&D scheme of dragon species by coloration fit into Ravnica? Albeit, there are only a few (formerly three; down to just Niv-Mizzet by the end of the second book), but and they breathe fire, and appear to be somewhat evil, but are they really red? Does the dragon age category system work when eggs are over ten feet tall, and the dragons can fly at birth? Also, the dragons could be harmed by each other's fire. Just some thoughts on that particular point.

Just to start a list of characters w/classes:
Kos: Fighter. Possibly CG or NG. Not sure what level.
Teysa: Maybe sorc/cleric/theurge; possibly true necromancer (from Tome and Blood). Not too sure.
Feather: Paladin. Not sure any of the bigger, meaner celestial races fit, though. Half-celestial template might mimic the wings and minor abilities.
Savra- Druid. Not sure what else; maybe sorc and mystic theurge with lots of necro spells.
Szadek- Vampire psion seems sort of limited. Possibly epic (figure Niv-Mizzet would probably be, too). Might have picked up levels of arcane classes over centuries of studying secrets.
It's been a couple of months since I read the second book, and more since I read the first, so I don't remember many character names, but:
Dark elf hunter-Rogue/ranger, maybe an assassin.
Selesnya elf ledev wolf-rider from the first book- Ranger/paladin with the multiclass ranger-paladin feat from CV (Aesthetic Hunter? Holy Hunter? Durnit, I can't remember); take undead as fav enemy. If there was a scout version of the feat, would also work well.

Say, does anybody have stats/ideas for use of pre-existing stats for the Orzhov patriarchs/pontiffs/slightly-but-not-completely-dead-fat-guys-wearing-gold?
Voila!

03-27-06, 06:43 PM
Weretiger, I am unsure of the rest, but in terms of body for the patriarchs, you could go with a weaker version of the famine spirit (MMII).

I have a few questions for you, Melpomene. How long has the Cult of Yore been around, where are they mentioned, and what is their overall power in the City and beyond? Also, assuming another organization rose to the power of the guilds, what happens?
Melpomene

03-27-06, 11:38 PM
The Cult has been around for thousands of years, but it didn't much matter until the Nephilim started waking up. They're mostly mentioned in M:tG articals. (I don't own/read the books, I have flavour text, M:tG website, and Wikipedia). The cult has most of its power in the beaten, broken-don homes of Ravnica. They pick up and court with the Gruul clans. They live in the tattered, burnt-out shells of city where the plants still hold sway.

The Pact itself enforces superiority. If it couldn't, certain guild powers would have seized control millenia ago. The Pact destroys with artifact-level power any force that would try to compremise it.
Thindelock

04-02-06, 04:42 PM
From a mechanical-balance perspective, would it be possible to wrangle Izzet into the Chaotic Good alignment? As it stands, that's the only alignment not represented by the bulk of a guild. Izzet shares CN with Gruul (and the two couldn't be further apart flavor-wise), and the only other double-up is Golgari and Dimir, which a) is perfect flavor-wise and b) is ok because I can't picture letting a PC play a dimir unless the whole party were dimir.

The alignment-balancing isn't exactly crucial, I just think it'd bring a nice merger of MtG's plot and DnD's mechanics, and it's so close to lining up... but if Izzet wouldn't fit CG in the main, it's a moot point.

I haven't read the books, but from this thread, wikipedia, the MtG site, etc. I've gotten a feel for the guilds and like this setting a lot. I could have fun with this setting, even though I'm not a big Magic fan anymore (last cards I bought were Ice Age, I think I still have them around...)

Thanks to all for all the insightful posts.
Talkkno

04-02-06, 06:48 PM
From a mechanical-balance perspective, would it be possible to wrangle Izzet into the Chaotic Good alignment? As it stands, that's the only alignment not represented by the bulk of a guild. Izzet shares CN with Gruul (and the two couldn't be further apart flavor-wise), and the only other double-up is Golgari and Dimir, which a) is perfect flavor-wise and b) is ok because I can't picture letting a PC play a dimir unless the whole party were dimir.

The alignment-balancing isn't exactly crucial, I just think it'd bring a nice merger of MtG's plot and DnD's mechanics, and it's so close to lining up... but if Izzet wouldn't fit CG in the main, it's a moot point.

I haven't read the books, but from this thread, wikipedia, the MtG site, etc. I've gotten a feel for the guilds and like this setting a lot. I could have fun with this setting, even though I'm not a big Magic fan anymore (last cards I bought were Ice Age, I think I still have them around...)

Thanks to all for all the insightful posts.

You could easily fit the dimir into the party, as no one knows they extist, they flow into mainstream scouity unnocited, as i have read the books,as the dimir are just very parionad, also the izzet could go either way, since the main bbeg in the Guildpact book was an isane izzet mage lord named Hauc who tried to raise dragons.........
Talkkno

04-02-06, 06:49 PM
The guildpact isnt as full proff as some belive it is.......as it would stopped Haurc from raising his dragons, yet he succedded{albiet short lived}.
Weretiger

04-03-06, 05:01 PM
I think the Izzet probably fit better into Chaotic Neutral as a whole; this doesn't mean that there aren't members who are chaotic good or chaotic evil (or neutral on law/chaos scale; I just can't see lawful working very well there though), but that as a group, it is chaotic and indifferent to the benefit or loss of others. They deal with the two more erratic elements; water and fire. Both sustain life (hearth fires and drinking water), and both destroy it at a whim (forest fires and floods), or by the designs of individuals (arson and blowing up dams), and not caring as an entity what it destroys or sustains. So do I see the Izzet; capable of sustaining life (with their water supply and forge fires), and equally capable of destroying it, and indifferent either way as a group (until they start hurting themselves). Just my random thoughts and instant metaphors for the Izzet.

Of course, it is of note that they do have a power structure, and to go against that is generally unsat (and as a result, painful). However, they do run their power structure in a rather chaotic manner; feudalism. Each superior delegates his tasks to his underlings, who do the same to theirs. This results in some freedom, until a menial screws up on a crucial task, and everyone remotely responsible points fingers and prays.

In any case, I digress. What sort of stats would one of the goblin fire-globe guns have?
Lina_Inverse

04-03-06, 05:22 PM
Boros

Alignment: Lawful Good, at least on paper. Individual members vary, usually towards Chaos. Their colors are White and Red. Their symbol is a flaming fist.

Neutral good.


Orzhov
Alignment: Lawful Evil. By and large, the guild is bent this way, although a step or two away isn’t unheard of. Their colors are Black and White. Their symbol is an eclipsed sun.

Yes


Selesnya

Alignment: Neutral Good. Some slight bending towards Lawful. Their colors are White and Green. Their symbol is a tree reaching to the sun.

Lawful good, selesnya considers freewill -bad- thats a lawful trait. VERY lawful.


Azorius

Alignment: Lawful Neutral. Some shifting, but always lawful. Their colors are Blue and White. Symbol is a labyrinth held in a triangle.

Yes.


Dimir

Alignment: Neutral Evil. Or maybe not. Their colors would be Black and Blue, if they existed. The symbol associated with them is a monstrous eye.

Yes.


Simic

Alignment: Neutral. Complete scientific displacement. Their colors are Blue and Green. Their symbol is a willow with a tidal wave for branches.

Yes


Izzet

Alignment: Chaotic Neutral. A few head towards True Neutral or Chaotic Good. Their colors are Blue and Red. The Izzet symbol is a likeness of the guild’s dragon founder.

Yes.


Gruul

Alignment: Chaotic Neutral. Bends towards evil. Their colors are Red and Green. The Gruul symbol is a burning tree.

Yes.


Rakdos

Alignment: Chaotic Evil. Colors of Black and Red. The symbol, usually burned into the flesh of victims, is a flaming skull.

Yes.


Golgari

Alignment: Neutral Evil. Individually, the Golgari are all over the place, running from True Neutral to Lawful Evil. Colors are Black and Green. Their symbol is a garden encasing a skull, or an insect skull.

Yes.


Independent
Not every citizen living in Ravnica is a guild member. On the contrary, most of the populace, between 60 and 90 percent, has no guild representation at all. Most of these are the common, working people, but a few are freelancers who offer their services to any guild or individual who can pay for it.

You forget to mention how much there life sucks arse.
Talkkno

04-03-06, 08:50 PM
Meh, there life is proply better then pre guildpact, for sure. Has anyone read the books?
Weretiger

04-04-06, 05:18 PM
Yeah, Selesnya is definitely lawful good. Don't know where anyone got neutral good. There are probably some members more inclined towards chaos, but probably not many.

