For thousands of years there has been a Pact in Ravnica, the Guildpact, this pact unleashed from it the 10 guilds of Ranica:
Rules
1.Follow the gaia tos.
2.No god modding or power playing.
3.PM Profiles to me.
4.Be lit to semi- lit. (NO NET SPEAK I WILL KICK YOU OUT)
6.If you think I want you to read up on all the guilds well I don’t I mean you can but it would take a wile just look at the signents (Square thing) and if you yhink it looks cool read up on that guild but really if you wana read all of it be my gest, oh and poot two ninjas and a drama lama in you profile PM so I know you read the rules.
6. Have fun .^_^




Defining keywords: Interdependence + Morality = Selfless
Internal conflict: Impulse (Green sides with Red) vs Logic (White sides with Blue).
Goal: Growth + Peace = Expanding Community
Means: Nature + Law = Group Think
Despises: Selfishness
Strength: Resolve
Weakness: Naïve + Uncreative = Stagnant:
For allied colors, there's an easy way to figure this out. Look at the shared enemy of the two colors. See what that color represents. The guild represents the opposite of that. As it's green/white week I guess I should use green/white as my example. Black is all about selfishness, doing whatever it takes to advance oneself. Green/white therefore is the opposite. It is the guild that is selfless. The guild that puts the needs of the group ahead of those of the individual. All decisions made by members of the green/white guild are made with the welfare of the group in mind.
They are great on mounts and there magic is mainly healing.



Defining keywords: Technology + Parasitism = Unnatural
Internal conflict: Order (Blue sides with White) vs Chaos (Black sides with Red)
Goal: Omniscience + Omnipotence = Total Control
Means: Intellect + Selfishness = Self-advancement and crippling others
Despises: Nature
Strength: Insightful (the smartest guild)
Weakness: Inaction + Paranoia = Unseen: fears the spotlights, doesn't want to come out of the shadows:
House Dimir has a very clear goal. Know everything, control everything, be able to do everything, and you will totally dominate everything and everyone. Deploying yourself while at the same time stopping others from advancing towards their goal will make sure that in the long run, House Dimir will come out way ahead of the others(So they think). House Dimir despises nature and its instinctive reactions: controlling the world begins with controlling yourself.
They have stuff like Vampires and there magic is mostly to make you do things you dont want to.



Defining keywords: Impulse + Instinct = Direct
Internal conflict: Amorality (Red sides with Black) vs Morality (Green sides with White)
Goal: Freedom + Growth = Unhindered Expansion
Means: Action + Nature = Survival of the Fittest
Despises: Intellect
Strength: Active
Weakness: Short-sighted + Naïve = Unthinking:
Their goal is unhindered expansion; translated to the city world of Ravnica this will essentially mean the destruction of the city itself. The Gruul Clans do not accept the city, the guild system, or anything at all about the plane, as it all hinders their growth. Their remedy to all this is simple: destroy. And they have the means to do this: no guild can match them in terms of raw power. They have the brute forces necessary to take down the city - but their weakness is their lack of thought, as well as the fact that they are predictable. Therefore they hate, fear and despise intellect - they know it can beat them, but as long as they can strike first and hard, the Gruul can win.



Defining keywords: Order + Logic = Passive
Internal conflict: Interdependence (White sides with Green) vs Parasitism (Blue sides with Black)
Goal: Peace + Omniscience = Controlled Balance
Means: Law + Intellect = Bureaucracy
Despises: Action
Strength: Long-Term Planning
Weakness: Uncreative + Inaction = Slow:
This world is in a shaky balance. Any action can only serve to tip the scales and make Ravnica crash and burn. So says the Azorius Senate, and therefore their plan is to prevent anything at all from happening, and so preserve a controlled balance. They achieve this through careful, long-term plans and a slow bureaucracy. On every subject the Senate will take a passive, conservative stance. The Senate is in power now, and therefore, for them, any change can only be for the worse. The danger they face, however, is that their slowness, passivity and bureaucracy could hurt themselves too - if they can't react in time, they might get hit hard. Again, like pretty much every guild really, they fear what they despise: action can mean their doom.



Defining keywords: Amorality + Chaos = Anarchy
Internal conflict: Technology (Black sides with Blue) vs Instinct (Red sides with Green)
Goal: Omnipotence + Freedom = No Authority
Means: Selfishness + Action = Crime
Despises: Law
Strength: Creative
Weakness: Paranoia + Short-sighted = Irresponsible:
Few guilds can be summarised in one word as easily as the Cult of Rakdos. Anarchy is their life, anarchy is their goal, anarchy is all they know. There is no crime the followers of Rakdos aren't willing to commit. Their greatest strength is their creativity and unpredictability. Combine red's "I like to have fun" and black's "I don't care about others" mentalities and you see that these criminals particularly like to have fun at the expense of others. Meanwhile they are absolutely not hindered by any sense of responsibility.



