Cult of Rakdos Organization in Ravnica | World Anvil
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Cult of Rakdos

Ravnica's Entertainment and Service Industries

Overview

 

Founded by their Parun and namesake Rakdos, an ancient demon, the cult attends to the entertainment and services industry, which includes some less-than-savory offerings, such as assassination, loan sharking, drug dealing, and deviant pain clubs, as well as more agreeable ones, such as ore-mining, catering, theaters, circuses, and owning or working in storefronts, venues, and comedy clubs. Members of this demon-worshipping guild are referred to as cultists, no matter how little they actually worship their figurehead.

 
 

Like extreme utilitarians or hedonists, the Cult of Rakdos are a guild that places a premium on personal pleasure, or "fun", even if it cruelly causes pain and suffering to others and themselves. Some of the crueler, more evil, and more sadistic members of the cult directly and intentionally inflict pain on others. Other than being a guild of miscreants, the Cult of Rakdos does have a civic function in Ravnican society per the Guildpact; some members work as manual laborers and even slaves, and the guild overall has a niche as Ravnica's entertainment industry, such as clubs.

 

Purpose

 

As laid out in the Guildpact, the guild was intended to fill roles concerning entertainment, mining, and manual labor. 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. The Guildpact prohibits the cult's extermination, and its entertainments - even the ones that are dark and destructive - hold broad appeal. From rowdy mobs who love to see the cult 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 when the ugly side of the cult shows itself.

 

The cult has a wide variety of performers that fill the odd niches Ravnican culture has created for entertainment; spikewheel acrobats, lampooners, fire jugglers, puppeteers, pain artists, noise musicians, dark clowns, and hellbent riders form the heart of the cult's bizarre diversions, putting on shows in guild-owned speakeasies and on portable stages in the streets. Performers called uncagers tend to - and unleash - the variety of the beasts and horrors used in Rakdos shows. Other Rakdos performers are spell casters of spectacular sort, using expressive, free-wheeling, and dangerous magic. They can be equally gratified by howls of laughter or howls of horror - any attention, in their minds, is good attention.

 

The cult's hedonism, and willingness to risk their lives in its pursuit, is an acceptance of death's inevitability and an embrace of the precious gift of life they have been given - as well as a reminder to others that life is both fleeting and precious, and thus should be treated as the gift that it is, no matter how harsh or short it may be. The Cult of Rakdos was originally recognized as a guild as part of an effort to channel the impulses of demons, giants, ogres, and humans into an acceptable direction. The effort, some would argue, has never been completely successful.

 

Core Values

 

Tomorrow is an illusion; everything is ridiculous. 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. 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. Of course, few other Ravnicans would describe the cult as sane. The cult's chaotic nature fuels its passion, impulsiveness, and obsession with freedom. A guild of unbridled hedonism, it does what it wants, driven by base desires and a strong streak of cruel expressionism.

 

The Cult of Rakdos' worldview is centered on a demon lord who exemplifies the concepts of chaos and evil. At its worst, the cult is driven by a lust for power, extreme selfishness, and a lack of compassion, with some cultists taking delight in causing pain to others to make sure they know their place, which is subservient to those who live unfettered by the bonds of law. At its best, the cult is driven by a desire to create and share art, in a variety of different mediums, in order to make a point about what they consider meaningful, with some cultists busking on street corners, performing scathing comedy routines, or even curating an acrobatic performance for a circus show.

 

Goals

 

As tension builds in Ravnica and several guilds attempt to crack down on chaos and criminal activity, the Rakdos cult reacts to this growing pressure with increasing violence, with several particularly wild sects seizing the opportunity to sew discord.

 

The cult already serves a megalomaniacal demon of chaos, so its members have no interest in seeing any other ambitious figure achieve supreme rulership over Ravnica. They fear that any other guild might gain enough power to overwhelm all the others and impose its own values on the entire city. For this reason, those among them who have a mind to change things, they focus their efforts on subverting other guilds' schemes, by undermining popular and powerful leaders and interfering - sometimes violently - with any effort to build a centralized concentration of authority.

 

The Azorius Senate currently stands as the greatest threat to the Rakdos way of life. The cult targets Azorius senators and arresters for ridicule, harassment, and occasionally assassination. The Boros Legion zealous pursuit of order and justice poses a similar threat, although their attention is focused on the Gruul Clans as of late. However distracted they are, violent cultists are well aware that any sufficiently disruptive performance with a high enough body count could bring the wrath of the Legion down on their heads. The overreaching of the Azorius and the self-righteous wrath of the Boros engender true fear in the cultist's anarchic hearts, and the less sane of the Rakdos respond to fear with mayhem and bloodshed.