Neutral good is probably a good way to handle the Boros, as an average of the two colors.

Oh, somebody asked about flectomancy earlier, and I am of the opinion (due to the ability and art of Goblin Flectomancer) that flectomancy is the art of magical deflection. Not sure what else it would be.

How do demons/devils/other evil outsiders (or good outsiders, or any at all for that matter) get to Ravnica? They exist (as shown in the books and cards by the presence of demons and half-demons), but no mention was made of their being summoned. Are they therefore native outsiders? If they did come from another plane, where was it, and who summoned them? The Cult of Rakdos? And how? I do suppose their chaotic alignment would discourage them from summoning devils, making the only evil outsider presence on Ravnica demons...
Lina_Inverse

04-04-06, 06:01 PM
Yeah, Selesnya is definitely lawful good. Don't know where anyone got neutral good. There are probably some members more inclined towards chaos, but probably not many.

Neutral good is probably a good way to handle the Boros, as an average of the two colors.

Oh, somebody asked about flectomancy earlier, and I am of the opinion (due to the ability and art of Goblin Flectomancer) that flectomancy is the art of magical deflection. Not sure what else it would be.

How do demons/devils/other evil outsiders (or good outsiders, or any at all for that matter) get to Ravnica? They exist (as shown in the books and cards by the presence of demons and half-demons), but no mention was made of their being summoned. Are they therefore native outsiders? If they did come from another plane, where was it, and who summoned them? The Cult of Rakdos? And how? I do suppose their chaotic alignment would discourage them from summoning devils, making the only evil outsider presence on Ravnica demons...

Outsiders in magic are beings composed of pure mana basically.

A demon is something composed of pure black mana, the magic of selfishness and power.
Weretiger

04-04-06, 08:24 PM
Outsiders in magic are beings composed of pure mana basically.

A demon is something composed of pure black mana, the magic of selfishness and power.

Ah. Ergo, summoning a demon is simply pouring enough mana into an area that its concentration is high enough that it becomes solid and sentient. How's it differ from an elemental if it is composed of the pure substance of one of the colors? It is a reasonable answer within the magic color pie, though.

Do half demons, being composed half of black mana, gain a bonus to evil-descriptor (and negative energy/necromancy) spells? They get spell like abilities, but might it be reasonable to apply a -1 or -2 caster level penalty to good descriptor (and positive energy) spells and apply the same as a bonus to evil/negative? And an inverted version for half celestials? (Maybe give halfs +2/-2 and minor descendants (fiendish, celestial, anarchic, axiomatic) +1/-1). Any thoughts?
Weretiger

04-05-06, 09:21 PM
I was reading the thread, and noticed that no where in the three pages was there much crunch. I will attempt to rectify this. I intend to build a Guildmage base class, which, through domain-like variable spell lists based on the five colors, will be able to function for all ten guilds. When finished, I'll probably post this in the class section and put a link to it here. I do not know how long this will take me or how balanced the result will be. I intend to use a spellpoint system; this most closely models the mana-based casting present in MtG. Not much more to say... If I have questions about where certain types of spells fit into the color pie, I'll ask them here, if no one minds.
Melpomene

04-05-06, 11:48 PM
"Guildmage" is a PrC. ...not that it matters (I use horizon walker as a base class).
Selkie_Guardian

04-06-06, 09:45 AM
I was (an sort of am) working on something similar.
I cast the guildmages as Substitution levels for the wizard or soercerer class (depending on the guild) and charachter with one or more substitution levels was considered to be a 'guildmage'
Weretiger

04-06-06, 05:57 PM
That would probably work pretty well and be relatively easy to build. Hadn't thought of that. Would also be an easy way to work in special abilities (Selesnya animal companions, plant-zombie integration, etc).

I still intend to give my idea a shot, though. If it flops, of well.

I'm building custom spell lists, some of which (maybe even all of which) include both divine and arcane spells. Since MtG doesn't distinguish between the two, should I convert all divine to arcane, all arcane to divine, or leave as is (that is, mixed with no difference (and should I make it use one mental stat (probably Cha) for save DCs for both?))? Any input appreciated.

Melpomene: Whoops. Might want to use something more like "Ravnican Guildmage" then...
Any name suggestions welcome (heck, any suggestions welcome).

Basic ideas: d4 HD, 1/2 BAB, good will, bad fort and ref. Class skills: As wizard, plus maybe some social skills. Skill points per level: Probably 4+Int. Spontaneous spell-point based casting with spell points progressing at approximately the same rate as power points for a psion (and spells costed similarly). Simple weapons and no armor (might change this for red, white, and/or green). Spell list is based off of colors and subgroups of the colors; each mage picks four subgroups at first level of the two colors he can cast (based on his guild). For example, a Golgari Guildmage can pick from the black and green categories, which include Death (Black; inflict spells, animate dead, death knell, SoD spells, the works), Darkness (Black; includes evil affects (unholy blight, unhallow, blasphemy, etc), darkness and variants, and shadow affects), Decay (Black; includes poison, disease, vermin, fear, and 'mindripping (my take on discard; caster becomes aware of all spells of a certain level or levels known by the target, then can choose a certain number of them that the target cannot thereafter cast for a certai duration)), Animal (Green), Plant (Green), and Earth (Catchall green; destroy artifacts, wind spells (a la Hurricane), Soften Earth and Stone, etc). These choices would determine his entire spell list, which would therefore share probably no elements with, say, a Boros guildmage. I have the lists for black and green pretty much done (hence my use of them in my example), but have not begun the other colors. I'm thinking:
White: Protection, Healing, and maybe Holy Wrath (lots of paladin and War domain spells, plus possibly imprisonment (the D&D equivalent of Pascifism)) as subgroups.
Blue:A rather diverse color when it comes to spells, so possibly four lists: Antimagic (dispel, counterspells (as dispel magic and variants, but only for counterspelling; hence lower spell levels), antimagic field, globe of protection, etc), Knowledge (most divinations, possibly including something along the line of "learn what spells your enemy knows; mindripping without the prevention), Trickery (Illusions, mirage arcana, invisibilty, alter self, you get the idea), and Elements (I personally like the idea of blue having cold, air, and water as its elements; Frostweilder as red doesn't make sense from a flavor standpoint, IMHO; hence, water walking, water breathing, fly, cone of cold, wind wall, gust of wind, waterball (I use Masters of the Wild a lot for spells; there were many good ones), cloak of the sea, creeping cold, orb of cold, lesser orb of cold, protection from elements (cold and heat), Flame Shield (cold version), among others).
Red: Possibly two subsets; Chaos (random action, insanty, emotion (rage), all the chaos spells, possibly a "wild magic field" spell (as yet undeveloped; if anyone knows of one, tell me)), and Elemental Mayhem (aka Evocation of all things fire, lightning, and sonic that can be used to destroy anything within a half mile). Before anyone calls me on that one, in truth, giving all the destructive fire and lightning spells of any given level to one list isn't really that great; except for area, they will be about the same damage, range, and save DC wise. If anyone gets really POed about this, I may change it (testing the waters currently). Also add flame shield (hot version), protection from fire and cold, wall of fire, etc.

Any thoughts? I know that was a bit much, but if you took the time to read through it, you might as well take the extra minute to post your thoughts and let me improve it.

Oh yeah, final thought: Where do haste and teleport fit in?
Minister_for_Moral_Truth

04-06-06, 06:24 PM
I was thinking more along the lines of:
Boros Guildmage [Guildmage]
Prerequisites: Wizard or Sorcerer level 3, membership of Boros guild
Benefit: You gain complete immunity to normal and magical fear.

In addition you may add the following spells to your spell list (not spells known):
Level:
2nd Bless Weapon
4th Flame Strike
7th Sunbeam

It would be conciderably easier if rage, haste etc. weren't already on the sorc/wiz list.
Lina_Inverse

04-06-06, 07:11 PM
I was reading the thread, and noticed that no where in the three pages was there much crunch. I will attempt to rectify this. I intend to build a Guildmage base class, which, through domain-like variable spell lists based on the five colors, will be able to function for all ten guilds. When finished, I'll probably post this in the class section and put a link to it here. I do not know how long this will take me or how balanced the result will be. I intend to use a spellpoint system; this most closely models the mana-based casting present in MtG. Not much more to say... If I have questions about where certain types of spells fit into the color pie, I'll ask them here, if no one minds.