Defining keywords: Impulse + Morality = Swift Justice
Internal conflict: Chaos vs Order
Goal: Freedom + Peace = Police State
Means: Action + Law = Aggressive Policing
Despises: Mind Control
Strength: Openness, Courage
Weakness: Short-sighted + Uncreative = Mental Block:
On the surface, the Boros Legion seems quite simple. They have a military structure, they are the police of Ravnica, they want to bring justice and they act quickly. They can be aggressive in their policing, and their main weakness is quite typical for a well-drilled army: the inability to think outside of the box, a mental block which tells them to obey orders but inhibits further thought.
However, it's not all as simple. One thing that isn't entirely clear is the ultimate goal of the Boros. I believe their goal would be a strict police state. However, this seems to contradict the red ideal of freedom. Therefore, we have to look at what the guild despises: mind control, sneakiness, fighting shadows and lies. In short, House Dimir, the natural enemies of the Legion. This explains why they see a police state as essentially free; for them freedom means freedom of thought, and especially, freedom for the righteous. They will act aggressively against criminals, so that those who act according to the laws are free - within the police state of the Legion.
Finally, there's the internal contradiction of Red versus White: Chaos and Order. The Boros indeed manage to be both: they apply the law, creating order, but they often do this in a rather spontaneous, not completely correct way, and they won't always react in the same way to a similar crime. As such, they can be chaotic at the same time.



Defining keywords: Amorality + Instincts = Selfish Instincts
Internal conflict: Parasitism vs Interdependence
Goal: Omnipotence + Growth = Unstoppable Growth
Means: Selfishness + Nature = Parasites
Despises: Passivity
Strength: Undying
Weakness: Paranoia + Naïve = Inability to see a greater goal:
The Golgari Swarm unites parasitism and interdependence in a strange mix of feeding off each other, dying, being reborn off another's death... A never-ending cycle of life and death. One thing I like about Ravnica is how the guilds feel like the guilds when you play them, and this effect is the strongest for the Golgari in my opinion. When you are sacrificing creature to each other's effects, dredging and reanimating them, and discovering synergies you never had before in a sealed deck - that's when you realize how interdependence and parasitism can go together.
Do not make the mistake of seeing the Golgari as an entity. The Golgari Swarm are all individuals, following their selfish instincts to try and grow above the others. Elves, plants, wurms, dead and undead, an ever-changing, growing mass of individual beings. It should come as no surprise that the weakness of the Golgari is their inability to see a greater goal, and that their natural enemy is the never-changing, passive, long-term planning Azorius Senate.



Defining keywords: Technology + Chaos = Chaotic Improvements
Internal conflict: Logic vs Impulse
Goal: Omniscience + Freedom = Unbound Knowledge
Means: Intellect + Action = Sudden Ideas
Despises: Brainwashing, any form of inhibiting the individual's thoughts
Strength: Fast thinking
Weakness: Inaction + Short-sighted = Going out-of-control:
The Izzet are thinkers, but at the same time, they are impulsive. They can have sudden, great ideas, but that's where it often ends. They'll get to executing the idea, lose interest, get another bright idea and switch over to that. They often fail to control their own realizations.
Although not as selfish as Black, they value the individual highly. Therefore they despise the Selesnya Conclave - they consider them a mindless, brainwashed group. Knowledge and thought should be free, and nobody will ever tell an Izzet mage what his beliefs and ideas should be. Izzet mages have their own opinion about whatever they feel like having an opinion about - which is usually quite a lot.



Defining keywords: Order + Parasitism = Organised Thievery
Internal conflict: Morality vs Amorality
Goal: Peace + Omnipotence = Wealth
Means: Law + Selfishness = Taxes
Despises: Brute Force
Strength: Strong organisation and clear (selfish) goals
Weakness: Uncreative + Paranoia = Fear:
What is more clear, is the goal of the Syndicate, and how they achieve it. What they want is money. Their goal is wealth, luxury, jewels,... And they will use every possible way to get it. Ordinary thievery, taxes, blackmail, anything goes. The Orzhov are said to be involved in every financial transaction on Ravnica. They are also very well organized; they know what they're doing.
But under the surface of luxury and decadency lie hidden fears. They probably wouldn't admit it, but the Orzhov fear the other guilds. They believe they can rule them through controlling the money of the city, but at the same time they realize the weakness of that plan: brute force. Those who don't care about money can never be controlled by the Syndicate. Therefore they hate and fear the Gruul Clans.



Defining keywords: Interdependence + Logic = Combined Knowledge
Internal conflict: Instinct vs Technology
Goal: Growth + Omniscience = Controlled Growth
Means: Nature + Intellect = Creating Lifeforms

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Profiles (in guild order)
















Gaia Name:Latofoot_era
Character name: Augnious
Appearance:

Guild: Izzet Thinkers
Bio: Practically rose by his grand father Augnious was taught the ways of the Izzet and is a master of lighting and counters.





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