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Returning 26 results for 'conflicts relative guilds to have reflection'.
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Backgrounds
Guildmasters’ Guide to Ravnica
; more even than my closest friends.
5
I’m slow to trust members of other guilds.
6
I’ve been known to turn a blind eye to injustice, with the help of a modest bribe
.
Contacts
The ordered structure of the Boros Legion offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other guilds that share the
Backgrounds
Guildmasters’ Guide to Ravnica
activities in crime, banking, or debt collection could tie you to members of other guilds.
Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table
priests.
5
A Gruul druid hates me but would never dare to touch me.
6
I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative.
7
Roll an additional
Backgrounds
Guildmasters’ Guide to Ravnica
encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
joined the Cult of Rakdos.
9
A distant relative is trying to recruit me into the Selesnya Conclave.
10
I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.
Although unable to speak in their own voices, kenku can perfectly mimic any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
power of the Guildpact was the strength of its magically binding force, which absolutely prevented large-scale violence among the guilds. For ten millennia, the city grew and flourished under this
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
other ties that form among people in different guilds. Let these tables inspire you as you think about the circumstances that bring your party together. Although conflicts among the guilds drive much
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
over the smallest scraps of influence that could tilt the balance of power in their favor. These conflicts erupt in a variety of forms. Sometimes guilds clash violently in the streets: Boros forces try
Planeswalkers, he spends extended periods of time away from Ravnica. During his absences, Ravnica has to fend for itself, and that means that the guilds return to their old habits of fighting with each other
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
exists between the ten guilds and the ten districts; all ten guilds are active in all ten districts. The Tenth District, in particular, is a hotbed of activity where all the guilds maintain their primary
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and planned expansion across the multiverse, Acquisitions Incorporated shows no signs of slowing down. (Because that would likely require self-reflection and measured responses that are historically
off-brand.) And that expansion means new franchises. The first step was Ravnica, a city run by guilds and simply overflowing at the practicability of acquisition for hire. But beyond that? Infinite
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
rule the city. Ravnica originally appeared as a setting for the Magic: The Gathering trading card game. It has been the subject of eight card sets: 2005–6’s Ravnica: City of Guilds, Guildpact, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wild lands of the North can certainly oblige them. Or you might wish to have the journey pass in relative peace while the players coordinate franchise tasks left over from the previous episode. Luskan
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
rulebooks. Heroic Fantasy Conflicts. Heroic fantasy campaigns often revolve around delving into ancient dungeons in search of treasure or to destroy monsters or villains. Consider conflicts like these
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can’t force others to engage in harmony.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Childhood Much has been made of the relative fecundity of humans compared to elves. Ignorant folk wonder how elves can live so long, yet have so few children. They cannot know what it means to an elf
, but they aren’t to be discussed with adults until a memory of waking life first intrudes upon a youngster’s trance. This experience, called the First Reflection, marks the end of childhood and the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Factions Draconic factions and the conflicts between them can provide a useful framework to organize your entire campaign around. Characters might swear their allegiance to a dragon or trade
conflicts among overlords. If different characters owe allegiance to different dragons, they might cooperate smoothly for a while but then find themselves in conflict when tensions erupt between the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the others might be neutral or good; conflicts with those rivals might be social or political, rather than manifesting as direct attacks. The best rivals have a connection with their adversaries on a
marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival’s assets
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Jarad’s sister, Savra, took control of the guild before him. Various groups of people and monsters coexist within the swarm, their relative power waxing and waning with the years, and through it all
destroys itself. The teeming hordes of the Golgari Swarm believe it is finally their time to shine. They have dwelled under the streets and under the sway of the other guilds for too long. They are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
with the trade guilds each family controls. Lands of Intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
population dwindled, and eventually the Forgemaster was overtaken in prestige and influence by the Ruling Master of Sundabar, who came to speak for the human guilds and merchants of the surface city. One
region does what it can to recover from the recent conflicts. Sundabar’s losses in buildings and in population have done nothing to diminish the contents of its overflowing coffers, and despite its current
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
conflicts, and an internal logic that will resonate with your players. Five Questions to Consider. As you contemplate a new campaign setting, think about your answers to the following questions: What’s
running list of ideas as you decide on other aspects of your setting. What Factions and Organizations Are Prominent? Nations, temples, guilds, orders, secret societies, and colleges shape the social
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
grown stale with their desiccation, General Nagaro remains as sharp and ruthless as ever. Final Procession A monument of reflection amid a hungry machine of death, the Final Procession is dedicated to
the countless lives sacrificed in conflicts across the multiverse. The memorial consists of upright sepulchres and tall, granite steles engraved with the names of fallen heroes. History is written by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
known as the Thousand-Year War. Dragons had lived in and around Ostoria in relative peace since the empire’s foundation. Conflicts between dragons and giants in those days were personal, not tribal or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. However, in a city dominated by ideological factions, trade guilds hold little sway, and most factions—except for the Free League and Society of Sensation—discourage members from joining guilds, believing
bankrolling like-minded groups in conflicts across the multiverse. Nikki Dawes Laril Zazzkos Flame Pits Creatures of every kind take a soak in the Flame Pits, a planar bathhouse whose pools swirl with
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
court enjoys a tenuous peace with the unearthly ruler of the Gloaming Court, the Queen of Air and Darkness, who allows her kin to dabble in magic forbidden by the Seelie Court. Conflicts between the Fey
declare all-out war against each other, and it would take something extreme to have them abandon their relative peace and hurl their courts into violence and chaos. The Summer Court and the Gloaming Court
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
boggy marsh. The garden has multiple levels. Map 2.12 uses elevation markers to indicate how high the levels are relative to the ground. Some keyed locations contain multiple levels; for example, area 4
it reads, “And may the gods themselves marvel at this humble reflection of her beauty.” 2. Terraces Untamed overgrowth can’t hide the fact that this garden is a haven for exotic plants that don’t grow