Just make guildmages clerics, and give each guild 4 domains.
Done.

Many guildmages function as priests to begin with, and magic in magic is always philoshical to an extent. With guildmages being mages whos magic is devoted to the guilds ideas them being clerics makes sense.
Reighnhell

04-06-06, 08:04 PM
Haste is almost always a red ability.

Teleport strikes me as Blue.

I myself am also working on a Guildmage class. I'm going with a PRC with limited casting ability ala' the Assassin. Each Guild has it's own spell list. But I do like the idea of going cleric based with domains from a KISS perspective.

It's like a race to see who can make the best Guildmage Class!
Selkie_Guardian

04-07-06, 03:14 AM
I've finished my substitution levels for the Golgari guildmage. Hopefuly I'll be able to get some more guildmages in soon (when i've finished writing them)

Golgari Guildmage

Hit Dice: d4

Requirements
Any character that is a member of the Golgari and in good standing with the guild, who is about to take there 1st, 5th or 9th level in the sorcerer class.

Notes
Any character with at least one substitution level in Golgari guildmage is referred to as a Golgari Guildmage instead of a sorcerer.

Class Skills
Golgari Guildmages have the skill selections of a standard sorcerer.
Skill Points at each level: 2+ int modifier (or four times this number as a beginning character)

Class Features

Golgari Tuition (Ex): A Golgari Guildmage is tutored in the secrets of the Golgari guild. The Golgari guildmage adds the following spells to their sorcerer spell list.
Blood bound march, Golgari Germination, Moldvine Cloak, Darkblast, Life from the loam, Rolling Spoil, Vigor Mortis.
A Golgari guildmage who takes the 1st level substitution level forfeits their ability to summon a familiar.
Golgari Battle Growth (Su): At 5th he Guildmage learns how to cause living creatures to grow poisonous thorns from their arms. Once per day per point of charisma modifier the guildmage can use this ability on a willing, living creature. The guildmage must touch the creature. The damage for the creature’s unarmed or natural attacks increases by 1 dice of damage. In addition, the creature’s unarmed attacks are considered armed and deal piercing damage. Any creature hit by the creature’s attacks is subjected to a poison (initial and secondary damage: 1d4 dex damage). The save DC against the poison is equal to 10+1/2 the attacker’s level+ the attacker’s Con modifier. These bonuses last for 1 round per point of Charisma modifier of the Guildmage.
This benefit replaces the Guildmage’s ability to learn a new 2nd level spell at 5th level. From now on, the Guildmage’s number of 2nd level spells known is one fewer than the value shown on Table 3-17, page 54 of the Player’s handbook.
Golgari Consumption (Su): At 9th level the guildmage learns how to feed on the dead and heal themselves from this macabre exercise. The guildmage may spend a full round action to feed on the flesh of a dead creature. The guildmage can heal up to 10 hit points from this action (but can’t increase there hit points past there normal maximum). A body can survive 1 round of feeding per hit dice the creature had in life. Flesh which has been animated as an undead or construct uses the hit dice of the undead or construct from, not the living one.
This benefit replaces the Guildmage’s ability to learn a new 4th level spell at 9th level. From now on, the Guildmage’s number of 4th level spells known is one fewer than the value shown on Table 3-17, page 54 of the Player’s handbook.
Weretiger

04-07-06, 05:38 PM
Battle growth could be very brutal when cast on a monk. Of course, there don't appear to be that many monks in Ravnica.

"Golgari Germination"? Have you statted that yet? Would love to see it (is this a "plant-zombie" melder? I still need one of those. Might make a template to go with it, or just a spell with stat-boosters, extra nat. armor, et cetera). Are the rest from Spell Conpendium? (I do not have a copy yet; books are just too expensive at this point...ergo, I'm stuck with using whatever spells I can get my hands on; 3.0 splatbooks, d20 Modern spells (not that desperate yet), converted psionic powers, and ones that I haven't quite gotten around to statting out yet...)

Lina: about making them clerics with guild-specific domains: I just don't think this quite fits... It doesn't feel right for Dimir to get cure light wounds (or to use any positive energy, for that matter). Further, domains only add one spell per level. Even if I were to expand the cleric so they got four domains, that's only 36 spells different from a normal cleric. It would be easier, yes, but so would substitution levels or PrCs.

Yeah, I sort of figured haste as red. It is of note that the only abilities similar to teleport in MtG are ninjutsu, phasing, and maybe some of the "come directly from hand" abilities (like Elvish piper). Ninjutsu wasn't really teleport, either, but it was the closest we've had in a while. However, it only appeared in blue and black, but that was due to subterfuge. It was too bad they didn't keep ninjutsu and give some of the dimir it...would've fit perfectly. The only (non-planeswalker) references to teleporting in the novels come from gates: The phyrexians had them, Laquatus had them (see Odyssey, when Laquatus brings troops into Cabal City through "water portals"), and Teysa used one in Guildpact (don't remember when.... I think it was leaving the courthouse). The Phyrexians and the Orzhov one were permanent as far as I remember, leaving Laquatus' portals as the only single-shot teleportation reference (excluding planeswalkers). So yeah, it fits in blue from a flavor and novel perspective. Haven't seen many mechanics for it though.

Mmmm... Limited spellcasting mages? I feel a little skeptical, but will reserve any judgement until I see the finished product. I do think it would work well as a PrC, though. What is the minimum entry level going to be (about)?

I think a feat for being a guildmage just isn't enough. It's not a bad feat, though. Could see using such feats in addition to a class to enhance its uniquie abilities (and/or grant access to more spells).

I've worked out most of the white lists, need more fodder for the Holy Wrath list (aka, need to actually see what paladins get).

I may divide the Red elemental discipline into two separate ones, simply for purposes of not having a bazillion spells in one list.

Melpomene: What changes did you make to Horizon Walker?
luispauls2

04-07-06, 08:05 PM
Hi... I really like the concept of a d20 Ravnica... So, here is my take to two Golgari Spells... (PEACH)

Vigor Mortis
Necromancy
Level: Golgari 4
Components: V, S, M
Casting Time: 1 full round action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You plant the seed in the corpse and infuse it with necromantic energy, making it grow and fuse with the dead body. Slowly, the corpse raise as a powerful undead: stronger, faster and tougher than most of them

This spell functions exactly like animate dead, except as above. Undead created with this spell get a +4 enhancement bonus to Strength, Dextery and natural armor.

The creature created is still an Undead, because the plants just fortify its physical form. The plants forming the armor are dead, and thus they are not subject to spells that animate or control plants. The only plant-related spell that can affect the undead created by this spell is plant growth, that increase the natural armor bonus to +5, but halves the movement of the affected creatures

Material Component: a specially prepared seed costing 100gp per Hit Die of the undead you intent to animate.

Golgari Germination
Necromancy
Level: Golgari 1
Components: V, S, M
Casting Time: 1 full round action
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You plant the seed in the corpse and chant a dark spell. The remaining energy of the once alive body make the seed grow into a weird plant creature, then the corpse rots and decays

You put the material component seed in a mostly intact corpse. When the spell is finished, you create a group of 1d6 Saprolings under your control. Not matter how many times you use this spell, however these Saprolings count against the maximum number of undead you can control, even if they are plants, but count each of them as ½ HD. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled.

After this spell is cast, the corpse decays and rots, and can’t be used to cast this spell again.

Material Component: a specially prepared seed costing 15gp

Saproling
Small Plant
Hit Die: 1d8+1 (5hp)
Initiative: +1
Speed: 30ft. (6 squares)
Armor Class: 14 (10 base + 1 Dex +1 Size + 2 Natural)
Base Attack/Grapple: +0/ -4
Attack: Slam +0 melee (1d4+0)
Full Attack: Slam +0 melee (1d4+0)
Space/Reach: 5ft. / 5ft.
Special Attacks: -
Special Qualities: blindsight 30ft., plant traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int -, Wis 10, Cha 9
CR: ½

I'm not very fond of the saproling... if you can help me, I'll appreciate it... :D
Weretiger

04-07-06, 10:16 PM
About the saproling: First off, how about some natural armor and full calculation of AC?
Second, you should factor the size bonus for being small into their attacks as well as AC.
They're pretty slow...

