Welcome to Ravnica!

On behalf of the Keeper of the Guilds, we welcome you to the glorious and prosperous city of Ravnica. We hope that you experience everything our panunopolis has to offer, from the splendid waterways of the Azorius and Simic guilds, to the ever-bustling industrial sectors of the Izzet and Rakdos guilds. Try the marvelous cuisine of the Gruul and Golgari guilds, and don't forget to take a spectacular flight between Selesnya's floating temples. Visit the markets in the Dimir and Orzhov sectors, and then we'd recommend you watch the endless legions of the Boros guild march in awe inspiring formations around their base at Sunhome.
* * *
This is the message you would have received if you were new in Ravnica. A message filled with brilliance and magnificence. But you are not new to this city. You have lived in Ravnica your whole life, and you know the true colours of the city.
Crime and espionage are running rampant in the city; people are being exploited by the Ten Guilds, blood flows more frequently than water, and the Guilds are on the brink of an all-out civil war, an event which has not occurred for at least six generations.
And that is where the Maze comes in. Said to be older than the ancient locations of all the Guilds combined, the Maze is nestled at the heart of Ravnica. The Dragon Maze has been dormant for an entire era, but now it has finally woken...
When the Maze woke, the ten Guilds knew what was expected of them. Each had to provide two Champions, both with the mythical planewalking ability. These Champions had to make their way through the twenty-two Trials, but only one Champion may emerge, and the Maze would ensure that happens.
The Guilds immediately called on these individuals, some of whom had been preparing for this since they were born, others oblivious of their own importance. The Maze itself also called upon two Guildless individuals, people who were either banished from their Guilds, or who found a way to abandon them entirely.
And you are one of these 22 individuals. You have been chosen to represent your Guild in the Dragon Trials, and it is expected of you to use all your experience, intelligence and skills to let your Guild reign supreme. There are no friends in the Maze; even the other Champion from your Guild (or Guildless) is an enemy in the Dragon's Maze as you fight to stay alive.
The Ten Guilds:
Azorius Senate
Spoiler

If you are part of the Azorius Senate, you see yourself as one of the elites of society. Your Guild is in charge of the judiciary and orderly systems of Ravnica. You take it upon yourself to ensure that the laws are being upheld, and also take the role of the judge, jury and executioner.
Your headquarters are located at the magnificent Court Halls of New Prahv. This white marble building is decorated with your Guild's two colours, white and azure, and is lined with hundreds of candles, statues and tapestries. Close to New Prahv is located the magnificent fountain around which your Guild was founded, and its waters are said to provide enlightenment to all who drink of it.
Your Guild Leader is Grand Judge Isperia, also known as Isperia the Inscrutable. He has three incarnations, but only two are ever seen - when appearing in public, he is a winged elf, and when he metes out justice in court, he is a sphinx, which used to be his only form when Grand Arbiter Augustin IV still lead the Senate. He has presided over the Azorius Senate for more than a century, and thus, many believe he is the immortal personification of Justice itself. He has yet to deny this claim.
Positive qualities of this Guild: Excellent wielders of magic, especially defensive and water magic. Strong diplomatic skills. Persuasive. Authoritative.
Negative qualities of this Guild: Weak against melee onslaughts. Poor stealth skills. Weak to curses and hexes.
Races connected to this Guild: Humans, Avian races, Centaurs, Light elves, Aquatic races
Simic Combine
Spoiler

When you join the Simic Combine, you pledge your life to preserving and creating life and nature in all its forms. Your Guild is in charge of maintaining the few parts of natural flora still remaining in Ravnica, and you also breed new species of creatures for Ravnica.
Your aquatic headquarters at Zameck showcase your affinity with plants, life and water. The emerald green and turquoise colours of your Guild decorate the entire headquarters, and gives a feeling of growth to the buildings. Just beside Zameck are located the ancient breeding pools, the location where the new species are created and bred everyday.
Your Guild Leader, Prime Speaker Zegana, also known as the Vision of Progress, is one of the is the... "longest-lasting" of all the Guild Leaders. Originally a very gentle yet intelligent mermaid-witch, Zegana has been at the head of the Combine since the first breeding pools brought life. However, with age came the need to evolve, like many of the species they breed in the Pools. She thus experimented not only on new specimens, but also on herself. This causes her to occasionally disappear from the public eye for months on end, only represented by her Archbreeders.
These experiments have lead to Zegana becoming dryad-like, and given her the ability of foresight, which she often uses to assist in the experiments of her followers.
Positive qualities of this Guild: Excellent healers and nature mages. Water-breathing. Natural Camouflage. Can communicate with most natural creatures.
Negative qualities of this Guild: Extremely vulnerable to curses, fire and melee attacks. Poor persuasive skills.
Races connected to this Guild: Elves, humans, Aquatic races, Reptilian races, Dryad-like races, Centaurs
Izzet League
Spoiler

