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Ravnica-Inspired Setting: I need help


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Sounds like a plan to me.

Funny side effect of those changes; it's very likely that any given painter or dancer will be one or two degrees of separation from a murderous clown with magic powers. That, in turn, might make art as a whole vaguely disreputable and attractively dangerous-seeming.


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Really glad you both approve of it! I just... don't actually know where to begin with modifying my take on the Cults. Any suggestions? Anyone willing to help me maybe figure out some Demon Princes or Archdevils that could serve as the basis for the cults? I'm perfectly willing to mix and match my fiends from D&D and Pathfinder, if that helps, and it will also be sort of helpful for my planned Daemon race...

Actually, speaking of races, I know that they're not the most popular topic here, but, well, I can't stop thinking about them. I have a "racial set up"/concept outline that I'm fairly comfortable with, and even some draft stats, so is it okay if I just thought-purge and try my hand at rewriting my racial "gazette" from scratch?

Also, having been struck by vague inspirations... is it okay if I go with my current race list and simply describe these as the most populous/widely spread races? There are other sapient, potentially playable races in this setting, mostly based on the "ethnic enclave" phenomena (sapient fungus-people in the Undercity, tanuki from Little Japan, Wukong monkey-folk from Chinatown, etc)?


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Really glad you both approve of it! I just... don't actually know where to begin with modifying my take on the Cults. Any suggestions? Anyone willing to help me maybe figure out some Demon Princes or Archdevils that could serve as the basis for the cults? I'm perfectly willing to mix and match my fiends from D&D and Pathfinder, if that helps, and it will also be sort of helpful for my planned Daemon race...
D&D fiends are probably too overtly monstrous for a less-evil take on the Rakdos.

My inclination would be to start by defining typical cult members, and sketching out some ideological divisions between different sects. But if you'd like to start with demonic patrons, I can make up a few.

Vrelaton is variously called Demon of Sacrifice, The Bringer of Freedom, and The Empty Shell That Owns The World. It resembles the skin of a human, with no internal organs at all, moved by some mysterious internal force. It does not speak, but uses a form of sign language that everyone instinctively understands. It's a philosophical creature, given to intellectual flights of fancy, fond of promulgating ideologies that it then forgets about the next day. It owns nothing, has no home, and gives no orders, but fanatics follow it. They derive a single fundamental truth from its "words": that anything that ties you to the world is a chain upon your freedom. The essential action of Vrelaton's cult is to discard things, to throw away objects and break relationships. To stop caring about your old life, so that you can live any one of an infinite variety of new lives. In practice, sadly, most people just do a ton of drugs after they've broken ties with their friends and families and possessions.

Araktak is called The Thousand-Faced, She Who Will Die Tomorrow, and Sarah Wilkins. Some part of her was human, once, and she often still looks human. But every time she sleeps, she dies horribly, and a new being is born from her corpse. Her appearance changes, her memories are lost. Her personality remains partially, but not completely, consistent. She fears death as much as anyone else, and does everything she can to remain awake as long as possible. While she lives, she acts the way you'd expect from an extremely powerful being with no morals and very little time to live. Accordingly, she leads perhaps the worst of the Cults; for obvious reasons she can't build anything lasting, but people who want to escape all consequences flock to her. She gives them a blessing, or perhaps a curse, which dooms them to die soon and fills them with frantic energy and magical power until they do. The younger the "blessed", and the shorter the time she gives them, the stronger they become.

Yoon is just called Yoon. He discourages the use of grandiose titles. He's twenty feet tall, red-skinned, bull-horned, and bat-winged. And he really, really, likes music. He's keen on all forms of hedonism, really, but music is his true love. Being a generally sensible and far-sighted guy, he's gone about hearing all the greatest music in the world more or less the same way a human would. He's used his powers to acquire money and followers, and used those to establish pleasure dens and music halls. He leads a very moderate Cult, the membership of which is always in flux. People from outside the Cults join for the parties, and leave when they get tired of the life or when one of the more extreme Cults begins to seem more appealing. Those who don't know Yoon generally see him as a benevolent force; those who do know him see him as a terrifyingly ruthless monster held in check only by his modest ambitions. Yoon rarely does anything really awful because he rarely has any reason to. But give him a reason, even a flimsy one, and he'll take it.

Actually, speaking of races, I know that they're not the most popular topic here, but, well, I can't stop thinking about them. I have a "racial set up"/concept outline that I'm fairly comfortable with, and even some draft stats, so is it okay if I just thought-purge and try my hand at rewriting my racial "gazette" from scratch?

Also, having been struck by vague inspirations... is it okay if I go with my current race list and simply describe these as the most populous/widely spread races?
Why wouldn't it be okay?

It's your thread.


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Hmm... appreciate the suggestions, but, maybe not quite... how does this look for a breakdown? Names I'm open to reinventing and discussing...

The Kults of Xztazy (better name greatly appreciated) are the most internally fractious of the 10 Guilds, because they are not and never have been a single coherent faction. Instead, they are an amalgamation of lesser fiend-cults which united due shared philosophical roots as part of a power ploy, and which further merged and mingled over the centuries into their present form.

The center of the Kults' dark pantheon is the fiend-god called Lanshor, Prince of Desire, Lady of Lust, Exarch of Excess. Whilst the ultimate origins of this deity have been lost to time, his creed is the foundation of the Kults' overarching philosophy; embrace your hunger, your lust, and your desire, and revel in the precious gift that life has given you by seeking out as many experiences as you can. In the Lost Age, Lanshor reached out to other, lesser archfiends from across philosophical gaps now lost to the denizens of the City Eternal, seducing them with the promises of power through allegiance by playing upon the most perfidious and inescapable flaw of all mortals; Passion and Desire. Some have theorized that Lanshor was originally a fledgeling archfiend herself; others that they were an accepted deity who was willing to embrace corruption in his pursuit of new sensations and experiences. A few even argue that she sought to redeem his followers, for over centuries of sustained worship under less malign, more accepted guises, Lanshor's followers have grown at least somewhat away from their monstrous roots, content to revel in their glory rather than pursue the destruction of all things... well, more or less.

Lanshor has effectively become the "chief god" of the dark pantheon that the Kults worship, and many Rings - as individual Kults are known - offer worship to him exclusively. Almost all Rings at least acknowledge Lanshor as a superior, if perhaps reluctantly. In the greater mythos, Lanshor is said to sit upon a throne within a palace of unending sensation, where everything that one could experience, can be experienced. The other fiend-gods sit within her throne room, forming a court that writhes with intrigue and chaos, but which is inexorably fixed around Lanshor himself, the Queen of Obsession remaining an immovable centerpiece to the dark carnival of his followers. As a god, Lanshor's portfolio is simple; Passion, Desire, Sensation and Decadence. Art, hubris, love, obsession, pleasure, pain; these and all other related aspects fall under her authority. He charges her followers with pushing themselves beyond all boundaries, and seeking to experience everything they can. Every breath is an opportunity to take in a new scent. Each glass raised is a chance to savor a new flavor. On every battlefield, each sword blow can entice a never before heard pain-filled scream. Life, according to Lanshor, is a precious gift; a fleeting opportunity to avail one's self of all the world's potential - squandering that gift through fear or restraints is obscene, a waste of one's short time in this world.