About the Vigor Mortis: Might make it an enhancement bonus to natural armor instead of a nasty unnamed bonus (might try circumstance, but enhancement to natural armor probably fits best). Also, how do the plant-zombies respond to Plant Growth? Does their armor grow so much that it squishes them? Are they a creature type "Undead Plant", with all of the bonuses associated with that, or are they vulnerable to effects that kill plants, or what? Some "interaction with other spells" rules might be provided. Other than that, looks good. Solid, fits about fourth level (since you have to lose out on stuff to cast it, in the case of Selkie_Guardian's classes (BTW, did he get the spells from you? What's the deal with that?)). I like it. Wouldn't make it a normal Sorc/Wiz 4 spell, but since you lose some stuff... Can I borrow it and use it in my lists (not sure how I would integrate; make it so you need both Plant and Death? Probably will do that with various "cross-school" spells (fire shield requires white and red, that sort of thing))?
luispauls2

04-07-06, 10:56 PM
:) Thanks for the HC, I changed Vigor Mortis to provide an enhancement bonus to natural armor (to prevent reanimating undead created by Vigor Mortis to reach an insane AC). I also clarifies that plant die (due to the necromantic energy, maybe) so they can't be controled, animated, spoken, anything... plant growth is a special case...

I calculated the saproling AC... and increased it speed... but I can't make it work... I'm not very good creating monsters... If anyone can help me with that, it would be nice...

Note the fact that those spells don't have the [Evil] tag, to avoid debates if animating undeads is evil or not. If you think it should have it, just say it's evil...

BTW, those spells come from the Golgari cards in the Ravnica MtG set... And everybody is free to PEACH them and use them
Weretiger

04-09-06, 07:18 AM
What's wrong with the saproling? The only thing I see is that the speed is 30, rather than 20 for most small creatures, but that's not a biggie (No one actually knows how fast a saproling is; I just figured that 10 ft was useless in anything other than a standing, toe-to-toe battle).
The only novel reference to saprolings was in either Planeshift or Apocalypse (don't know which), where Crovax and his Phyrexians at Urborg were attacked by saprolings (which were actually big globs of slime mold; ooze, maybe? Probably not worth changing, and loses some flavor). In that battle, the saprolings fell out of the trees and engulfed and dissolved a good number of Crovax's men (if you can call Phyrexians that). I do not know if Ravnica Saprolings are the same, though. You could add an acid or engulf ability (probably acid, but some plants can swallow whole and such). It would make it more lethal, if that's what you're looking for.

One last thing about Golgari Germination: Only +1 to AC enhancement for plant growth? I would set it at +2 (standard miscellaneous modifier; the DM's best friend is the +2 modifier).

I have realized that my approach to the guildmage is going to be a total pain in the butt. I have determined that a better way to do it is to build five classes (one for each color), then build feats which allow them to stack for mana and spells known and castable (plus grant some new spells to their lists; don't want just any black and green mage casting Golgari Germination). This way, I can grant some of the classes (white, green, and red) higher HD, armor, and BaB to compensate for their somewhat weaker spell lists (red is questionable; it is very good at destroying things and causing havoc, but nothing else). I will probably model the red mage after warmage, white after cleric, green after druid, and blue after sorceror. Alas, black seems to be the most mixed between divine and arcane magic, with wizardly necromancy and divine evil, but I'm probably still going to base it off of sorceror.

Say, does anybody know the tags for tables, or where I could find them? I might be needing those fairly soon.
Sliversun

04-10-06, 07:04 AM
What D&D races could be used in Ravnica d20?
Weretiger

04-10-06, 09:55 AM
I thought somebody pretty much covered that on the first page, with lists of races by possible guild affiliation.
NinjaThulu

04-10-06, 05:09 PM
I think clerics for guildmages with 4 domains per guild is a great idea. And there should definetely be Orzhov NPCs with the Aristocrat class.
NinjaThulu

04-10-06, 05:26 PM
I also have some great ideas for guild-specific prestige classes. So far I've only come up with names (note that I only have the D&D core rules, so there might be some of these names that are already in the game).

Boros - Wojek Enforcer

Selesnya - Evangelist

Golgari - Carnomancer

Dimir - Infiltrator

Gruul - Berserker

Izzet - Flectomancer

Orzhov - Lawmage

Azorius - Bureaucrat

Rakdos - Destructor (I know, it's not a good name)

Simic - Biomancer

Please tell me what you think about it.
luispauls2

04-11-06, 11:57 AM
NinjaThulu:

I like your ideas for the classes, but I think it should be Azorious Lawmage... and Orzhov Diplomatic maybe?... The only class that exists in the game is Evangelist, but we could make a different one, I don't know...

Are you going to make those classes?... Maybe we could divide the work...

In fact, I think we shoul organize this project. Create a Board for Guild Descriptions, Spells, Prestige Classes, Magic Items, where people could put their ideas... I don't know... what do you think?
Weretiger

04-11-06, 02:25 PM
I think keeping it here would be fine. Heck, it's pretty much the only things that's shown up recently.

I have built a prototype for the red mage, haven't built the spell list.
Will post it later (the prototype and the list). It's a little iffy as to whether or not it is balanced. I based the mana progression off of the warmage, converting the spells/day into mana/day. I'm going to compare it to psionic PP soon.
Selkie_Guardian

04-12-06, 02:51 PM
I have a rough outline of all guilds covered in Ravnica and Dissension including races, substution levels, PRCs and domains for clerics and would be happy to post them.
I also wrote stats for Razia as I was bord.
Weretiger

04-12-06, 04:37 PM
Post away.

Alas, I bought several third party books yesterday (half off if you buy four or more at the Green Dragon), and have been reading them since... ergo, no red spell list. Sorry. It seems I am losing/have lost the guildmage race. It looks like it may have to be a "better late than never" for me. It will be done, though (Hopefully by Friday, when my group meets again (new player; test victim?)).

I have red with a spellrage ability similar to the Spellrager's (from CW). I feel that this fits red, and I currently have it costing mana per round to maintain (1 for normal rage (for comp, a 1st level mage has 8 mana/day), not sure yet for greater rage, maybe 5 or 10 (by the time you get it, you can afford it(20th level has something around 350 or 400; 9th level spell is 17 to cast))). Light and medium armor, simple weapons, d6 HD, wizard skills plus climb, jump, and intimidate. Good saves are fort and will, have 3/4 BaB. I also have them with slippery mind and later immunity to charm and compulsion (I serve no man! philosophy in action). Also, resist shock, fire, and sonic 2/three levels (for dropping fireballs on yourself). That plus a destructive spell list (I'm thinking divine, but running on Cha and spontaneous. No spell failure in MtG). Any thoughts on balance?

I think I am going to have turning for white by expending mana also... It makes sense, and adds versatility.

I am at a loss for green special abilities. Blue and black, with their spell lists, should be OK without much extra... Maybe give green and red disable device for destroying artifacts. I feel sorta out of whack giving red all that stuff (which is definitely red, and feels red), plus most of the evocation (some of the most-used spells), then giving green crap like plant growth and enlarge vermin... Should I add summon spells? Summon elf I: As Summon Monster I, except that you summon one elf warrior (as per the MM) to aid you in combat... Continue that all the way up to 9th (or just do more powerful monsters, and categorize every SRD monster as a color and summon level). That'd be a pain, but would be very...magicesque.
NinjaThulu

04-14-06, 08:00 AM
NinjaThulu:

I like your ideas for the classes, but I think it should be Azorious Lawmage... and Orzhov Diplomatic maybe?... The only class that exists in the game is Evangelist, but we could make a different one, I don't know...

Are you going to make those classes?... Maybe we could divide the work...

In fact, I think we shoul organize this project. Create a Board for Guild Descriptions, Spells, Prestige Classes, Magic Items, where people could put their ideas... I don't know... what do you think?

That's a good point. Lawmage would be more Azorius. And, after thinking a bit, I saw several problems with having clerics for guildmages. Speaking of Guildmages, I'm working on
an Orzhov Guildmage prestige class right now. I haven't got very far yet, but once it's complete I will post it. As for the Orzhov prestige class, it could be Patriarch. The problem is: who would want to be a sack of gray flesh?
NinjaThulu

04-14-06, 08:41 AM
There must be requirements for joining the guilds. I'm working on that as well. So far, it's like this:
GOLGARI:
ALIGNMENT: Any non-good (preferrably neutral evil)
To get a good standing within the guild, you should be a druid and/or cleric with the plant and/or death domain(s).
IZZET:
ALIGNMENT: Any non-lawful
SPECIAL: You must pass the graduation test (Casting an advanced spell, impressing Niv-Mizzet or something like that)
DIMIR:
ALIGNMENT: any non-good non-lawful
SPECIAL: You must find Duskmantle or speak to a Dimir agent.
Reighnhell

04-16-06, 02:01 AM
Here's my guild Mage attempt.