Knowledge is Power. That is what will describe any Izzet member. In charge of the man and energy supply to the entire of Ravnica, the Izzet League is in constant search of knowledge and ways to gain more power. They are responsible for almost all the beneficial technology found in Ravnica, but their reckless and impulsive research methods result in disastrous failures as often as useful innovations.
Your headquarters are the magnificent complex of Nivix, a place surrounded by mana creation pools, steam lines, and constantly active factories. The Guild's red-orange and dark indigo colours are showcased by the streams of mana flowing from Nivix in all directions, and most of the windows and stone are coloured according to the Guild.
The League is lead by Niv-Mizzet the Unbound, a dragon of considerable power and intellect. Due to his madness and temperamental nature, he speaks to his followers only through his Masters of Thought, the chief mages in the Guild.
Positive qualities of this Guild: The best mages in Ravnica, especially with fire and psychic magic. Extreme intelligence and insight. Resistant to heat and mana-debilitating curses.
Negative qualities of this Guild: Poor stealth and Diplomatic skills. Weak to water, air and ice magic. Vulnerable to most melee attacks (if the attacker can get close enough) Susceptible to poisons.
Races connected to this Guild: Humans, Dragons, Technological beings, Tamed goblins, Dwarves
Rakdos Cult
Spoiler

If you ever found yourself bound to the Rakdos Cult, you can expect people to fear you. In charge of the industrial and recycling of Ravnica, your dark and destructive forges burn constantly to keep Ravnica... cleansed.
Your headquarters at the intimidating fortress of Rix Maadi is permanently surrounded by a red and black cloud of smoke from the forges, and the streams of molten metal and rock flow more constantly than water in your home sector. At the top of the fortress is found the Red Hall, the ancient gathering place of your Guild.
The Red Hall is also the residence of your leader, Rakdos the Defiler. He devotes most of his time to activities of which the details should rather not be divulged, so Blood Witch Lyzolda acts as Guild Leader when the demon himself is... occupied.
Positive qualities of this Guild: Impervious to fire and death magic. Powerful melee attacks. Capable of inflicting curses and hexes. Usually large and intimidating.
Negative qualities of this Guild: Weak to light and water magic. No sense of stealth or tact. Minimal diplomatic skills.
Races connected to this Guild: Goblins, gargoyles, wraiths, Skeleton-like races, demonic-like races, humans
Gruul Clans
Spoiler

This is the most non-urbanized and unkempt Guild, something which you will know all to well if you are part of the Clans. In charge of the beasts and lumber of Ravnica, the Gruul Clans are also the oldest of the Guilds. They strive to return Ravnica to its natural wildness, and are thus the most unpredictable of Guilds.
Your home is centered at the ancient ruins of Skarrg, where the first Gruul pyres burned. The Guild colours of peridot-green and brown are kept intact by the constant attempt to return to nature. The Stomping Grounds, a site where the Gruul come together to pit their strength against one another, is located in the center of Skarrg, and constant brawls can be seen occurring here.
Your leader is... well, the core value of the Gruul Clans is anarchy, so there is no leader. If there was, it would probably be Borborygmos the Alpha. Known to lead the most destructive raiding parties in all of Ravnica, this red-haired cyclops is a force to be reckoned with.
Positive qualities of this Guild: Excellent fighters. Hard-working and strongly-built. Can tame most wild beasts. Impervious to poison and nature magic.
Negative qualities of this Guild: Not always intelligent. No diplomatic or persuasive skills. Weak to curses and psychic magic. Cannot wield magic.
Races connected to this Guild: Minotaurs, beast-like races, Ogres, Orcs, Trolls, Goblins
Golgari Swarm
Spoiler

For you, as a Golgari, death is the ultimate thrill. In charge of the graveyards, sewage and plague-control of Ravnica, the Golgari Swarm are one of the lower, shadier Guilds on the city. They also strive to achieve immortality, and thus delve deeply into death magic.
Their headquarters of Korozda are located in the lower city, otherwise known as the sewage city. Here they prepare the bodies of the dead to be laid to rest, and hold ceremonies in the great Overgrown Tomb, where their first leader was laid to rest, and is kept watch over by the new Guild Leaders.
These Guild Leaders are called "new" because they don't seem to last very long. First, there was the creator of the Swarm, Svogthir the "God-Zombie", and though he is believed to be dead, there are rumours that say otherwise. After him came the Sisters of Stone Death, Lydya, Lexya, and Ludmilla, who ruled for a long time, but they were eventually overthrown by the dark-elf shaman Savra. When she was assassinated, her brother, Lich Lord Jarad, took command. He is the most recent Guild Leader.
Positive qualities of this Guild: Resistant to death magic, curses and plagues. Can wield dark and death magic. Excellent stealth. Excellent ranged attackers.
Negative qualities of this Guild: Weak to light, fire and nature magic. Weak to melee attacks. Little diplomatic and persuasive skills.
Races connected to this Guild: Gargoyles, wraiths, dark elves, Rat-like races, Arachnid-like races
Selesnya Conclave
Spoiler