Rings dedicated to the lesser fiend-gods still exist, and put a more personal spin on Lanshor's philosophy. These more specialized interpretations of his creed are why they are regarded as lesser in power than their Dark Queen, but the added nuance helps make them more attractive to those who feel the need for more specific guidance or who have more specific tastes. There are many Kults, but some of the larger ones include...

Zuggtmoy: Once a lowly archfiend who held dominion over fungus, Zuggtmoy leapt at the chance to pursue greater power by hitching her star to Lanshor's wagon. Selling herself through the "spiritual awakening" of fungal hallucinogenics, she evolved and adapted to attain a portfolio of alchemy, transmutation, drugs and necromancy. Rings dedicated to her worship favor the use of drugs to create or enhance sensory experiences, and have close ties with the rotshapers and fungus-druids of the Golgari Swarm; they cultivate all manner of valuable chemicals, selling them to their fellow Kultists or even to the likes of the Evolutionary League. When roused to battle, their drug-addled warriors make for fearsome berserkers, backed by chemically-animated zombie or saprolings, all wielding poisoned weapons, from simple drug-smeared blades to poison dart-launchers to noxious fume-spewing weapons.

Lamashtu: A demon-goddess of monsters, mutation and miscegenation, whose "misbreeding cults" found Lanshor's creed of pushing boundaries in the name of sensation to be compatible enough. As time has gone on, she has found herself shifting away from the corruption of nature to simply embracing nature; she has become an unexpected patron of interspecies love, a spiritual mother to half-breeds and khymerae. Rings dedicated to her, thusly, tend to emphasize either her new role as a patron of beasts, focusing on taming, breeding and bonding with animals, or as a patron of racial unity (and xenophilia). They are most likely to work with either the Choir of the WorldSong or the Anarkysts.

Alloces: An arch-devil who specialized in the arts of fleshcrafting, claiming the title "Prince of Beasts" for his reputed role as the spawner of various monsters, frequently worshiped by fleshcrafters and sadists. Whilst there is some overlap with Lamashtu's Kult, leading to either alliances or conflict between them, Alloces' Rings tend to focus on his more "hands on" approach to anatomy. They are body-modifiers, using fleshcrafting to reshape their bodies in the name of sensation, improvement and self-enlightenment, with a particular focus on grafts and transplants - a role that naturally sees them overlapping with the Evolutionary League.

Abraxus: Appealing to the intellectuals of the Kult, Abraxus claimed dominion over forbidden knowledge, magic and blasphemy. Worshipped almost exclusively by practitioners of magic, the faithful of Abraxus still make up the academics of the Kults as a whole, investigating new ways to stimulate the mind above all else. They are keenly interested in pursuing information, giving them a strong rivalry with the Mnemnos Collegiate that can lead to alliances and enmities with equal ease.

There are many other fiend-gods in the Kults' pantheon, but these are far less notable, usually having an extremely niche focus; Cacophonus, an element of raging sound whose followers range from sonic-wielding warriors to deadly spellsingers; The Hollow One, a former fiend of sorrow, despair and dispassion embraced by the cruel and the tormented; the Xammux, who will pursue any intellectual pursuit with the most clinical dispassion; and Scahrossar, whose dominion over pain and restraints finds ample expression amongst those with an affinity for BDSM.

The Kults as a whole contribute to the City Eternal by supplying a vital resource: entertainment. Diversions, distractions, euphoria; these are their stock in trade, and they have worked their way into many different fields. Art galleries, carnivals, drug-dens, brothels, restaurants, theatres... if it provides an exemption from the day-to-day tediums of life, then the Kults have it under their control.


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Alright, racial outline thingy, I promised this... just had a lot of stuff on my mind... I was going to include draft racial stats, but I think, on reflection, this is going to be big enough to take in as-is. Maybe I should break it into chunks somehow? Also, yes, the entries below the Faery grouping don't define its subraces; I still need to think on/talk about the possibilities there before I rewrite the relevant entries... plus, I'll be honest, I was kind of tapped out.

It is impossible to overstate the diverse array of races that walk the streets of the City Eternal. As the original City expanded and grew, races that had once lurked in the furthest reaches of the wilderness or otherwise haunted the fringes of civilization were forced into the light, and given a simple, if brutal choice; adapt or die. As nations disappeared and were replaced by districts, and beings from other realms were made to walk the streets, the City Eternal became a melting pot of civilizations, absorbing all sapients and giving them a chance to find themselves anew in this new world, forcing an end to old hostilities and enmities - at least on the surface.

The list below is by no means exhaustive; different regions of the City Eternal can and do house their own unique denizens, remnants either of long-forgotten cultural borders or simply centered around a common philosophical lure. Instead, it represents the most ubiquitous of races, those who are widely spread enough to be considered "common" in Omniopolis.

A side effect of the vast cultural melting pot has been the unofficial amalgamation of many different ethnicities and subraces; whilst they may still privately cling to ancient divisions, to outsiders, there just isn't enough difference to distinguish, with interbreeding breaking down and absorbing many of the formerly unique subcultures. In greater reflection, this has led to the use of "racial typings"; semi-official nicknames applied to overarching racial groups - the individual "races" of that typing are recognized, but it's generally accepted that, say, an elf and a dwarf have more in common with each other than an elf has with a deva or a dwarf has with a braygor.

Humans, of course, are everywhere in the City Eternal. No matter where you go, there you'll find humanity, living alongside other races and integrating itself into any available niche. Whilst they may lack the specific capabilities of a given race, humans have both flexibility and drive on their side; they are effectively a race of individualistic specialists, where individual humans possess a distinctive outlier of abilities and gravitate towards a niche where they can thrive. This flexibility also makes humans prone to diverse skill sets; a naturally ambitious people, humans often dabble in unusual skills or fields just to prove to themselves they can, or simply for the sake of curiosity. Uniquely of all the races i the City Eternal, humans are considered a Colorless race; they have an equal affinity for all five Colors of mana.

Game Notes: Humans in Omniopolis use the Variant Human racial traits from the PHB.

The Faery typing covers an array of humanoid races said to originate from a parallel plane called the Feywild, a realm of verdant wilderness infused with primal and arcane magical energies, resulting in its children possessing both a strong affinity for nature and an innate grasp of magic. When the doorways between worlds were shut, the Faery races who had been left in the mortal world were forced to adapt, either trying to preserve nature amidst the City Eternal or evolving an affinity for the new magical energies that emanated and permeated their urban environment. Faery races tend to have affinities for Blue, Red, or Green mana, and join guilds accordingly.

Elves are the most ubiquitous of the Faery races, and the most human-like in appearance. They tend to be tall and ephemeral in build, with elongated ears and unearthly coloration being their primary distinguishers. Elves are said to have originally been elemental-like beings with a strong affinity for natural phenomena; after they were cut off from the Feywild, they lost most of that trait, but still retain some lingering affinities. A minority of exceptional individuals manages to rekindle some of this elemental power; these individuals are commonly nicknamed "Nymphs", as the trait is slightly more predominant (6 or 7 out of 10) in females. Whilst there were many distinct elven cultures in the Lost Age, the pressures of the urban world and interbreeding have caused them to coalesce into three more or less distinctive archetypes.

