From rowdy mobs who love to see the Rakdos skewer the powerful elites to decadent socialites who come to the Rakdos for illicit amusements, most of Ravnica's people don't really want the Rakdos to go away, as much as they might publicly protest otherwise.Īs one of Ravnica's original guild founders, the demon Rakdos has been part of Ravnica for millennia. The Guildpact prohibits the cult's extermination, and its entertainments-even as dark and destructive as they are-hold broad appeal. Some argue that any effort to give a demonic cult a respectable role in society was doomed to failure, but the cult remains part of Ravnica's social fabric nevertheless. As laid out in the Guildpact, the guild was intended to fill roles concerning entertainment, mining, and manual labor. The Cult of Rakdos bears the name of the demon lord who founded it. Of course, few other Ravnicans would describe the Rakdos as sane. Since death comes for everyone, and since order tends inevitably toward chaos, the Rakdos believe that unrestrained, moment-to-moment hedonism is the only sane way to live. Members of the Cult of Rakdos have witnessed the grandiose speeches and self-important plans of other guilds and concluded that their rivals take themselves far too seriously. Tomorrow is an illusion everything is ridiculous. Doug Beyer, Return to Ravnica: The Secretist Against the wall stood an enormous sentry, somewhere along the spectrum between rotund man and compact giant, dressed in what looked like the motley of a harlequin jester crossed with barbed wire. Scarred, black-scaled drakes fought viciously in cages that swung from the ceiling, and the stink of sweat and singed flesh wafted from adjoining alcoves. An impish creature hooted as it dangled from a high wire while a man in leather chaps swallowed orbs of fire and breathed them back out through his snaggly teeth. The ceilings were surprisingly high inside, draped with banners and spiked chains. Spell Lists.Jace walked into the Rakdos club, pushing into a wall of scents and sounds. A creature so transported must find its own way back to your current plane of existence. If the creature fails the save, it is transported to a random location on the plane of existence you specify. On a hit, the creature must make a Charisma saving throw. Choose a creature within your reach and make a melee spell attack against it. You can use this spell to banish an unwilling creature to another plane. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.Īlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
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