 
 

Organization Structure

 

As one of Ravnica's original guild founders, known as Paruns, the demon lord Rakdos has lead the cult and been a part of the great city for over a millennia. Members of other guilds know the infernal showstopper through his reputation for capricious cruelty and megalomania, but most of those who join the guild idolize him for his magnetic presence, which inspires art and encourages utter wantonness. Because Rakdos finds destruction entertaining, his more dedicated cultists incorporate deadly acts into their performances in hopes of catching his eye and earning his favor.

 

The aggressive tormentors known as Blood Witches are the closest thing the cult of Rakdos has to ranking officials. The necromantic rituals and cannibalistic practices of this coven are a mysterious and not very well known, but they all serve as the acting leadership of the guild while Rakdos slumbers. What is known is that, when one completes the ritual to become a Blood Witch, they enter a state of demonic undeath and are assigned an enemy of the guild to torment. This enemy can be an individual, a family, an organization, or even an abstract concept. If a Blood Witch dies or can no longer be useful to Rakdos, she is devoured by her sisters so that no power is lost among the coven.

Examples of Blood Witch designations include the Judge of Judges, who targets the Azorius Guildmaster; the Tormentor of Wojek, who confounds Boros military intelligence efforts; and the Disintegrator of Law and Order, who undermines all efforts to uphold the law.

 

Most of the guild works together as part of a troupe, with an individual's artistic talents being used in service to a ringmaster's vision; however, this relationship is often misunderstood by the city at large. Ringmasters don't order around those beneath them in their troupe or provide them with a script / performance ideas, they all work together eclectically, often only being guided by the ringmaster only through suggestions and tips. Each cultist's performance is their own and it is up to them to find a troupe that can benefit from their particular talents.

 

The Cult of Rakdos encourages independent action on the part of its members. Its goal, besides entertainment and making enough money to keep upping the ante, is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the city at large. The only thing that is expected out of each member of the cult is to execute their own vision of grand satire and disruptive performance art, and to constantly outdo their last show; in fact, one of the few taboos this hedonistic cult has is going through a performance without doing something new.

 

Recruitment

 

The cult of Rakdos attracts a myriad of misfits and malcontents who can't abide the civilized norms of Ravnica, as well as wayward souls eager to idolize an ancient demon lord and partake in riots. However, what Ravnicans like most about the guild is that it has evolved into a roving circus that attracts hedonistic, anything-goes, performers who really know how to put on a show.

 

The recruitment process itself is often spontaneous and informal, requiring little red tape and fanfare to get to work. The most important part of fitting into the guild and earning enough money to live off of is to find a troupe that not only genuinely plays to your strengths, but also puts you to work doing something that you enjoy. Some troupes put on circus like performances, while others do small scale concept art. Others still might only perform comedy routines or spoken word poetry. The size, scale, and medium that each troupe uses is unique and varies widely between groups, providing a myriad of niches for the people of Ravnica to fill.

 

Although the cult lacks a rigid hierarchy, new recruits still have to prove themselves to whatever troupe that catches their eye. Earning your place on the stage or in the ring means first doing your part backstage to keep the show running. In Rakdos terminology, "backstage" also means "out in the city" and carrying out a variety of errands for people who have more pull than you is a common practice for new recruits. Of course, for the Rakdos, such errands tend to look more like adventures than shopping trips. Stages for Rakdos performances appear on streets and plazas throughout Ravnica every night, and they're gone by morning - usually carried to and fro on the backs of giants.

 
 

Public Relations

 

A cult of demon worshipers doesn't make a lot of friends. Ideologically, the Rakdos have the most in common with the Gruul Clans and the Golgari Swarm; all three guilds have a desire to topple the structures of power in Ravnica. Of course, these guilds disagree about what (or who) should replace the existing structures.

 

Making the powerful look ridiculous lies at the heart of the Rakdos performance philosophy. The bulk of the guild's aggression is directed toward guilds that have power and abuse it or guilds that make blatant bids for power. That's particularly true when powerful guilds - especially the Azorius Senate - try to use their power to suppress the cult.