High Elves are the "Arcane" subrace of the family; they have adapted the most adroitly to civilization, and often bear an almost aristocratic mien. They have sharp intellects and a natural affinity for magic, but are often somewhat emotionally closed off; their race is most strongly aligned with Blue, White and Black Mana.

Wild Elves are the "Primal" subrace of the family; they still retain the strongest ties to the natural world, and most are at least mildly uncomfortable with the City Eternal. They typically seek relief by joining guilds that either attempt to preserve and promote nature, give them an outlet for their emotions, or both. A passionate race governed by feeling and emotion over logic, they are most strongly aligned with Green, Red and Black Mana.

Dark Elves are the shadowy branch of the elven family tree, the ones that neither high elves nor wild elves like to acknowledge. Possessed of a ruthless streak and an affinity for dark magic, these former outcasts have long found a place for themselves in the social (and literal) underworld of the City Eternal. They are most strongly aligned with Black, Red and Blue Mana.

Dwarves are a race of short, strongly built Faeries, known for their inhuman strength, their strong passions, and their clan-based structure. Unusually for any race in the City Eternal, dwarves are divided into five subraces, each of which centers itself around one of the five Colors of Mana.

Urdunnir, or "White Dwarves", are the most common of the dwarven subraces; characterized by skin in the pale gray hue of stone and eyes or hair that bear metallic colors, such as silver, gold, copper or iron, Urdunnir are a solemn, driven, hard-working people, who value a good day's toil and the simple comforts of hearth and home. They are fiercely loyal to their communities, but can be somewhat standoffish, especially when dealing with outsiders. Proud and slow to change their mind, they possess strong emotions that culture demands they lock away when in public - which makes the inevitable eruption all the more spectacular. These dwarves are innate earth elementalists, with a supernatural affinity for stone and metal; those who develop their powers can manifest more extreme abilities, such as walking through stone as if it were air. Aligned predominantly with White Mana, and secondarily with Blue and Red Mana.

Nidhoggr, or "Black Dwarves", are shunned by most; avaricious, grasping, ambitious and shameless, this race's affinity for Black Mana above all others (seconded by White and Blue) is obvious to see. In the Lost Age, they were necromancers, slavers and tyrants, eager to exploit others in order to fatten their own coffers as they searched endlessly for wealth. Things have... not changed so much. Wealth and power remain their driving goals, and even the most noble Nidhoggr has a mercenary streak.

Buckawns, or "Green Dwarves", are a quiet and hospitable people, shy-natured and gentle of heart, with an affinity for the living bounty of the earth. Whereas Urdunnir embody earth's stability and the raw matter of the earth, and Nidhoggr covet the earth's wealth, buckawns are friends of plants and animals. Of all the dwarves, they have fared the least well with the transition to the City Eternal; they are almost exclusively found in the ranks of those guilds that in some way preserve and promote life and nature. Buckawns tend to have a color of woody browns or leafy greens for skin, whilst eyes and hair can be either those self-same colors or, especially for females, a more vibrant hue reminiscent of flower petals. They have managed to adapt enough to the city to find roles that play to their strengths; many are chefs, or home-servants, roles they are surprisingly adept with. But they are not as harmless or as innocent as they look; the saying "nature red in tooth and claw" comes to mind, and when they need to defend themselves, buckawns can be vicious indeed. They are most strongly aligned with Green Mana, with secondary affinities for White and Black mana.

Promethians, or "Red Dwarves", are almost as disliked by Urdunnir as their Nidhoggr cousins are. They are a wild, anarchistic, passion-ruled people, whose minds hum with inspiration and who are constantly leaping from one pursuit to the next. They are embodiments of the fire at the earth's heart; relishing in creation, destruction and chaos, which naturally sees them gravitate towards the most active and "wild" of the great guilds. Even the most seemingly sedate Promethian is prone to unpredictable outbursts of activity, and the race as a whole rarely seems to sit still. Visually distinctive, a Promethian has an ash-like skin tone, which darkens towards coal-black (sometimes shot through with fiery red/orange striations) as it ages or accumulates greater experience, contrasting fiery red, yellow or orange eyes. They are most strongly aligned with Red Mana, followed by Blue and Black mana.

Sylphs, or "Blue Dwarves", are the youngest of the dwarven subraces, having only mutated away from their Promethian ancestors within the last thousand years or so. Possessing their ancestors' inventiveness and clever minds, they are far more methodical and logic-driven, rather than consumed by intuitive leaps and passion. They are also the only dwarven subrace with no affinity for the earth; instead, their gaze is rooted firmly on the untapped potential of the sky and, to a lesser extent, the sea. Finding a strange sense of peace from these vast, untapped, chaotic realms, Sylphs are obsessed with pushing the limits and expanding into these realms. They are most strongly aligned with Blue Mana, but also share affinities for Red Mana and Green Mana.

Kubbits are the smallest of all the Faeries, reaching heights of between two to three feet and resembling elves with their waifish builds. Technically, the kubbit race is made up of two races; the winged, magic-focused Pixies and the wingless but quick-moving and strong-limbed Sprites, but the two races have co-existed in symbiosis for so long that they are almost regarded as interchangeable in the modern era. Passionate, impulsive and clever, kubbits sometimes come off as rather child-like to those who don't know them well - but, like a child, they can be cruel and merciless if their wrath is roused, and this vicious streak has enabled them to hold their own in a world surrounded by much larger beings. Their mana affinities are Red, White and Black.

Merfolk are a branch of the Faery tree that has specially adapted itself to life in the water; these amphibious humanoids have a fundamentally elf-like body, but are covered in slick, hairless skin and have obvious piscine traits - gills in their neck help them to breathe water and air, small fins sprouting from their limbs to assist in moving through the water, webbed hands and elongated, flipper-like feet. Many merfolk have fins or tentacles on their scalps instead of hair, especially those from the Sunless Seas. The race has established a niche for itself in protecting and caring for the water supply of the City Eternal, and diverged into two subraces; Skyswimmers and Murkmerrow. Whilst both races have a shared affinity for Blue and Green mana, Skyswimmers tend to be aligned with Red mana, whilst Murkmerrow are more likely to be aligned with Black mana.

Skyswimmers inhabit the open air reservoirs of the City Eternal, and in particular the floating "cloud-mines"; magitek floating islands that carry supplies of water across large regions of the City, absorbing water vapor from the air itself and attempting to keep the weather under some semblance of control. These merfolk are naturally resistant to electricity, and are quite vibrantly colored. They also have the unique ability to manipulate air around themselves, letting them "swim" through the air - mostly it's a gliding ability, used to avoid fatal accidents should they fall from their arboreal homes. They are a cheerful, energetic and playful race, who tend to treat life as one big game.

Murkmerrows, by comparison, are pale-colored and serious creatures, who dwell in the vast forgotten oceans and flooded labyrinths of the Undercity. Adapted to life in these lightless environments, they are tough and hardy creatures, innured to toxins, and with a much grimmer outlook on life. Stories claim of "rogue" tribes that inhabit long-buried oceans and hold their own unique civilizations down in the murk, but even the sewer-dwelling murkmerrows regard these stories with more than a little skepticism.