Dimir Guild Mage
Hit Die: d6

Requirements
To qualify to become an Dimir Guild Mage, a character must fulfill all the following criteria.
Alignment: Any Non-Good.
Skills: Bluff 5+, Gather Information 5+, Know: History 5+
Spells: The Ability to Cast 3rd level Arcane Spells
Special: You must find Duskmantle or be tutored by a Dimir Agent.

Class Skills: Bluff, Concentrate, Gather Information, Hide, Know: History, Move Silently, Spellcraft
Skill Points at each Level: 4 + Int Modifier

Basic Attack: ¾ (as Cleric)
Saves: Good Ref, Good Will

Class Features

Weapon and Armor Proficiencies: Dimir Guild Mages are proficient with light armor and simple weapons.

Spells per Day: At first level, and every level thereafter, the Dimir Guild Mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dimir Guild Mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Guild Domain: At 2nd level, the Dimir Guild Mage gains access to any 1 Dimir Guild Domain. Each domain gives the Dimir Guild Mage access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Guild Mage gets the granted powers of the domain selected. Domain spells cast by the Dimir Guild Mage are considered arcane spells.
A Guild Mage gains a domain spell slot for each spell level they can cast. They may only use this spell slot to prepare a Domain spell of the appropriate level. The Guild Mage adds any domain spells they can cast to their list of Spells Known. A Guild Mage gains access to a 2nd Guild Domain at 6th level, and may use their Domain spell slots for either Domain Spell of that level.

Guild Domains- Darkness (Spell.C), Knowledge, Madness (Spell.C), Mind (Spell. C), Trickery

Unknowable (su): At 3rd level, The Dimir Guild Mage is considered to always be under the effect of Non Detection and Undetectable Alignment.

Dimir Machinations (su): At 5th level, the Dimir Guild Mage gains the ability to manipulate the memories of others. This is similar to a gaze attack, except that the Guild Mage must use a standard action, and those merely looking at him are not affected. Anyone the Guild Mage targets must succeed on a Will save (DC 10 + ½ Guild Mage level + Int or Cha mod) or become Confused for 1d4 rounds. The victim also loses all memory of the last hours of events. Attempting to remember this time period only yields hazy, dream like memories. The ability has a range of 30 feet. This ability may be used 1/day, with an additional use gained at 7th and 10th level.

Glimpse the Unthinkable (sp): At 8th level, the Dimir Guild Mage gains the power to shatter minds. They may cast the spell Insanity as a spell-like ability once a day (DC 10 + ½ Guild Mage level + Int or Cha mod).
Belljar

04-17-06, 04:02 PM
I love the work done in this thread already, particularly the substitution levels for Guildmages and the Golgari spells. I'm considering something of this nature myself, and also a broader synergizing of D&D rules with Magic Flavour, including the colour wheel, mana system, incorporating lands, protection, etc. However, it might require a dismantling of the D&D spellcasting classes, or at least a standardization of them. Anyways, I ramble. Does anyone know of a broader discussion of creating a D&D/Magic hybrid system? Somewhere on these boards or elsewhere?

Keep it up.
Endless_Helix

04-17-06, 06:01 PM
Here's a random thought for a prestige class...

Orhzov Diplomancer

Prerequisites
Skills: 6 ranks Diplomacy, 4 ranks Bluff, 4 ranks Sense Motive
2 ranks Know: Nobility+Royalty
Feats: Skill focus: Diplomacy
Spells: Able to cast 2nd level arcane or divine spells
Special: Must be a member of the Orzhov guild in good standing, must pass the examination (test fee of 250 GP)

Skills 4+ Int
Bluff, Concentration, Diplomacy, Know: Arcana, Know: Nobility+Royalty, Know:Religion, Know:Local, Listen, Profession, Sense Motive, Spellcraft, Spot

BAB: 1/2 Class level
Saves: Fort Poor, Ref Poor, Will Good

Spell Casting:+1 At every odd level.

Abilities

Price of Loyalty:At first level, you immediately learn Glibness, Price of Loyalty(Player's guide to Eberron, check it out), and Charm Person and add them to your list of spells known, spell book, and/or spell lists.

A Kind Word in the Right Ear: The Diplomancer may as a standard action, touch a creature, and attempt a Diplomacy check opposed by the subject's sense motive. This check may not be voluntarily failed, unless the person is charmed (under the effect of a charm person spell), stunned, or unconcious. If the Diplomancer beats the sense motive check, then the subject is healed 1d8 +1 per number of levels in the diplomancer class. However, the subject is stunned for 1d3+1/2 class levels (min 1) rounds and is confused for 1d6 rounds afterwards. This cannot affect a subject that is deaf or doesn't have a language.

Silver Tongue: At Second level the Diplomancer may take 10 on all diplomacy, sense motive, and bluff checks, and may attempt a rushed Diplomacy check as a standard action with no penalty but provokes attacks of opportunity. He may attempt a normal Diplomacy check as a full round action at no penalty, that doesn't provoke attacks of opportunity.

Persuasion: At fourth level, the Diplomancer may make a diplomacy check, he may not use a rushed diplomacy check, to attempt to create an effect that replicates the Command spell. This is opposed by the subject's sense motive check and then a will save. The save DC for this effect is equal to 10+ levels in Diplomancer+ Cha mod.
At eigth level this can be used as a suggestion spell. The save DC is equal to 15+ levels in Diplomancer+ Cha mod

Sure You Can!: At sixth level, the Diplomancer may convince a creature that it has the ability to do something it normally can't. The diplomancer may attempt a diplomacy check opposed by the subject's sense motive check.If the diplomancer succeeds, the subject (which may not be the diplomancer), gains a morale bonus to a skill of the diplomancer's choice equal to 1/2 his levels in Diplomancer. This is a full-round action that provokes attacks of opportunity.

Surely There Must be Something...: At 9th level the diplomancer, after casting a charm, command, dominate, suggestion, or similar spell (this counts for the class abilities of a diplomancer that replicate these effects), if the subject beat the spell save previously, as a full round action that provokes attacks of opportunity the diplomancer may make a diplomacy check against the will save of the subject. If successful, the charm effect goes into effect as though the creature had failed the spell save DC.

The Right Word at the Right Time:At tenth level, if the diplomancer makes a successful sense motive against a humanoid creature, they recieve an insight bonus equal to 1/2 their class levels in Diplomancer on Diplomacy checks against that individual.

What say you? I was thinking that it might fit into the Azorius and Dimir as well, but the Dimir seem like the kind of people to request something at the point of a knife rather than appealing to logic.
luispauls2

04-18-06, 11:37 AM
I really like the Orzhov Diplomat, however, I'm afraid is really underpowered, but the abilities are really nice... even tough I don't understand the Kind Word... why can they heal and confuse?... I don't know, it seems weird...
Weretiger

04-18-06, 06:49 PM
Healing is white, but A Kind Word is a little out there.

I concur; seems rather underpowered. Would rather just take mindbender (I really do see magical compulsion (since it's bluish) combined with black scrupulousness making Dimir excellent at mind control; Dimir Mindbender anyone?). Orzhov seems not to control their subjects mentally, though it would sort of make sense...rather, they seem to tax and "drain the lifeblood" from their enemies (or just dump them in pits of acid). I don't think anyone would want to play an Orzhov Tax Collector (capitalized for class), but something like spellthief modified to steal health instead would fit (or vampire; I see vampires fitting right in to Orzhov. "Drain them dry!").
Endless_Helix

04-19-06, 02:26 PM
@luispauls2: A Kind Word is supposed to be "a little out there", but a bit of fun. The idea is that it heals the target, but also removes it from combat, giving the Diplomancer *some* offensive capability. It also gives him a bit of versitility. Fluff-wise, it's kind of like in Dune, where the Benegesserit have that tone to control people; it's a defense trick that diplomancers are taught in case of an emergency. Essentially, the diplomancer has convinced the creature's body to spend all it's energy healing itself.

@weretiger: One way I could up the power level of the class is to give it some more spell casting levels, and a skill bonus on diplomacy checks. The problem is that I can't make his abilities too powerful because he can use them as many times per day as he wishes. It would also make sense to give the diplomancer some form of anti-scrying effects, like detect scrying, mindblank, or SR against divination.