 

Making the ridiculous powerful is the flip side of the cult's philosophy. Usually, this means elevating the status of the Rakdos - or themselves as individuals - at the expense of others, but circumstances might lead a cultist to cooperate with members of other guilds in pursuit of a common goal. For example, a power struggle in another guild can be an opportunity for the cult to install a sympathetic (or ineffectual) leader in that guild. Beyond that, other chaotic guilds have grudges against the law-enforcing guilds and would be happy to join the cult's efforts to strike a blow against them.

 

Ravnica's Opinion of the Cult

Ravnica's actual opinion of the cult can be hard to discern. In more poor, blue-collar, or downtrodden neighborhoods, the cult can be the only consistent source of joy and catharsis that the denizens there experience, with many friends and family part of the performances they watch every night. The more white-collar, upright, and wealthy communities decry the cult for their eccentricity, recklessness with public safety, and the constant ridicule they sling at the organizations, or the high ranking officials within them, that many of their friends and family are a part of. However, this is just the public opinion of the cult; behind closed doors, some of those in downtrodden neighborhoods are terrified to criticize the Rakdos for fear of deadly retaliation, while some of those in upright neighborhoods who publicly decry the cult are actually anonymous attendees at some of the guild's darkest attractions.

 

The Cult's Opinion of the Other Guilds

The cult of Rakdos serves a demon lord who is feared, if not respected, by most citizens of Ravnica. Though filled with somewhat normal people, its more dangerous cultists express their zeal through riotous, bloody, and deadly performances and revels. To other guilds, they are a fearsome threat to the city. To the Rakdos, the other guilds invest too much effort in a vain search for meaning and might.

Azorius: "Insufferable killjoys, and every artist's eternal enemy. Everyone thinks we are the guild of ultimate evil, but we're not the ones who want to monitor, legislate, and control your every move."

Boros: "We love a parade, but their demonstrations always come across as stiff. They're the deserving straight man for our every punchline."

Dimir: "They crave secrets, but there's nothing they can get by eavesdropping that we won't freely shout at the top of our lungs. They lurk in the shadows trying to look mysterious, practically inviting our mischief and mockery."

Golgari: "We know they're tired of being the downtrodden, misunderstood misfits. If they're truly ready to anger the powers that be rather than lick boot soles, we invite them to run away and join our circus."

Gruul: "Our well-meaning cousins in chaos! We want to take society down a peg, and they want to raze civilization to the dirt. That's practically common ground! Although one can never be sure if they feel the same way."

Izzet: "Every performance benefits from prop masters and pyrotechnicians. They can be useful backstage, but lack the charisma for the spotlight. Because their inventions make the people of Ravnica more connected, we are free to perform to a wider variety of different audiences."

Orzhov: "The more the Orzhov try to coerce free people to act against their desires, the easier it is for Rakdos to gain recruits. Besides, jokes about their ludicrous traditions, manners, and customs practically write themselves."

Selesnya: "Such crowds! If they weren't such a tight-knit community, they would scarcely notice if they were missing a few by night's end. They'd make the perfect audience, if only they had a better appreciation for the bleeding edge of art."

Simic: "Imaginative creators who nevertheless fail to appreciate the meaning of their living creations - nor do they appreciate the tragic irony of not knowing how funny that is. Because of the eccentricity of some of their high ranking members, they can't seem to shed the reputation for being Ravnica's boogymen; something we can relate with all too well."

 

History

 

Although Rakdos himself is the undisputed Guildmaster of the cult, he spends most of his time in a deep hibernation beneath the magma of Rix Maadi. During the sometimes long stretches of time that the demon spends asleep, an Acting Guildmaster is appointed, usually from the coven of Bloodwitches, whenever the need arises. The acting leader for the last 200 years was the Bloodwitch Lyzolda until she died in the events of 10,012 ZC.

 

When the Guildpact collapsed during the Decamillennial Celebration (10,000 ZC), the cult knew that the other guilds would soon begin their grasps at power. 12 years later, to get ahead of the other guilds in this race for power, Lyzolda joined forces with Momir Vig, the Guildmaster of the Simic Combine at the time, in an attempt to wake Rakdos and bind him to her will. Unbeknownst to Lyzolda, Momir Vig was only helping her summon their Parun to give his new weapon, Project Kraj, a chance to kill him. The serum required to awaken the Lord of Riots needed the blood and sacrifice of a Guildmaster, so the pair kidnapped the child of the Golgari Swarm's new Guildmaster, Jarad Vod Savo, in order to draw him to them. Their plan worked like a charm and Jarad was sacrificed to awaken the demon.