Gorgons are a reptilian race of Faeries of unknown origins. Some believe that they were fae snakes which attempted to evolve into a more humanoid form in order to integrate themselves into the humanoid-based society they now found themselves in. Others believe they were elves who attempted to tap into ancient draconic magic and found themselves transformed by the experience. Whatever their roots, they are now denizens of the Undercity, mutable and serpentine humanoids who earn grudging respect and plentiful fear with their potent mystical abilities, especially their infamous killing gaze. A typical gorgon resembles an elf with scaly skin, clawed digits, serpentine eyes, fang-like canines and writhing, serpent's tail-like tendrils in lieu of hair, but the race is extremely prone to natural mutation; wings, tails, serpentine lower torsos, extra arms, serpent heads tipping their "hair", extra mouths, and maw have all been reported. The gorgons are sometimes believed to be all-female, but this is untrue; there are just as many male gorgons as females, but their sexual dimophism makes them seem to be feminine to an untrained outsider's eye. Gorgons have an affinity for Black, Green and Blue Mana.

Centaurs are a race of fey beastkin whose bodies iconically consist of an elf-like upper torso replacing the head of a horse. Naturally adapted for wide-open spaces, they have difficulties in adjusting to the natural world - especially given their formerly war-like culture. They are a wild race, fiercely passionate, with a reverence for strength, courage and untamed power, but balance this with strong communal instincts; amongst their friends and family, centaurs are surprisingly gentle beings. They see combat and athletic contests as paths to renown, and they do not fear death in battle. Their celebrations after successful battles, hunts, or births are unruly and long, full of boasting, sport, and drink. In contrary to their warlike nature, centaurs are, much like the horses they resemble, a matriarchal society; males are less common, and traditionally are regarded as somewhat inferior, suitable predominantly for childcare and breeding. The females fight and lead, males practice magic and advise. Of course, things are not so set in stone now, but still, centaurs are a traditional people. Their mana affinities are Green, Red and White.

The Jotun typing covers an assortment of humanoid races once referred to as "savages"; physically strong and hardy, with aggressive temperaments and warlike cultures, the Jotuns fought violently against the expansion of the City Eternal in the Lost Age, and many still continue that struggle in the modern era, either directly or indirectly. Others ultimately accepted the changing times gracefully, and have sought to integrate themselves into the modern world as best they can. Jotun races mostly gravitate towards fields in which brute force or bad attitudes can still be valuable assets, but for every Jotun thug or laborer, there's an academic or a visionary. Jotuns tend to be aligned with Black, Red and Green mana.

Ogres are the most common of the Jotun breeds, and the most iconic. They are said to be the descendants of ancient lineages of giants, humanoid beings who towered twenty feet or more over other races. Naturally, such hulking creatures could not survive in the smaller, more enclosed environment of the city, and they turned their runic magics to shrinking down to a more manageable height. Even though they retain but a fraction of their former bulk, ogres are still powerhouses, respected and feared for their capacity for violence, but also their strong ties of loyalty; ogres are a clannish people, and once they give their word, few indeed will break it. Some rare individuals retain the more mystical, elemental powers of their ancestors, but for most, a simple life of labor and toil is all they can look forward to. Ogres are aligned with Red, Black and White Mana.

Trolls are a smaller breed of Jotun, though still quite large. They have always been a people of the dark places of the world, and if anything have thrived by moving into the Undercity or even the more shadowy parts of the City; they have always had an aversion to strong light. Whereas ogres are known for their brute strength, trolls are known for their vitality; they can endure incredible amounts of punishment, and recover from injuries that would kill lesser beings many times over. Though stereotyped as dumb, instinct-driven brutes, trolls are actually quite cunning and wise, just... not very book-smart. Trolls are aligned with Green, Black and Red Mana.

Gargoyles are descendants of a storm-aligned branch of the Ogre family tree, according to some. Others claim that they always existed in something akin to their current forms. Once denizens of high mountain peaks or the tallest jungle trees, these winged ambush predators have instead migrated to the spires of the City, watching, studying and observing from above. They are considered natural spies; not very brawny, but quick and agile, and with a mobility that few others can match, whilst retaining an ogre-like loyalty to their chosen allies. Gargoyles are aligned with Blue, Black and White Mana.

Cyclopses are one-eyed ogre-kin who have long compensated for their physical limits with an innate affinity for magic. Their singular large, staring orbs can see mana itself, giving them an intuitive grasp of magic that compliments their considerable physical might as well. They were the first of the Jotuns to make peace with the smaller races and integrate themselves into the City Eternal, and even now are prone to acting as peacemakers. Cyclopses are aligned with Blue, White and Red Mana.

Orcs are one of the strangest of the Jotun races. In the Lost Age, the orcs were a brutal, warlike people, a savage race of would-be conquerors and invaders led by their brutish divine patriarch. But what he had in terms of will, confidence and ferocity, he lacked in wisdom and wits; as the City began to grow and the civilized peoples became stronger and more organized, his people stagnated, becoming increasingly irrelevant, until they were on the verge of extinction. Finally, the orcs' divine matriarch betrayed her husband, manipulating events so that the male half of her race faded away, leaving the womenfolk to sue for peace. Now dependent on the menfolk of other races to propagate, orcs have managed to bounce back surprisingly well, combining fierce passions and physical prowess with strong communal bonds and fierce independence. In truth, orcs actually contain a number of distinct subraces, based predominantly on paternal lineage, including Orogs, Fomorians, Ondonti, Sharakim and Hobgoblins, but the differences can be hard for an outsider to identify.

Goblins are the smallest of the Jotun breeds, a primal and earthy race that were the first of their kin to gravitate towards the City as it spread, seeing in it the promise of a new life for themselves. Unfortunately, their faith has been little rewarded. Mostly relegated to low-income jobs, goblins have always been regarded by most other races as inconsequential, wretched, or even outright expendable. A strange plague ravaged their race, permanently altering their gender make-up as it killed off most of their menfolk. The menial or illegitimate jobs they once depended on have become increasingly harder to claim, as they face competition from the likes of Robotniks and the Faceless. Many regard them as little more than a ghetto race, a pale imitation of the orcs - a people who mostly survive through scavenging, theft, prostitution, or in the riskiest and most unwanted jobs. But the goblins are survivors, and still cling to their position; they have adapted to all challenges, and the race is going nowhere soon. Whilst others wallow in despair or lash out in self-destructive fury, a greater majority still holds its head up with pride, confident that they will overcome and triumph. Goblins are aligned with Red, Black and Green mana.

The Wyrdlings typing is perhaps best defined as the "family of those who lack families". It is a grab-bag category, a depository for all of the various races that don't clearly fall into the neat(ish) bio-historical assortments as other races. Each individual Wyrdling race is truly unique to itself, and it stands with its fellows only in that it stands apart from others. Wyrdling races tend to have affinities for Blue, Black or White mana, representing their usually artificial nature or their association with the City Eternal itself.