Here's another interesting idea

Golgari Behemouth

Pre-reqs:
Con 16+
Feats: Toughness, Great Fortitude, Power Attack
BAB: +6
Special: Must have been brought back to life by the Golgari at least once.

Hit Die d8

Skills 2+int mod
Intimidate, Know: Nature, Jump, Climb, Craft, Spot, Listen,

Saves Fort:Good
Ref: Poor
Will: Poor

BAB: Average

Horrifying Visage: On non-plants, the Behemouth gains a +4 circumstance bonus on Intimidate checks, but recieves a -4 circumstance penalty on Bluff, Diplomacy, and Gather Information checks.

Symbiosis: At First Level the Behemouth gains the plant subtype, and is affected by all spells that have a special effect on plants as though he was a plant. He also gains +1 Natural Armor Bonus from this effect. At 3rd level this natural armor bonus increased to +2, at 6th level to +3, and finally at 9th level to +4. Also at 3rd level he gains a 25% chance to ignore a sneak attack or critical hit, which increases to 50% at level 6 and 75% at level 9.

Summon Saprolings: At 2nd level, the Behemouth may take 1d4+1 damage to summon a saproling to fight for him. He has a telepathic bond and may order it as a free action. This is a full round action that does provoke AoO's. Once you have used this ability you may not use it again for 3 rounds. The Saproling lasts for 3+ the Behemouth's Con modifer rounds.

Plant meld: at 4th level, the Behemouth may absorb any plant life in the area to heal itself. This ability also renders it immune to all spells of the healing subschool, including any form of resurrection. For each square foot of plant life absorbed, the Behemouth gains Fast Healing 5 for a number of rounds equal to it's constitution score. Absorbing a square foot of vegitation requires a full round action that does provoke AoOs.
At 8th level he can absorb a square foot of plant matter to give a bonus equal to 1/2 his levels in Golgari Behemouth to your Strength for a number of rounds equal to your Con modifier.

More Plant than Man: At 5th level, the Behemouth and any Saprolings he summons gain a +4 bonus on Strength and Constitution, but his speed is reduced by 10 feet. He also gains a further +4 competence bonus on intimidate checks. He gains the Plant Creature Type and is no longer a humanoid.

Lord of the Plants: At 10th level, the Behemouth may use control plants, as per the spell, for a number of rouds per day equal to 10+ his Con Modifier.
Weretiger

04-19-06, 08:48 PM
For some reason I get the suspicion that rather than healing those they want to take out of combat (removal is distinctly Orzhov, don't get me wrong), they would either a. harm it or b. take control of it. Given what I've seen of Orzhov, injuring removal is pretty big (Pillory of the Sleepless...hehehe). I'd think they would either get a damage over time ability or perhaps poison...
NinjaThulu

04-20-06, 10:33 AM
At last, the Orzhov Guildmage I've been working on is complete!
ORZHOV GUILDMAGE

hit die: 1D6

Requirements:
Alignment: any non-good non-chaotic
Other: the character must have a good standing in the Orzhov guild.

Class Skills:
same skills as a cleric.
Skill points per level: 4 + Intelligence modifier OR charisma modifier.

Abilities:
The Orzhov Guildmage may always use Orzhov spells that his level allows.
Orzhovan Greed: A 1st level or higher Orzhov Guildmage may at any time convert 1 XP into 1 GP or 2 GP into 1 XP.
Life-force manipulation: the guildmage may at any time in combat use a turn to do one of the following: Deal 1D4/level damage to each creature and each character currently engaged in combat, or heal an ally of 1D4/level damage.
Debtor's Knell: If an Orzhov Guildmage of 9th level or higher slays a humainod creature, he or she me resurrect that creature as a zombie that lives for 1D4/level hours and follows every command the guildmage gives it.

I will work on the Orzhov spells too.
Kensan_Oni

04-20-06, 09:08 PM
Hello! New here... but I absolutly felt that I needed to contribute with Monster Conversions... so I'm going to take one of my favorites and add it in.

Keening Banshee

Size: Medium Undead
Hit Dice: 4d12 (26 hp's)
Init: +2
Speed: 30 Flight 60
AC: 16 (+4 Natural, +2 Dex)
Base Attack/Grappel: +2/+2
Attack: Claw +3 (1d4)
FUll Attack: 2 Claws +1/+1 (1d4/1d4)
Space/Reach 5 ft./5 Ft.
Special Attacks: Scream, Distracting Renosance
Special Qualities: Incorpreal, Undead Traits, +2 Turn Resistance
Saves: Fort +1 Reflex +3 Will +7
Abilities: Str -- Dex 14 Con -- Int 14 Wis 16 Chr 14
Skills: Intimidate +9 Hide +9 Spot +10 Search +9 Sense Motive +9
Feats: Weapon Focus (Claws), Multiattack
Enviroment: Ravenica
Orginization: Solitary, couple (2), or gathering (4-12)
CR: 4
Treasure: None
Alignment: Always Evil
Advancement: 5-9 (Medium), 10-15 (Large)
Level Adjustment: --

Combat: Banshee's like to hide among rooftops, dropping in on unsuspecting victems

Scream (Su): As a free action, the Keening Banshee can scream. All within 20' of the Banshee make Fort saves (DC 14) or take 2d6 of cold damage. A successful save negates damage.

Distracting Resounance(Su): The Keening Banshee's scream also produces a secondary effect. All those within 40' of the Keening Banshee make a Will save (DC 14) or suffer a -2 Moral penalty to their AC and BAB while fighting the Kenning Banshee, and for three rounds after it is defeated. Those that make their Will save do not have to roll again for the encounter.

Incorpreal: As DMG/MM
Undead Traits: As DMG/MM
Kensan_Oni

04-20-06, 09:24 PM
I am at a loss for green special abilities. Blue and black, with their spell lists, should be OK without much extra... Maybe give green and red disable device for destroying artifacts. I feel sorta out of whack giving red all that stuff (which is definitely red, and feels red), plus most of the evocation (some of the most-used spells), then giving green crap like plant growth and enlarge vermin... Should I add summon spells? Summon elf I: As Summon Monster I, except that you summon one elf warrior (as per the MM) to aid you in combat... Continue that all the way up to 9th (or just do more powerful monsters, and categorize every SRD monster as a color and summon level). That'd be a pain, but would be very...magicesque.

Ideas for Green Style Magics (Going of the cards from the 1st part of the block)

Renewing Magic: Green not only is about destroying magic, but returning magic to it's existance. In the game, this is repesented by retrieving enchantments from the graveyard. Green Mages might have spells that give them back spells that they have lost, or have ways of undoing a dispell magic that has been cast.

Creating Magic: Not Artificing, mind you. Green specializes in creating magic energy. Spells that let you cast spells you know by combining lower level spells is a possibility

Stealth: Green is the only group left with Landwalking abilities. This means that they have invisibility.

Summoning: Naturally, Green Mages should specialize in using Summon Nature's Ally.

Buffing: Green is good at buffing it's own. Barkskin, Bull Strength, Endurance, Cat's Grace, spells that allow for the feat cleave, spells that create greater versions of the buff spells, spells that buff groups, spells that buff natural weapons,

Reincarnation: Also, they should also get spells that bring things back to life. This duplicates some of their abilites.

Hope that gives you some ideas.
bejammin2000

05-01-06, 01:20 PM
I think this is a great idea.

Unfortunately, I don't know much on d20, but I do know somethings.

Here was what I was thinking for the Simic Combine:

Simic Combine

Alignment: True Neutral.

I say true neutral, since all the Simic want to do is... improve people and creatures. That's all. (though, to be honest, they'll improve you without your permission.)

Method of Joining: Successful Experiment.

See, most of the Simic are actually successful experiments. Their intelligence was increased and then they were intiated into the Combine, performing their own experiments.

Also, I think Cytoplasm would be a guild ability, not anything related to classes, but all members. How they... improve. You'd have to go back to the Heart of Progress to... advance, you could say.

That's all I have... feel free to change it around.
thran56

05-22-06, 07:29 PM
I see the guildmages as all having the same structure, with guild abilities at certain levels, (say 1st, 4th, 7th, and 10th), and other more generic abilities at the other levels.