 

With Lyzolda in control, Rakdos went to battle against the now out of control Kraj. Just when the demon had the upper hand, the ancient Nephilim appeared nearby and took him by surprise. Rakdos was severely wounded, but still managed to take out the Nephilim only to be seized by Kraj immediately after. The cytoplast monstrosity absorbed the demon within itself; however, instead of evolving like it was designed to do, it died. The demon's comatose body was returned to his magma pit, but it was unclear if he would ever rise again. The Bloodwitch Lyzolda suffered a painful magical backlash when Kraj absorbed the Parun and, sensing her failure, the rest of her coven summarily devoured her.

 

Several decades later, Rakdos returned anew and his guild set forth with renewed vigor in their attempts to prevent other guilds from gaining a foothold during the Guildpact's absence.

 

Culture

 

The people of the cult are usually fun, loose, and eclectic in style, personality types, and interests. It's important to remember that the cult is one of the largest guilds and as such, there are several different microcosms of culture within it. The prevailing subculture is the one that worships the demon, commit murders in his name, and are generally dangerous to be around. For example, some of these devout members consider a Rakdos signet to be incomplete until it's used as a murder weapon. There are niches in the guild that are less violent and more artistic who think that the cult is about calling out dominating forms of government, con artists, and exploitive religions / traditions for what they are. In their eyes, the side of the guild that commits random acts of violence for little to no reason is way off base from the true Rakdos purpose and are just using the loose nature of the cult to do whatever they want to do. Due to the sheer amount of ruffians that commit crimes in the name of the cult, the guild as a whole is viewed as shady from the more upstanding peoples of Ravnica, no matter how much they might enjoy Rakdos shows.

 

Fashion: Cast iron, spikes, black leather, and fancy blood red clothes are the most common form of stage outfit in the eclectic Rakdos community. Backstage, the cult wears whatever they need to for their jobs or whatever they like the most. The sheer size and variation of the cult ensures that their fashion community shifts in style depending on the time, district, and current events. Big name troupes are always attempting to make statements and set trends with their costumes and uniforms, but the cult's fashion culture also responds to the current trends beyond their own guild, creating their own take on the fashions of guildless celebrities, musicians, and cultural figures.

 

Diversions: It's anything goes in the Cult. Illegal or not, if you want to do or see something, there's probably someone within your own guild that does it or knows someone who hosts a club that does. That said, the people of the cult do what they do because they love it, so the favored performance and service diversions of the Rakdos are usually the same ones that they take part in producing, such as circus acts, plays, music, comedy, or tending bar / preparing food. More quiet ways of spending their time might include reading, writing, collecting, or playing different kinds of games with one another, anything to have fun. Of course 'fun' has a broad definition to the eclectic ranks of the cult, and some consider stalking, killing, hunting, or any flashy variation of it to be more fun than anything else.

 

Holidays: Ragefest is the premier yearly Rakdos festival, taking place over multiple nights with events across the guild. One of these events, known as Mockturne, features impressions of other guilds and their leaders, prominent members, and recent blunders. The entire event is a club-crawl, with different events taking place between different clubs, featuring side acts, street food, and music scattered throughout the path between locations.

 

Demographics: Beyond Humans, the cult utilizes and accepts all races, most commonly attracting Goblins, Giants, and Undead. Some Devkarin deserters find their way here as well. The guild commonly uses hounds, rats, and fiends as partners and co-conspirators.

 
 

Making a Rakdos Character

Despite their generally spikey public relations, there are a plethora of reasons to join the cult. Whether you're a quick witted performer, a nimble acrobat, a knowing venue owner, a starving artist, or just a craven lunatic who likes slicing things up and foams at the mouth, the cult has a place for you. Membership only requires as much time as you're able to give and there's no pressure to participate in anything you don't want to do.

 

Rakdos Classes

Being made up primarily of blue collar workers and malefactors, the Cult is a vast kaleidoscope of brutal diversity. Within this menagerie, all of the common classes find a way to put their unique skills to use to work for the betterment of the Cult and its namesake's demonic leader. Participants in the guild range from occasional thrill seekers to die hard murderers and everywhere in between, meaning that not everyone in the guild is inherently evil. All that the guild technically requires is a love for the grand spectacle, and with that in mind, here are how each of the most common classes in Ravnica fit into the show.