Devas are said to be former angels, beings of pure wisdom, spirit and holy magic, who blessed the City Eternal in the Lost Age by coming down from on high and working to guide the peoples to unite. Such was their dedication that they bound their very spirits into arcane patterns etched into the soul of the City, transforming themselves into living avatars of its spirit by the power of holy geometric rituals. But if that was the case, then no devas remain who know. When a deva dies, it is reborn with a new face and a new identity, a constant cycle of birth, death and rebirth that has slowly stripped the race of its culture and its memories. They no longer know why they are here, or what their purpose is. So instead they seek to find a new purpose for themselves. Most devas are protectors and champions, seeking to safeguard the City, the people in it, or both (White/Blue/Red)... but some have succumbed to darker lures, falling from their purposes and becoming more selfish or tyrannical (White/Blue/Black).

Daemons are a dark mirror of the devas. As the fiend-cults of Lanshor cemented their place in the world as one of the Great Guilds, they brought with them fiendish corruption. Lesser fiends that fled from their burning realms to walk the streets of the City Eternal, mortals corrupted by unholy magic, and fiendish spawn; these three roots intertwined and gave rise to the races collectively known as Daemons. Although stained by darkness and extremes of passion, they are still a free people, and can choose to walk different paths; though regarded with distrust by many, in truth, their numbers demand acceptance, so long as they at least feign to play by the rules of the City. There are several distinct breeds of Daemon, each representing different fiendish archetypes or lineages: Dretches are small, fleet-footed, nimble creatures, marked by lashing tails and fluttering, useless wings, who rely on stealth and cunning to stand tall. Riethii bear the blood of succubi and incubi; seductive, alluring and infernally charming beings with a vivacious love of life, yet ruled by their passions. Astyanath are the Riethii's dark mirror; bringers of pain to their pleasure, marked by scarred or bruised skin and growths of metal and bone made to maim and hurt. Hulks are the warrior-breed; tall, strong, dark and ferocious, clad in natural armor and able to match an ogre in battle, should they succumb to their bloodlust. Regardless of subrace, all Daemons are aligned to Red, Black and Green Mana.

Vrylokas are a legacy of vampires; those blood-sucking undead who have burrowed into the seamy underbelly of the City Eternal and embedded themselves there like toads in stones. Depending on who you ask, vrylokas are either dhampyrs - the half-living, half-undead spawn of vampires and mortals - claiming a distinct identity for themselves, the results of envious humans seeking to magically emulate some of the vampire's inherent might for themselves, or the result of a plague initially spread by vampiric bites that warped the survivors into a semblance of their infectors. In truth, all three origins are probably partially to blame. Regardless, vrylokas possess distinct vampiric traits, but without their sheer potency - or their hunger for blood. Indeed, many vrylokas are skilled vampire hunters. They are aligned to Black, White and Red Mana.

The Faceless are more of a myth than a fact; a human offshoot that has somehow magically evolved itself to take advantage of the teeming population of the City Eternal. Most don't believe they exist. But they do. Divisible into Changelings, who can shift forms to appear as any person they desire, and Skulks, who can blend into their environment and become invisible, they are a hidden people who seek to profit by their skills, often pursuing lives of intrigue or luxury - or both - by whit of their gifts. They make master spies, thieves, assassins and secret agents, a role for which the Guilds can always find a use. They are aligned to Black, Blue and White Mana.

Robotniks are an artificial race, born from the explosion-wracked labs of the Teknik Syndicate, the clearest of them experimenting with doing what they want simply because they can. A Robotnik is a human-form assemblage of metal-plating "skin" over an articulated skeleton and "musculature" of cogs and springs and mechanical gizzards, but the heart and soul of it comes from bound elemental energies. By binding two different kinds of opposing elemental energy together, such as magma and water or lightning and ice, the conflict generates a level of raw magical energy that can not only easily motivate the specially designed body, but create a higher, more cognitive intelligence than pure elemental energy alone can generate. A young race, the Robotniks are still spreading from the labs of their birth, and their legal status itself is currently a subject of intense debate in the halls of the Council of Lumen; as is often the case, the City's inhabitants are having to decide for themselves, ahead of the politicians and bureaucrats. They are aligned to Red, Blue and White Mana.

Carrionettes are a darker mirror to the Robotniks; artificial life, crafted from the remains of the dead by the City's necromantic guilds. Aside from their fleshy foundations, they are in almost the same boat as their counterparts, and were seemingly made just to prove a point. The two "sibling" races find themselves simultaneously drawn together and repelled, as whilst they experience many of the same problems, their fundamental natures and surface differences can prevent them from seeing that. Carrionettes are aligned to Red, Blue and Black Mana.

Khymerae are practically a racial typing unto themselves; each individual is a species of one, all to itself. This is the name given to the true children of the City Eternal, the one-of-a-kind hybrids and crossbreeds that can only arise in a world like the Omniopolis, as well as to the mutants and vatspawn and bioborgs churned out by the Evolutionary League. Their alignment is incredibly diverse, and many would argue that they are better considered Colorless when taken as a whole, instead of Blue, Green and Red.

The Beastkin typing is the most instantly recognizable of all; it covers the sizeable number of races who resemble humanoid animals. Some of these races trace their lineages back to the Lost Age; others are more newborn, having emerged from the biomantic laboratories of the Evolutionary League. In fact, the Beastkin family is group is so large that it has its own sub-groups; whilst its fundamental nature is shared with the Scalykind and the Hivers, each is also physically distinct enough - the former having a reptilian mien, and the latter resembling insects - that the man on the street recognizes their distinctiveness as an obvious fact. All three branches of this typing share an affinity for Red and/or Green Mana, but their tertiary affinity varies; "true" Beastkin tend to be aligned with White mana, Scalykind with Black mana, and Hivers with Blue mana.

Sphynxes are a proud race, adept in both magic and partial prowess, who resemble winged humanoids with features combining elements of both humans and cats. They trace their origin to the original Sphinxes, mystical beings from the Lost Age who appeared as a giant, winged lions with human heads - reputedly, sphynxes are their mortal heirs, although stories differ on whether some curse struck them down and stripped them of most of their mystical powers or if they are the result of dalliances between gynosphinxes and human mages. Regardless, the sphynxes of today pride themselves on their skill and their intellect, ever seeking to hone and refine their body and mind in hopes of becoming the one in a a precious few who transcends the limits of their body and is reborn as a true sphinx. They are aligned with Blue, White and Red Mana.

Gnolls are a race of mystics and scavengers, who rather surprised the ancient peoples when they sought to make peace with the City as it expanded during the Lost Age. Once nomadic raiders, the gnolls of today are a primal yet inventive people, filled with inventive insights and primordial magics alike. They have a reputation for their ability to scavenge and reuse anything, both mekanika or dead flesh, and make some of the best nekroteks in the City. Whilst they live in clan units and are highly sociable creatures, their society is a constant and subtle jockey for power, one in which the physical brawn of the females is countered by the mystical affinities of the males. They are aligned with Black, Green and Red Mana.