The Selesnya Conclave are what you might call the charity workers of Ravnica. Taking it upon themselves to provide healing and aid to the citizens of the entire city, Selesnya is extremely connected to religious and natural bonds.
The floating temples of Vitu Ghazi are the headquarters for this Guild, and the main colours of this Guild, dark green and silver, are displayed throughout this section. The Guild also perform all their rituals here, and initiates are forced to take the walk of faith (jumping down from the highest temple, and hoping to be caught by one of the giant birds of Vitu Ghazi).
The Guild is led by the Chorus of the Conclave, a group of ancient dryads who sing a song that can be heard by all, but comprehended only by those of the Guild. They disapprove of individuality, for they believe the good of the whole must be placed above the good of one. An elfin named Trostani of Selesnya acts as their Voice.
Positive qualities of this Guild: Master healers. Wield Nature and defensive magic. Dexterous. Excellent ranged attackers. Capable of bestowing blessings.
Negative qualities of this Guild: Weak to curses and magical attacks. Little stealth. Susceptible to psychic attacks.
Races connected with this Guild: Light Elves, Humans, Centaurs, Avian races
House Dimir
Spoiler

This is the most secretive of the Guilds, and are the most connected to the common people of Ravnica. Their specialty lies with thieving, smuggling, and espionage, and won't hesitate to exploit their enemies' weaknesses from the shadows. The are also excellent diplomats and liars, which helps in their field of expertise.
Their headquarters of Duskmantle is located in the middle city, or the pauper's city. Here they have entire communities of smuggling rings, and unlike the other Guilds, they do not ask for a traveling tax in their domain. The subterranean lake surrounding Duskmantle is also the place where their thieves and assassins get trained, since it is an extremely dangerous place.
Very few know who the leader of House Dimir is, but even those who do know him only as Lazav the Faceless, a shapeshifting mage of immense psychic power. Members of the House assassinate, extort, and sabotage without knowing why or from who the orders came, since these orders are passed along via telepathic communication
Positive qualities of this Guild: Masters of Stealth and thief-related abilities. Excellent camouflage. Diplomatic and persuasive. Intelligent.
Negative qualities of this Guild: Don't really use magic. Weak against melee and magical attacks. Vulnerable to curses and plagues.
Races connected to this Guild: All races excluding Centaurs, Minotaurs, demon-like and angelic races
Orzhov Syndicate
Spoiler

The Orzhov are the artisans and traders of Ravnica. If you are part of them, you are respected for your excellent trading skills, yet feared for your magical prowess. The Orzhov Syndicate are dark and light, thus making them terrifying if you ever cross them.
Their headquarters are located at the district of Orzhova, which is located very close to the Dragon Maze. There are various temples in this region, covering the basis of both the more light oriented beliefs and the darker beliefs. Their colours of purple, white and black are worn by all their traders, and their banners hang in most of the streets surrounding the Maze.
The guild is ruled by the Obzedat, also known as the Ghost Council of Orzhova. Its members are the Deathless, so called because they have managed to cheat death, maintaining their consciousness even after their mortal bodies perished. It is unwise to cross them, for they can extend your servitude to the guild into undeath if your debt is not payed. They are represented by the human Teysa Karlov, Grand Envoy of the Obzedat; though she is not the official ruler of the Guild, she still holds enough sway to change the Syndicate's policies as it suits her.
Positive qualities of this Guild: Excellent traders and diplomats. Charismatic. Capable of wielding light and dark magic, as well as psychic magic.
Negative qualities of this Guild: No stealth skills. Weak to fire and water magic. Vulnerable to melee and ranged attacks
Races connected to this Guild: Humans, elves, wraiths, Goblins, skeleton-like races
Boros Legion
Spoiler