Also, for the Izzet guildmage's 1st level ability:
Passionate Spellcaster: At 1st level, an Izzet guildmage is able to infuse the strength of his emotions into his spells. Subtract 3 from the Izzet guildmage's caster level. However, whenever an Izzet guildmage casts a spell he rolls a d6 and adds the result to his caster level.
Melpomene

05-23-06, 03:16 PM
I totally updated! It's posted in Campaign Workshop under "Ravnica d20 Update." Give it a bump.
PoniesNSunshine

05-24-06, 02:09 AM
Ideas for Green Style Magics (Going of the cards from the 1st part of the block)

Renewing Magic: Green not only is about destroying magic, but returning magic to it's existance. In the game, this is repesented by retrieving enchantments from the graveyard. Green Mages might have spells that give them back spells that they have lost, or have ways of undoing a dispell magic that has been cast.

Creating Magic: Not Artificing, mind you. Green specializes in creating magic energy. Spells that let you cast spells you know by combining lower level spells is a possibility

Stealth: Green is the only group left with Landwalking abilities. This means that they have invisibility.

Summoning: Naturally, Green Mages should specialize in using Summon Nature's Ally.

Buffing: Green is good at buffing it's own. Barkskin, Bull Strength, Endurance, Cat's Grace, spells that allow for the feat cleave, spells that create greater versions of the buff spells, spells that buff groups, spells that buff natural weapons,

Reincarnation: Also, they should also get spells that bring things back to life. This duplicates some of their abilites.

Hope that gives you some ideas.


Anything that provides Natural Armor Bonus or Bonus' to physical skills. Red is good at dishing out damage, but not taking it. Damage resistance (might sub for untargetability) Summon Nature's ally is very powerful spell, not to be underrated. Dispel Magic, for certain (returning things to their natural state) Augmented Animal Companions. Augmented Summon. Speak with animals/plants ability. Lots of Healing.
HyleanLegend

09-27-06, 04:25 PM
Oh, somebody asked about flectomancy earlier, and I am of the opinion (due to the ability and art of Goblin Flectomancer) that flectomancy is the art of magical deflection. Not sure what else it would be.

This was quite a bit earlier, but the prefix de- is used to indicate the opposite. So maybe flectomancy is magical attraction? Especially with the Izzet using elementals and djinni.
HyleanLegend

09-27-06, 06:56 PM
I totally updated! It's posted in Campaign Workshop under "Ravnica d20 Update." Give it a bump.

Where is this? I can't find it or any forum search options (I'm new here).
Voila!

10-10-06, 03:06 PM
A little word about the wilds? To those who haven't read Guildpact, Ravnica actually isn't completely city. There are swaths of ruined city, some of which outrank places like Llanowar or the Rushwood, that are now completely wild. Some are less so than others, but for the most part, the Gruul are better stocked then it might seem. These areas are called "reclamation zones". They form most frequently when a plague spreads out of control and everyone in the area dies or evacuates. City Ordinances state a minimum of a century for a reclamation zone to be vacant, so as to allow time for any local diseases to dissipate, so it's little wonder that they fall into disrepair.

Races, let's see...:
Humans (obviously)
Elf (Silhana)
Elf (Devkarin)
Half-elf (both)
Elf (Simic)(possibly, certainly Vig is evidence they may remain as a race)
Orc
Viashino
Goblin
Troll
Centaur
Gorgon (medusae, only one left by now)
Owl-folk
Giant
Djinn (though quasi-deific in power, true djinn rare, most are more like humans w/ djinn bloodlines)
Ogre
Half-demon (really varied, suggest using slaadi variation table)
Loxodon (uncommon)
Thrull
Imp

That's everything I can think of that can work as a race in Ravnica. An angel could work, but only if you play significantly before the books actually took place if you regard their place in the timeline. Of course, you can play any random and wacky creature you can imagine with the Simic. Or in the very least, they give an excuse to use grafts and symbionts.
RedCodeKevin

03-11-07, 12:16 PM
I've finished my substitution levels for the Golgari guildmage. Hopefuly I'll be able to get some more guildmages in soon (when i've finished writing them)

Golgari Guildmage

Hit Dice: d4

Requirements
Any character that is a member of the Golgari and in good standing with the guild, who is about to take there 1st, 5th or 9th level in the sorcerer class.

Notes
Any character with at least one substitution level in Golgari guildmage is referred to as a Golgari Guildmage instead of a sorcerer.

Class Skills
Golgari Guildmages have the skill selections of a standard sorcerer.
Skill Points at each level: 2+ int modifier (or four times this number as a beginning character)

Class Features

Golgari Tuition (Ex): A Golgari Guildmage is tutored in the secrets of the Golgari guild. The Golgari guildmage adds the following spells to their sorcerer spell list.
Blood bound march, Golgari Germination, Moldvine Cloak, Darkblast, Life from the loam, Rolling Spoil, Vigor Mortis.
A Golgari guildmage who takes the 1st level substitution level forfeits their ability to summon a familiar.
Golgari Battle Growth (Su): At 5th he Guildmage learns how to cause living creatures to grow poisonous thorns from their arms. Once per day per point of charisma modifier the guildmage can use this ability on a willing, living creature. The guildmage must touch the creature. The damage for the creature’s unarmed or natural attacks increases by 1 dice of damage. In addition, the creature’s unarmed attacks are considered armed and deal piercing damage. Any creature hit by the creature’s attacks is subjected to a poison (initial and secondary damage: 1d4 dex damage). The save DC against the poison is equal to 10+1/2 the attacker’s level+ the attacker’s Con modifier. These bonuses last for 1 round per point of Charisma modifier of the Guildmage.
This benefit replaces the Guildmage’s ability to learn a new 2nd level spell at 5th level. From now on, the Guildmage’s number of 2nd level spells known is one fewer than the value shown on Table 3-17, page 54 of the Player’s handbook.
Golgari Consumption (Su): At 9th level the guildmage learns how to feed on the dead and heal themselves from this macabre exercise. The guildmage may spend a full round action to feed on the flesh of a dead creature. The guildmage can heal up to 10 hit points from this action (but can’t increase there hit points past there normal maximum). A body can survive 1 round of feeding per hit dice the creature had in life. Flesh which has been animated as an undead or construct uses the hit dice of the undead or construct from, not the living one.
This benefit replaces the Guildmage’s ability to learn a new 4th level spell at 9th level. From now on, the Guildmage’s number of 4th level spells known is one fewer than the value shown on Table 3-17, page 54 of the Player’s handbook.

I like the work done here.
I'd like to state that it's better for guildmages to have their own classes as, flavor and card-wise, they already have different classes (for instance, lightning helix talks about Boros Legion's mage-priests, while Gruul, Rakdos and Golgari guildmages are all shamans). So the work done by Selkie_Guardian and Selkie_Guardian is IMHO, very good.
Now, about the Golgari guildmage, how will putrefy look?

@ Weretiger: Frostwielder makes sense in red as ice can sear/burn too.
Jerthose

05-11-07, 04:59 PM
I've been loving the campaign ideas people have been posting for the longest time, I've constructed a guess at the Angel of Despair, let me know what you all think. This was my first true attempt to make my own creature so any feedback would be sweet.

Angel of Despair - Medium Outsider (angel, lawful)

Hit Dice: 11d8 +22 (72 HP)
Initiative: +9
Speed: 30' land 60' fly (good)
AC: 23 (+5 Dex, +8 natural) Touch 15 Flat-footed 18
Base attack/grapple: +11/+15

Full attack: +16/+11/+6
(+1 flametongue longsword ) 1d8 +5

Special attacks: Spell-like abilities
Special qualities: DR 10/chaos, Cold and Lightning immunity, Darkvision 60', Outsider traits, see invisibility, Fast Healing 3

Fortitude: +12 (+16 vs poison), Reflex +10, Will +12

Skills: Intimidate +23, Diplomacy +23, Spot +17, Spellcraft +18, Knowledge (law [or any other knowledge that angel should know]) +18, Sense Motive +22, Listen +15, Appraise +16, Concentration +21, Forgery +18

Feats: Alertness, Improved Initiative, Combat Reflexes, Combat Expertise

Spell-like abilities: 3/day - cure light wounds; 1/day - shield other, dispel magic, dispel good, dispel evil, dispel chaos, disintegrate

All weapons, both natural and manufactured, weilded by an Angel of despair are considered laweful for the purpose of overcoming damage reduction

Angels of Despair are created with beauty in mind. A fusion of white and black mana, angels of despair are eternal servants and observers. They preform any and all services conceived of by their master. Angels of Despair never speak, although they can communicate with thier master telepathically. This communication is always "spoken" in images. Thus attemps to spy on a mental conversation rarely yields a good result.