Renardois are a mysterious race of charming and quick-witted fox-people whose origin is a mystery; nobody is quite sure where they came from, and if you ask one, you'll get three answers. Renowned for their deft fingers, knack for magic and silver tongues, they have a reputation as thieves, con-artists, street mages and hucksters, adept at peddling hopes and dreams in exchange for cold, hard cash. Though the typical Renardois will protest it, they are not infamous for their shiftiness for nothing. Which may explain why a surprising number of them seek to rise above their roots by pursuing callings amongst the Council of Lumen or the Flammenaegis - or perhaps it lies in nothing so much as their strong ties of loyalty; make an ally of a foxfolk, and he'll be a true friend until the end. They are aligned with Blue, Red and Black Mana.

Procyals are a people of humanoid raccoons, generally accepted as having been the result of an experiment by an Evolutionary League researcher that bore unexpected fruit. Whilst quite physically adept, being quick and nimble, it is the minds of the procyals which are their greatest weapon. Inveterate tinkerers, they are natural scrap-mages, recycling broken down mekanika into useful new gadgetry; a procyal is rarely happier than when it can tinker around with mechanical devices... or, in a more unsettling fashion, with a living creature. They are aligned with Blue, Red and Green Mana.

Ratfolk are a race that rose from the Undercity and have since made themselves at home. Some believe they were a deliberate or accidental creation of the Evolutionary League. Others claim they are a mutant, born amidst the toxic spell-dumps of the deepest Undercity. A few even claim that they were a forgotten people from sone long-lost land who simply rose out of the shadows as the City spread itself across the world. Almost eusocial in nature, ratfolk live in large clans, consisting of a single fertile female and her harem of four husbands, who reign over an enormous brood of sterile daughters. Only one male is born per hundred pups, and one fertile female per five hundred. These clans are, naturally, fiercely knit, for the ratfolk sense of morality is based on familiarity; they define the world through circles of kinship, and the further you are from "family", the less moral behavior they are obligated to show you, by their own cultural standards. Clans struggle fiercely against outsiders and each other, forming complicated relationships in which trust is always at a premium. They specialize in scavenging, but will look for power almost anywhere. They are aligned with Black, White and Blue Mana.

Rabbitfolk are one of the more famous races to come out of the Evolutionary League. A passionate and emotional people, driven by their hearts above all else, they are legendary for their amorousness - which is only heightened by the fact that the race is hermaphroditic. If their creators hadn't instigated hard limits on their abilities to reproduce, leaving them with the libido of their ancestors but not the fertility, the rabbitfolk probably would have been exterminated in the name of population control. Even so, they cannot escape their reputation, though most take that as a challenge; driven by nature, rabbitfolk fling themselves into whatever it is that they do, and refuse to let little matters like their stature prevent them from being taken seriously; after all, there is strength in numbers, and they have numbers to burn. They are aligned with Red, White and Green Mana.

Braygor are one of the oldest Beastkin races, resembling various horned ungulates - cattle, sheep, deer, goats and antelopes in humanoid forms. Unlike some races, these different appearances are more cosmetic than a true source of subraces, and Braygors themselves regard their different strains as equals. The race has long been torn between a conflicting, divided nature; tugged toward wanton violence but bound by conscience, zealous and driven, capable of becoming great heroes or terrible villains, braygors are and always have been a symbol for the tension between civilization and savagery—discipline and madness are the twin forces that war within the heart of each of these Beastkin. They revere labyrinths as a holy symbol, a physical representation of the spiritual and psychological journey each must undertake to make peace with its conflicted nature. When a braygor refers to "walking the labyrinth", they refer to the mental journeys they each must pursue in hopes of transcending their bestial impulses. It is a metaphorical journey, but one with very real perils. They are aligned to Black, White and Red Mana.

Kenku are a secretive and mystical race of humanoid crows; flightless, but adept at climbing, and with keen minds that belie their physical frailty. They view themselves as holy emissaries, talking of a divine matriarch they call "Grandmother Crow", who created them from the cleverest of her crow children, and charged them to be her eyes and ears in the wide urban wilderness around them. They live on the proverbial outskirts of civilization, willing outsiders who look inwards, constantly scavenging and spying, building secretive enclaves known as flocks that trade on the power they can earn through theft, blackmail, assassination and other unsavory traits. Ruthlessly pragmatic as they are, they are also fiercely loyal, since in the crow-eat-crow world of the flock, one cannot hope to survive without the aid of strong allies. They are aligned with Black, White and Blue Mana.

Tokay are the "youngest" race of Scalykind, descending from tribes of lizardfolk who eagerly integrated into civilization, finding the doings and workings of other races to be fascinatingly new and strange. In appearance, they resemble humanoid geckoes, and are renown for their skill at climbing - as well as their inquisitiveness, their friendliness, and their love of pranks. Whilst considered somewhat annoying, they are loyal, friendly and affable, eager to make friends - though there's always the bad apples willing to spy, steal or murder. Their incredible speed and agility makes them surprisingly useful in the urban environment, as well. They are aligned with Red, Green and White Mana.

Varanid are the more hostile and aggressive "brothers" of the Tokay, lizardfolk tribes that sought to preserve their warlike natures and predatory cultures as much as possible. In contrast to their relatively "soft" kinsfolk, varanids are living weapons; whip-thin masses of corded muscles with ripping fangs, scything claws, and a dagger-like barb of bone on the end of their tails - they may lack the armor of their Gurrash kinsfolk, but they're almost as quick and agile as the Tokay, making them deadly in a fight. Aggressive, headstrong and driven by the urge to prove themselves the best they can, varanids gravitate towards the rougher side of civilization, assuming they don't just join the Anarkysts. They are aligned with Red, Green and Black Mana.

Gurrash are a race of humanoid alligators who have adapted to life in the depths of the Undercity; they are pale-colored, and many are outright albino, used to spending prolonged periods in the murk. Though physically imposing, hulking brutes, they are also a deeply spiritual people, revering a pantheon of primal spirits and ancestor-ghosts, which meshes well with the beliefs of the Necryl Swarm, amongst whom they are predominantly found. Whilst patient and thoughtful, they can also explode in outbursts of violent fury, and personal gain is a sacred rite to their people. Gurrash are aligned with Black, Green and Blue Mana.

Wyrms are the heirs to the ancient dragons, which legends say once reigned over vast portions of the world in the Lost Age. But as the City spread, most of these dragons fell into extinction; so confident in their individual power that they could not see that their might was as nothing before that of Civilization run rampant. But one breed of dragons was different; physically smaller and frailer than their kin, these dragons, the Arcane Dragons, had the wits to see what their cousins would not, and chose to find a way to survive where the others fell. From their efforts were born the Wyrms; humanoids in form, but carrying the essence of each ancient breed of Arcane Dragon, their goal to conquering the City that had conquered them. As such, Wyrms are divided into three subraces, as were their progenitors. Hex Wyrms (Black/Green/Red) are sinister and ruthless manipulators, with a love of conquest, decay, betrayal and corruption. Tome Wyrms (White/Blue/Green) are mystical, somewhat absent-minded scholars, more prone to concentrating on their thoughts than on the world around them, and with an infamous streak of self-confidence that borders on arrogance. Flux Wyrms (Blue/Red/Green) burn with the fires of genius, as they like to say; intuitive, brilliant and erratic, their minds leap wildly from one thought to the next, making instinctual connections between memorized facts and allowing them to achieve insights of such brilliance that few others can follow them.