 

Barbarian - One might think of a gang of radical performers and think, "How would a Barbarian fit in?". Actually, Barbarians, like other martial classes, are in demand within the Cult. Because a lot of the Rakdos Barbarians are blue collar workers that live by their own rules, they usually fit right in with the Cult, no matter what kind of position they want in the performance. Even then, every show needs bouncers; muscle that keeps unwanted guests (like Azorius or Boros buzzkills) from spoiling the show. Darker clubs are in need of muscle to keep people out as well as to help keep people in...

 

Bard - Bards within the Cult are world famous for their showmanship and ingenuity. When someone thinks of the Cult, they probably have childhood memory of a silver tongued Rakdos Bard spinning a yarn, juggling, or telling jokes on the side of the road for coins, as is a popular daytime activity for them to make money. Some have even gone as far as to say Rakdos himself is the most ancient Bard and, because of this, troves of talented performers have flocked to the cult to learn from him. Due to the nature of the guild itself, skilled Bards with ingenuity in the art of stagecraft can find themselves quickly climbing to the top of the Cults loose hierarchy.

 

Cleric - Those dedicated enough to the ideals of hedonism, trickery, and death (or the process of death and rebirth itself) to draw mana from the leylines can find a welcoming crowd within the cult. Because the guild is so diverse, even peace and life Clerics can be found in certain niches, despite the cult's dark and well deserved reputation. Some Clerics use their spellcraft to assist with the shows production and promotion, while others tend to the wounded after shows, allowing the production team to up the ante even further. Others still use rituals and rites to draw crowds and summon / contain devils or undead to work as stage hands, actors, and grunts.

 

Druid - Not many conventional Druids exist within the cult, let alone the city at large. The few of them with a reason to care about showmanship or desire the freedom and lifestyle that the guild has to offer tender their services by taming animals, changing the weather, and warping the landscape with their magic for the good of whatever troop they are apart of. Though uncommon, the cult claims its fair share of renowned druidic performers, ring leaders, and venue owners.

 

Fighter - Just as with any guild and the city at large, the cult is full of Fighters. This class can and has filled every role the guild has to offer, from venue security, to actor, director, promoter or a venue owner. Whether it's a full blown, raving mad, cultist that worships their demonic namesake or a perfectly rational bouncer at a diversion club, they both have a pretty good chance of being a Fighter.

 

Monk - While "monastic order" doesn't necessarily come to mind when someone mentions the cult, one might be surprised to learn that there are, in fact, several such disciplines. Because of how uncommon they are, the few that exist tend to be deeply embroiled in the philosophy of the guild with traditions focusing on pain, reaping, mental lucidity, and a lack thereof. These maniacal Monks, along with the cult's Clerics, Paladins, and Druids oversee many of the demonic rituals that take place within the guilds innermost circles.

 

Paladin - Swearing oaths and adhering to its tenets doesn't mesh well with the cult's free lifestyle... until it does. Yes, there are Paladins on Ravnica that swear the oaths of Insanity and Showmanship, making them perfect additions to the guild's basic structure, serving as bouncers, ring leaders, skilled actors, and shrewd promotors. It also makes them invaluable members of the demon worshiping inner circle of the cult, overseeing rituals and breaking the minds of new initiates.

 

Ranger - No class knows the ins and outs of the city like the Ranger. They put this to use in this guild's structure most commonly by applying their scouting capabilities and keen instincts to determining optimal stage placement, both for nightly street performers and big tent events. For nightly performances, it has to be a place that the giants can access, but far enough away from local law enforcement patrols. Rangers will also serve as lookouts on certain street corners, signaling back to the troop at signs of danger.

 

Rogue - Almost as numerous as Fighters in the cult, Rogues come from anywhere and everywhere. From cunning ring leaders to a half-hearted ticket booth employees, this class is found in every corner of this guild. Famous actors, back alley scalpers, insane shred-freaks, high flying acrobats, you name it, a cult Rogue is always at the center of attention, both the good and the bad kind.

 

Sorcerer - Usually created by the mingling of demonic bloodlines or the foul spell of a Bloodwitch, cult Sorcerers are a dark breed of spell caster. Their emergence in the cult is seen as a good omen of things to come and the witches take it as a sign that Rakdos is wakening. Naturally gifted with people, performance, and magic, Sorcerers excel in the cult without hardly trying to, making any position shine with their winning personalities.