Honour and Structure are the key foundations of the Boros Legion. Controlling the main force of the military, the Boros Legion demand respect from all of the other Guilds. They also control the prisons of Ravnica, and set up an iron fist to ensure structure remains in the city.
With their main base at the fortress of Sunhome, the Boros Legion are located just as close to the Maze as Orzhova, just on the opposite side. The region around the fortress is largely flat, mainly for the purpose of training and disciplining their armies. The Sacred Forge is also located in Sunhome, and is said to be the oldest forge in existence through all the magical planes.
Archangel Aurelia the War Leader took command of the Legion after Archangel Razia's death and Archangel Feather's fall from grace. She actively participates in the affairs of her Guild, but her passionate convictions often lead to avoidable conflict.
Positive qualities of this Guild: Excellent melee and ranged warriors.High levels of endurance. Authoritative. Intimidating and respected.
Negative qualities of this Guild: Little to no Stealth. Not very dexterous. Only higher up officials have real intelligence and ability to wield fire magic.
Races connected to this Guild: Humans, Goblins, Minotaurs, Orcs, Angelic races, Dwarves
If you are Guildless, you are only free from the Guild... You were still born into one, so bear that in mind when creating a Guildless character.
Character Slots
This Storybook was designed to be elimination style (thus, if your character dies, you are out), so I would suggest each person to please reserve two characters... No more than that please. And try and keep it in the same Guild if possible.
However, if you think you will be able to survive till the end with one character, you may reserve just one character...
The Maze (not part of the Trials)- @TheClockworkConjurer
The Merchant (not part of the Trials)- @Caesar
Azorius- 1- Iwanacio "Anaci" Flass (@Pretzelstick)
2- Mannaric (@CandyWizard)
Simic- 1- Aquanette "Aqua" Evenestra (@AstralHunter)
2- Lysander Simic (@AstralHunter)
Izzet- 1- Zyreli Zyherst (@Halfbloodcheetah)
2- Sibylla Rathbone (@Chaser)
Rakdos- 1- Zefen Gal Fitzbyr (@SpiritedWolfe)
2- Avali Hans Smythe (@SpiritedWolfe)
Gruul- 1- Manelau "Maneuel" RiTimm (@Stegosaurus)
2- Mirgajan "Mira" Gedoraws (@Stegosaurus)
Golgari- 1- Asphyxius "Nero" Poisonim (@15253)
2- Nachtan Telemon "Nacht" Bias (@15253)
Selesnya- 1- Tāne Mahuta "Cactus Jack" Selesnya (@Deskro)
2- Daryon Pippalook (@CandyWizard)
Dimir- 1- Raevelle Aisling "Raeve" Ghornal (@QueenOfHearts)
2- Frost Lorelyne (@Verser)
Orzhov- 1- Revan (@Verser)
2- Nefarias "Nef" Mora (@Deskro)
Boros- 1- Tumeric Baharat (@Lumi)
Guildless- 1- Severan Calerus "Shade" Torin (@LordZeus)
2- Trykster "Tryk" Rivelle (@Chaser)
Note that once a character is eliminated (the terms and conditions of the elimination will be discussed in the DT with each of the Trials...), you may no longer write as that specific character. The Maze shan't allow it...
Character Template
- Code
[b][u]Chosen Guild-[/u][/b] (or lack thereof)
[b][u]Full name-[/u][/b] (there is no lore behind any names, so be unique)
[b][u]Race-[/u][/b]
[b][u]Age-[/u][/b] (between 14 and 49 please)
[b][u]Gender-[/u][/b]
[b][u]Appearance-[/u][/b] (fully detailed please. Include attire and appearance, as that will be what they will have with them in the Maze...)
[b][u]Backstory-[/u][/b] (since Ravnica is a city expanding over an entire continent, feel free to be imaginative... Just bear in mind what it is your Guild does, etc)
[b][u]Personality-[/u][/b] (detailed, but not a full psych-eval...)
[b][u]Skills-[/u][/b] (despite what you might think, cooking and hunting will be useful in the Maze...)
[b][u](Only for mages) Spell list-[/u][/b] (list up to 2 unique spells and 3 standard spells, like healing or firebolt, that your character can cast. No OP spells, please)
[b][u](Only for Warriors and Archers) Moves list-[/u][/b] (list up to 2 unique and 3 standard attacks/abilities your character can perform. No OP powers, please...)
[b][u]Strengths & Fears-[/u][/b]
[b][u]Random Question! (optional)-[/u][/b] If you were elected as the mayor of a city, or the president of a country, what would your main goals be during your term?
Fallen Champions
1st Trial
Though he fought bravely and talked even more, the Unnamed Boros Legionnaire's time in the Maze was short-lived and painful. The tribulations of the Taj-Nar Trial were as unbearable to him as his talking was to others.
However, with his last dying breath, he committed an act of selflessness, giving up his life to ensure that another Champion may continue, for one. more. Trial...
2nd Trial
And as a final word before you enter the Maze, I would like to tell you that this is a free and open fantasy SB, thus interesting spells, weapons, creatures, and races are going to be in here, and are also open to be created by you, so... Have fun.
The Maze is waiting for you, and the whole of Ravnica is depending on you. Fight well, be smart, and above all, stay alive