Lamia are a race of humanoid serpents, oldest and most civilized of the Scalykind - at least, if one believes the stories that they tell. With the head of a serpent atop a humanoid upper torso, which gives way to the body of a slithering serpent below the waist, lamias are renowned for both their intelligence and their emotional nature. In stark contrast to the idea of the cold-blooded, methodical serpent, lamia are impulsive, hot-tempered, and quick to act before thinking. They're certainly smart enough when they do manage to think things through, but lamias are more likely to make intuitive leaps than logical deductions; in this, they are a natural fit for the Teknik Syndicate. They are aligned with Red, Blue and White Mana.

Aranea are a race of humanoid spiders; eight limbed creatures with two pairs of arms and two pairs of legs, physically frail but incredibly cunning, and with a powerful natural affinity for magic. Their intelligence is legendary, and they are possessed of equal adeptness at spinning webs of deceit and manipulation as they are at spinning spells. Fortunately, most are fairly docile beings, caring more for studying the world around them and honing their mystical talents than actually exercising power. But, when motivated to protect themselves or to advance a cause? They can be deadly as they come. Ironically, it is the smaller, more brightly colored males who are the race's leaders, for they are more adept at magic than the bigger, stronger females. Their racial affinities are Blue, Green and Black Mana.

Thriae are a race of humanoid bees (or, some would argue, wasps), who reputedly were engineered by an ancient Evolutionary League sect known as the Melissidae, who had close ties with the Choir of the WorldSong. Consisting of colonies centered around a magically powerful queen, the single fertile member of the colony, thriae are passionate yet spiritual people, who believe in the values of physicality - working hard, playing hard, and community above all else. Whilst they are stereotypically found amongst the Choir of the WorldSong, just as many find a place amongst the Flammenaegis, and some colonies even take roles on the other White or Blue Mana guilds. Dependent on males from other races to fertilize their queens, they trade the strengths of their soldiers, the magics of their dancers, and the mystical properties of their honey in exchange for a place in the greater community of the City Eternal. Their affinities are for White, Red and Blue Mana.

Thri-Kreen are a race of humanoid praying mantises who still follow their roots in an ancient culture of hunter-gatherers, thanks to their possessing a collective memory that passes itself down through the generations. Whilst many belong to the Anarakysts, seeking to preserve the ways of their ancestors, just as many have instead integrated themselves into the guilds which most appeal to their focus on the collective good, or on sating their predatory instincts. The "common" thri-kreen is a sub-breed that calls itself a To'ksa; these are the thri-kreen that most people think of, dusty brown-yellow colored and with what is often written off as a "simple predator's mentality". T'keech are a subspecies adapted for life in dense tropical jungles and wet environments; uniquely amongst their people, they possess functioning wings, allowing them to spring between trees or pounce onto foes from high locations. They are the most intellectually curious of their race. Tondi are an all-female species of orchid mantis-folk with a natural affinity for elemental psionics. Thri-kreen in general are aligned with Green, Red and White Mana.


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So, I really want to discuss this stuff, but, honestly, I really like this outline so far. I finally feel pretty confident in this array of races, and whilst there's room for improvement on the fine details, in general, I like how this looks.

So... honestly, I don't know what to talk about any more. The only topics I can think of are the Guilds, the Races, Classes and possibly Environments? I mean... I just don't know. Anyone interested in helping me sort out where to go from here, or figuring out what I need to do? I just... don't know what to do.


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Trying to bump some life back into this topic... since they've kind of fallen behind the wayside, here's a recap of the Guild Outlines back on page 8. Does anyone have any opinions? Comments? Questions? Offers to help me with the name?

Oh, and just in case it's useful, here's a link to the GDoc where I'm trying to store everything I've worked on:

Tentative Name: "Council of Lumen"
Ravnica Equivalent: Azorius Senate
Color Pairing: Blue/White
Official Philosophy: "Order springs from the minds of the wise, and serves to bring peace and prosperity to all. Sharpen one's mind, and obey the rules, and all will prosper."
Internal Philosophy: "The wisdom of the ages is sacrosanct, and the status quo must not be challenged. Only the foolish seek to embrace chaos, and they must be stopped, for the greater good."
Assigned Social Role: Bureaucratic and Judicial Authorities
Crude Overview: A priesthood turned bureaucrats, the Council of Lumen is the senatorial guild of the City Eternal. Claiming spiritual authority through wisdom earned by years of dedicated service and attunement to the wishes of a higher power, they are the masters of a labyrinthine temple-senate that seeks to preserve stability, heedless of individuals crushed in the uncaring wheels of their governmental machine.

Tentative Name: "Flammenaegis"
Ravnica Equivalent: Boros Legion
Color Pairing: Red/White
Official Philosophy: "Justice is the highest calling. It must be protected, and enforced, with passion and by violence."
Internal Philosophy: "Virtue and strength are inextricably intertwined. Only those who are strong enough to fight for justice are worthy to decide what justice is. Stand united with your brothers and sisters above all else."
Assigned Social Role: Military
Crude Overview: The Flammenaegis burn with righteous conviction, loudly proclaiming that their strength stems from their virtue, and thus they are entrusted with the authority to protect the City Eternal from its enemies. Such is their passion that they often chafe against their own internal rules, and when threatened by outside scrutiny, they close ranks instinctively. They do much good... but their zeal, and moral fallibility, can see they do equally as much harm.

Tentative Name: "Mnemnos Collegiate"
Ravnica Equivalent: House Dimir
Color Pairing: Black/Blue
Official Philosophy: "The mind is the ultimate source of power, but like all tools, it must be sharpened and tested to be made any use."
Internal Philosophy: "The most intelligent should rule, and the weak-minded are chaff to be discarded."
Assigned Social Role: Education
Crude Overview: On the surface, the Mnemnos Collegiate is a gathering of intellectuals and academia; arrogant, yes, but hardly a great concern. In secret, the Collegiate is utterly ruthless in exploiting its intellect to advance its political power. Assassinations, theft and blackmail are its bread and butter, and it has its fingers in criminal gangs all over the City. Fortunately, their ruthlessness and their competitive nature is their own downfall; the Collegiate believes strongly in the virtue of competition, and so destructive "testing" to "winnow out the weak", sabotage and other internal strife thwarts many of their plans.

Tentative Name: "Necryl Swarm"
Ravnica Equivalent: Golgari Swarm
Color Pairing: Green/Black
Official Philosophy: "One should not recoil from the ugly side of life. Death and decay are as much part of nature as birth and growth. They cannot survive without each other. Embrace the cycle of nature, and find comfort by standing as part of the greater body."
Internal Philosophy: "All things have their time. The old must be torn down to give way to the new. Power comes from accepting this, and whilst patience is a virtue, one must still not be afraid to act."
Assigned Social Role: Disposal and Recycling
Crude Overview: Shunned and unwanted, the Necryl Swarm takes in the outcast, the dispossessed, the forsaken, and gives them a place to belong - a role it competes with the Kults of Xstazy for. It teaches the rewards of patience, and the understanding that all things change. It takes in the detritus of the City and uses it to produce the food and medicines that keep it alive. Many sinister rumors abound of what they are doing down there in the dark, but few take them seriously. After all, what harm can a bunch of isolated outcasts possibly do?