Combat:

Angels of Despair are not created for offensive combat. They prefer to obliterate their prey with disintegrate and then return to their guard duty. Their primary purpose in life is to gain the full measure of those they meet, make sure the tithe to see their master is worthy, and handle a patriarch's "private affairs".

--

I realize the spell-like abilities are timid, I was thinking i should add more to that. I was trying to couple the card with what I recall from Guildpact.
Sliversun

05-12-07, 06:18 AM
Does anyone have any info on Ravnican locations such as the Tin Street Market?
Jerthose

05-12-07, 08:58 PM
I am not sure if this has been covered before or not, but I was trying to figure out what cleric domains would belong to what guild, here is what I have so far.

This list is designed to put different Cleric Domains under different guild headings. The main concern I have is assigning so many domains to each guild. I would love to hear everyone's take.

Azorius: (W/U) – 7 domains to credit to them
Air Domain (aspect of blue mana)
Knowledge Domain (pertaining to cases)
Law Domain
Luck Domain (some are skillful, others lucky in winning cases)
Magic Domain (the Azorius believe strongly in the Guildpact’s magic)
Protection Domain
Water Domain (another aspect of blue mana)

Boros: (W/R) – 8 Domains
Fire Domain
Good Domain
Healing Domain (ie: Lightning Helix)
Law Domain (they do supply the Wojek…)
Protection Domain (to serve and protect)
Strength Domain
Sun Domain
War Domain (first warriors of Ravnica)

Dimir: (U/B) 7 domains
Air Domain (aspect of blue mana, illusions)
Death Domain
Evil Domain
Knowledge Domain
Magic Domain
Trickery Domain
Water Domain

Golgari: (B/G) 6 Domains
Animal Domain (insect based)
Death Domain
Destruction Domain (to create/build you must first kill/destroy)
Earth Domain (ties to the grave)
Evil Domain (undead manufacturing is rarely good)
Plant Domain (zombie-plants)

Gruul: (R/G) 8 domains
Chaos Domain
Destruction Domain
Earth Domain
Fire Domain
Luck Domain (every warrior has a bit of it in them don’t they? ;p )
Strength Domain
Travel Domain
War Domain

Izzet: (U/R) 7 domains
Air Domain
Chaos Domain
Fire Domain
Knowledge Domain
Luck Domain
Magic Domain
Water Domain

Orzhov: (W/B) 7 Domains
Death Domain
Evil Domain
Good Domain
Healing Domain
Law Domain
Protection Domain
Trickery Domain

Rakdos : (B/R) 8 domains
Chaos Domain
Death Domain
Earth Domain
Evil Domain
Fire Domain
Luck Domain
Strength Domain
War Domain

Selesnya: (W/G) 8 Domains
Animal Domain (non-insect based)
Good Domain
Healing Domain
Law Domain
Plant Domain
Protection Domain
Sun Domain
Travel Domain

Simic: (U/G) 7 domain
Air Domain (blue mana aspect)
Earth Domain (due to their ties to nature)
Healing Domain
Knowledge Domain (nature primarily)
Magic Domain
Plant Domain
Water Domain (blue mana aspect)
ilikepies

12-08-07, 10:48 PM
Wow. Lots of stuff. I'm new to the forums, but I have been playing D&D and Magic for a long time and Ravnica is my absolute favorite block.

First of all, the easy way to do zibs and zinos would to have zibs represent silver peices, zinos represent gold peices, and copper peices would not exist.

I've made a few base classes for each guild. If you want full class feature lists and all, tell me. Here they are:

Selesnya: Convoker- A sort of cleric/druid. He lacks the druid special abilities AND the cleric's large spell list, but makes up for it with a combination of both classes' spells and the convoke ability, which allows him to replenish spells by taking others'.

Boros: Legionary. The Legionary is a fighter. At 1st level, he can choose either arcane or divine, and gets a very small selection of those spells. At 6th level, he gains the other, and gains an even tinier selection.

Golgari: Rot-Mage. Sort of a necromancer, with many abilities that make him undead and give him power over aging. Signature ability is the touch of decay which allows him to deal slight lethal damage, slight ability drains, and make the target age, all with a single touch.

Dimir: Phantom. Almost exactly like the assassin, but has two special abilities. One, Array of Tools, gives him bonus items to give him more ways to kill people. The other allows him to mimic the affects of certain Illusion and Enchantment spells, acting like a very small selection of arcane spells.

Orzhov: True-Blood. The True-Blood is an example of a priveliged Orzhov (ex: Baroness, not Bodyguard). Lots of manipulative skills, very good skill selection, and a nice amount of arcane AND divine spells.

Izzet: Magetinker. This is as far as I've gone so far, but I plan to make this guy much like a sorceror, except he can MAKE HIS OWN SPELLS. He does this by giving up one of his precious and limited spells, and instead using it to alter an existing spell (giving up Magic Missile could make your Burning Hands automatically hit, while giving up Burning Hands could make your Magic Missile deal extra damage.)

Gruul: Fury Shaman. Haven't thought much about him yet.

Azorius: Senator. Haven't thought much, but a lot of protection abilities. Once the Senator can "prove" someone guilty, all hell breaks loose from his super-punishment-doom powers!!!!

Simic: Biomancer. Something to do with cytoplasm.

Rakdos: Blood Priest. I don't know.


Here are two spells I would like to see.

MORTIFY (for actual spell, see http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=96930
Necromancy (Evil)
Level: Clr 5, True-Blood 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft +5 ft./2 levels)
Targets: One living creature or a creature affected by magic.
Saving Throw: None
Spell Resistance: Yes

The air around the target grows dim. First color seems to fade, then matter itself, as if the area is sinking into nothingness.

You drain magic and life from the target. First, all magic affecting them is dispelled. Then, they take 1d6/level damage. If this would lower them to 0 or lower hit points, they are immediately killed.


ELECTROLYZE (For Actual Spell, see http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=96829
Evocation (Electricity)
Sor/Wiz 3, Magetinker 3
Components: V, S
Casting Time: 1 standard action)
Range: Ranged Touch, Medium (100 ft. + 10 ft./ level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Twin lightning bolts, one red and one blue, zap out of your fingertips.

You make a ranged touch attack. If you succeed, deal 1d6/level (max 5d6) electricity damage. Once Electrolyze is cast, you may recall one spell of 2nd level or lower (for a sorceror, gain one extra spell of 2nd level or lower for that day). NOTE: This is how the draw a card effect could be represented.

Tinkering Effects: When tinkered to a spell, the tinkered spell gains the following ability- After this spell is cast, recall or gain one extra spell of any level below (spell level). < This is how tinkering would work. Sort of like permanent metamagic that can have tons of different effects.


WHOA i just realized nobody has posted in this thread for a year....
Bosh_Vant

04-28-08, 02:19 AM
Guild territories

I picture the various basic lands being different depending on the guild that runs them. (This I would also have loved to see in the art, well maybe if they return to Ravnica.)

Some would be simple to show, such as a plain filled with small, modest, and humble Orzohv parishiner houses, almost bowing before the towering mansions of the great families.

A Boros Plain would be filled with almost regimented houses perfect in simitry and ease of navigation.

A Dimiri Island would be a few hundred floating wood buildings creating a shifting maze of rope bridges and darkend wooden walkways.

A Simic Island would be a Magically engeneerd Lilly Pad, large enough to support a college campus.

What are some of your ideas on the subject?
Bosh_Vant

04-28-08, 02:31 AM
About Ohorvz Allignment

It seems more to me that he alligment split most are Lawful Good parishiners, being brutally duped by a Lawful Evil clerical hierachy.

Thier religion I picture being based on a distant creator god, who no longer pays attention to the world, therefore you should turn to the ancestors for your day to day needs. I have studied anthropology and this form of ancestor worship is common in the real world Africa. What is different about the Ohorvz of Ravnica is it seems that they have sucessfully pitched the idea that some people's ancestors (the great families) are more important and worthy of attention than other people's ancestors. "After all if your ancestors were so smart, why didn't they get rich? Mine are clearly better than yours, if you pay me I might interceed with them on your behalf."

Oh and everyone should read Precious Gold (http://www.wizards.com/default.asp?x=mtgcom/daily/mc32) by Matt Cavotta to see the Ohovz in action.
Four_Stragglers

07-29-08, 12:50 PM
How would we go about converting all of this info to 4E?