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Forked Thread: Describing a setting in 12 bullet points
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<blockquote data-quote="Badwe" data-source="post: 4855912" data-attributes="member: 61762"><p>since there was at least one positive response i'll bullet Ravnica. For those not in the know, that was the magic expansion block released in 2006-2007. Some of my points may bleed into Magic's almost eberron-like flavor of "mage punk" as MaRo refers to it.</p><p></p><p>*The plane of Ravnica is an endless medieval (specifically, eastern european) city, with the only "forests" life being secluded gardens high atop towering spires. some plantlife grows amid the city, especially in the rubble of decimated neighborhoods.</p><p></p><p>*All traditional landscapes are mimiced with an urban bent. Sprawling plains sit atop flat roofs. Islands of buildings sit between the canals of Ravnica's waterworks. Forges are stacked upon each other by the score, forming molten mountains. Finally, bogs and grim collect in the labyrinthine sewers to create swamps.</p><p></p><p>*Like most Magic settings, everyone is a mage of some kind. Anyone will cast a spell for the right price. Unlike eberron, high magic is also commonplace, though still limited to extremely powerful individuals.</p><p></p><p>*an untold number of centuries ago, 10 guilds signed the guildpact, a magical document of law. This document enumerated the domains of the guilds, and each guild leader sacrificed a portion of their power to give the document the ability to magically enforce its rules.</p><p></p><p>*the guilds constantly squabble for control and bend the rules when possible to gain advantage. The main casualties are citizens unassociated with guilds.</p><p></p><p>*Despite not having any well known planar travel, ravnica is cosmopolitan and has races from disparate planes of existence in the multiverse: viashino, vedalken, loxodon, goblins, etc.</p><p></p><p>*The ten guilds and their purview/style are: Boros - Military police, Selesnya - Communities/Conclave, Golgari - the cycle of life/death, Izzet - technology, esp. ravnica's infrastructure, Orzhov - Relgion and taxation, Azorius - Law magic, Simic - biology/evolution, Rakdos - Chaos, destruction, parties.</p><p></p><p>*Two guilds stand apart - Gruul are barbarians, outcast from civilization. They most aggressively cling to a primal state of being and destroy as much civilization as they can manage. The Dimir are keepers of secrets and attempt to assassinate/lobotomize anyone who learns of their existance.</p><p></p><p>*In ravnica, like in magic, there is no absolute morality. The closest is the struggle between white and black, the struggle of the selfless society vs. the greedy individual, but both have the potential for evil.</p><p></p><p>* Fantastic creatures find their way in the city. Crocodiles swim in vast undercity sewers, sphinxes fly among the spires, even wurms find a home in husks of buildings. One exceptionally intelligent dragon, Niv Mizzet, has become a controller of a guild.</p><p></p><p>* For some unknown reason, the dead are not passing naturally into the afterlife and their spirits continue to haunt the people of ravnica. What could be keeping them here?</p><p></p><p>* Before the guilds ever existed, ancient doom-gods called the Nephilim existed and wreaked havoc on all creation. Though they have slumbered for millenia, rumors circulate that they have awoken and are regaining their power as they leave a wake of destruction.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4855912, member: 61762"] since there was at least one positive response i'll bullet Ravnica. For those not in the know, that was the magic expansion block released in 2006-2007. Some of my points may bleed into Magic's almost eberron-like flavor of "mage punk" as MaRo refers to it. *The plane of Ravnica is an endless medieval (specifically, eastern european) city, with the only "forests" life being secluded gardens high atop towering spires. some plantlife grows amid the city, especially in the rubble of decimated neighborhoods. *All traditional landscapes are mimiced with an urban bent. Sprawling plains sit atop flat roofs. Islands of buildings sit between the canals of Ravnica's waterworks. Forges are stacked upon each other by the score, forming molten mountains. Finally, bogs and grim collect in the labyrinthine sewers to create swamps. *Like most Magic settings, everyone is a mage of some kind. Anyone will cast a spell for the right price. Unlike eberron, high magic is also commonplace, though still limited to extremely powerful individuals. *an untold number of centuries ago, 10 guilds signed the guildpact, a magical document of law. This document enumerated the domains of the guilds, and each guild leader sacrificed a portion of their power to give the document the ability to magically enforce its rules. *the guilds constantly squabble for control and bend the rules when possible to gain advantage. The main casualties are citizens unassociated with guilds. *Despite not having any well known planar travel, ravnica is cosmopolitan and has races from disparate planes of existence in the multiverse: viashino, vedalken, loxodon, goblins, etc. *The ten guilds and their purview/style are: Boros - Military police, Selesnya - Communities/Conclave, Golgari - the cycle of life/death, Izzet - technology, esp. ravnica's infrastructure, Orzhov - Relgion and taxation, Azorius - Law magic, Simic - biology/evolution, Rakdos - Chaos, destruction, parties. *Two guilds stand apart - Gruul are barbarians, outcast from civilization. They most aggressively cling to a primal state of being and destroy as much civilization as they can manage. The Dimir are keepers of secrets and attempt to assassinate/lobotomize anyone who learns of their existance. *In ravnica, like in magic, there is no absolute morality. The closest is the struggle between white and black, the struggle of the selfless society vs. the greedy individual, but both have the potential for evil. * Fantastic creatures find their way in the city. Crocodiles swim in vast undercity sewers, sphinxes fly among the spires, even wurms find a home in husks of buildings. One exceptionally intelligent dragon, Niv Mizzet, has become a controller of a guild. * For some unknown reason, the dead are not passing naturally into the afterlife and their spirits continue to haunt the people of ravnica. What could be keeping them here? * Before the guilds ever existed, ancient doom-gods called the Nephilim existed and wreaked havoc on all creation. Though they have slumbered for millenia, rumors circulate that they have awoken and are regaining their power as they leave a wake of destruction. [/QUOTE]
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