Tentative Name: "Anarkysts"
Ravnica Equivalent: Gruul Clans
Color Pairing: Red/Green
Official Philosophy: "Civilization is an aberration, a blight on the purity of nature. Reject its lies and return to the old ways; only by living in harmony with the natural world can one find true inner peace."
Internal Philosophy: "Nature is red in tooth and claw. The mighty must thrive and the weak must be cast off. Destroy the civilized world, and restore the primacy of the wild."
Assigned Social Role: Outcasts
Crude Overview: The Anarkysts are savages and neo-barbarians, rejecting the City Eternal as a blight and clinging to the old ways of instinct and impulse, of might making right. Some clans are content to merely guard their territories, a rare few seek ways to educate and convert others to the pure path, but most view themselves as holy warriors. They are loyal only to their clan and their cause, seeking the downfall of the City and the restoration of the Wilderness.

Tentative Name: "Teknik Syndicate"
Ravnica Equivalent: Izzet League
Color Pairing: Red/Blue
Official Philosophy: "Passion is the foundation of genius; wisdom comes from doing, not thinking. Cherish the fire of genius, and clutch it to your breast, because the future can only be grasped by those with the drive to chase it."
Internal Philosophy: "Embrace curiosity. Do it to see what happens. FOR SCIENCE!"
Assigned Social Role: Civil Engineers
Crude Overview: A humming, crackling hive of barely contained mental and mystical energy, the Teknik Syndicate are a melting pot for the most brilliant - and deranged - minds in the entire City. Their factories provide fuel and mekanika that makes life for the City's inhabitants so much easier. The rest of the population just wishes they would stop exploding and setting things on fire so much.

Tentative Name: "Conclave of Mammon"
Ravnica Equivalent: Orzhov Syndicate
Color Pairing: Black/White
Official Philosophy: "Power belongs to the wealthy, for all things are possible to those willing to pay the price that is asked. Wealth is the reward for virtue. Virtue comes from duty. Obey the rules, and earn thy due reward. Through structure, find salvation. Through obedience, find structure. Debt is the chain that all must bear; a manifestation of one's sins. Cleanse one's self of debt and be made powerful."
Internal Philosophy: "Ambition is its own reward, but only when turned to the greater good. What comes around shall go around. Take what you have earned, for it is your due reward, but give back to those around you. Power must be embraced, but it is ever ephemeral."
Assigned Social Role: Banking and Trade Regulation
Crude Overview: A thing of contradictions, the Conclave of Mammon worships wealth as the physical manifestation of virtue, attributing holiness to a great river of materialism that sees all things move. Ambition is the highest of virtues, but trade is a holy act; unchecked avarice dams the river of profit and stems the flow of virtue, polluting the soul. Corruption is something that the Conclave wrestles with ceaselessly, as its ranks abound in the avaricious and the selfish, but those who believe the higher principles of their religion are fiercely protective of their flock and stern but loyal guides to the faithful. The promise of wealth, power and even immortality draws the ambitious to its higher ranks, but the promise of safety and comfort attracts the masses of faithful whose tithes pay for the luxury which the reigning necromancer-priests enjoy.

Tentative Name: "Kults of Xstazy"
Ravnica Equivalent: Cult of Rakdos
Color Pairing: Black/Red
Official Philosophy: "Life is nasty, brutal and short; the only certainty is that death comes to us all. So why cower from it? Embrace life, because it's too short to waste worrying; have fun, do what you want, and live your life as hard as you can before the inevitable comes."
Internal Philosophy: "Do what thou wilt, if it please you, because the weak deserve no pity and death claims us all."
Assigned Social Role: Entertainment
Crude Overview: Sworn to the worship of Lanshorr, Demon Queen of Desire, the Kults are a disparate group of rebels, anarchists, and artists, driven by a strange cocktail of anti-nihilism, hedonism, and a pursuit for excess. Though their deadly Dark Carnivals are the most famous face of the Kults, they have countless masks they wear. Many Kultists are driven souls, who find their desires leading them to master their field of interest. Master artisans and chefs, public performers, prostitutes, thugs; the most unlikely of souls rub shoulders in the egalitarian scrum, which, surprisingly, often stands up for the rights of the individual on the street against the crushing weight of the Council and the Guard.

Tentative Name: "Choir of the WorldSong"
Ravnica Equivalent: Selesnya Conclave
Color Pairing: Green/White
Official Philosophy: "Seek harmony through unity, for in oneness with all, a better world shall be born."
Internal Philosophy: "Individuality is a blight, the wellspring from which all suffering springs. When all think and act as one, when nature and civilization are truly brought together, paradise shall be born."
Assigned Social Role: Agriculture
Crude Overview: Preaching a holistic faith about attaining oneness with nature, the Choir is the master of domestication, coaxing nature to grow and entwine itself with the City, rather than fighting against it or preying on it in the fashion of the Anarkysts and the Swarm. They are charitable and generous, always welcoming. But sinister rumors emanate about what goes on in their famously reclusive conclaves...

Tentative Name: "Evolutionary League"
Ravnica Equivalent: Simic Combine
Color Pairing: Blue/Green
Official Philosophy: "Evolution is the medium by which body, mind and soul grow towards perfection. Seek to take charge of your destiny by reshaping your body, and through this crucible of growth purify your soul. Perfection is attainable if one only has the courage to grow to meet its challenges."
Internal Philosophy: "Nature is slow, imprecise, and messy. It requires our careful guidance to achieve its full potential. Be not limited by the vagaries of nature; reshape yourself and become a worthy god to the life that shall spring from your works."
Assigned Social Role: Medicine
Crude Overview: The Evolutionary League is to biology what the Teknik Syndicate is to mekanika. Obsessed with the potential of surpassing nature's limits, their role as the city's healers and breeders of beasts are almost secondary. Organic technology and bio-augmentation is their passion, their obsession, and they pursue the transcendence of all boundaries with a fanatic's zeal.


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I hit the race-post text-wall and honestly, bounced off. Was going to reply when I finished reading it, then didn't finish it. As for the cults, they sound workable but rather more traditional-D&D-fiend-esque than I'd prefer. Hard to get a semi-sympathetic faction out of D&D fiends.

Anyway, it occurs to me that none of the guilds does traditional manufacturing / craftsmanship. That a guildless thing?

Same goes for construction, transportation, etc.


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I hit the race-post text-wall and honestly, bounced off. Was going to reply when I finished reading it, then didn't finish it. As for the cults, they sound workable but rather more traditional-D&D-fiend-esque than I'd prefer. Hard to get a semi-sympathetic faction out of D&D fiends.

Anyway, it occurs to me that none of the guilds does traditional manufacturing / craftsmanship. That a guildless thing?

Same goes for construction, transportation, etc.
It's good to hear from you! Yeah, the race-post was seriously way bigger than I thought it would come out as... is there any way I can potentially break it up into more manageable portions?

And good points on the lack of manufacturing, construction and transportation. That's definitely something I need to think about addressing...
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