 

Warlock - Similarly to the Sorcerer, Warlocks of the cult get their power from a demonic source, including the necromantic ranks of the Bloodwitches. Their connection to the demons of the cult makes others around them question their sanity; in fact, it is most commonly a Warlocks job to handle the mind breaking demons, such as the Sire of Insanity and the Master of Cruelties, used for various purposes by the guild. Warlocks with simpler purposes have also existed and they fill absolutely any niche the entertainment aspect of the cult has to offer.

 

Wizard - Students of the arcane are usually a disciplined sort; however, the cult has welcomed a vast many Wizards into the fold. As long as they have a deep interest in the arts or demonic knowledge, these spell casters can fill a great many roles within the cult. Intricate spellcraft can add a great deal to any show and those who cast it usually command a captive audience. A few Bloodwitches even started out as cult Wizards before the cannibalistic necromancy ritual that serves at the inner circle's rite of passage.

 

Artificer - Stagecraft goes hand in hand with artifice and a well placed invention or two can make a show run so much more smoothly. It might surprise some, but Artificers are some of the most heavily relied upon members of the cult. Stage construction is no joke and keeping the audience wowed can be accomplished with well timed pyrotechnics just as easily as any stunt or joke. Encouraged to up the ante after each show with creative and elaborate designs, Artificers run wild in the guild, often working round the clock for a variety of different troops.

 

Blood Hunter - While this class inherently cares little for performance or spectacle, there is actually a Blood Hunter order deep within the inner circle of the cult. Empowered and assembled by the necromantic Bloodwitches, this special force of dark warriors are tasked with hunting down and eliminating high level threats to the guild, almost like demonic hit-men. The details of this assassin brotherhood are scarce and widely considered to be nothing but a rumor.

 
 

Cult Background: Rakdos Cultist

You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. Although the pay is usually poor and fluctuates depending on your troupe master, the wild applause, the screams of the crowds, the mayhem and terror spreading onto the streets - this is what you live for.

No matter what your personal feelings on the matter, most of the cult you are apart of is devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos also loves a good show, and the highest praise you can receive in your entire tenure with the cult is a personal compliment from the Lord of Riots himself.

  • Skill Proficiencies: Acrobatics, Performance
  • Languages: Either Abyssal or Giant
  • Tool Proficiencies: One type of musical instrument or gaming set
  • Equipment: A Rakdos insignia, a musical instrument or gaming set (one of your choice), a costume, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torches, a set of common clothes, a bottle of sweet, red juice, and a belt pouch containing 10 gp (a mix of Azorius and Boros 1-Zino coins).
  • Feature: Fearsome Reputation

    People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses. such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most common people are too daunted by you to report your wrongdoing to the Azorius or Boros.

 

Cult Spell List

Magic used by the cult is gory, visceral, and flashy. Usually incorporating branded sigils and burning auras in their gruesome spells as they cast dark curses, maddening enchantments, dazzling spectacles, and deadly bolts of fire. Some of their spells even utilize their own life force in exchange for power, holding no interest in their personal safety.  
    Cantrips
  • Firebolt
  • Vicious Mockery
  • 1st Level
  • Burning Hands
  • Dissonant Whispers
  • Hellish Rebuke
  • 2nd Level
  • Crown of Madness
  • Enthrall
  • 3rd Level
  • Fear
  • Haste
  • 4th Level
  • Confusion
  • Wall of Fire
  • 5th Level
  • Dominate Person
  • 6th Level
  • 7th Level
  Act of Treason Annihilating Fire Anthem of Rakdos Blood Funnel Bond of Revival Cackling Flames Dead Weight Demonfire Instill Furor Kindle the Carnage Macabre Mockery Maniacal Rage Mark for Death Nettling Curse Pain Magnification Rain of Embers Reign of Gore Riot Spikes Scorchmark Seal of Doom Seal of Fire Shared Agony Sinister Curse Skewer the Critics Skull Rend Slaughter Games Sure Strike Theatre of Horror Twin Strike Wrecking Ball Wreak Havoc  

Ridicule the powerful, empower the ridiculous.

Type
Guild, Professional
Alternative Names
the Thrill-Kill Guild, the Kill Guilders
Demonym
Cultist
Controlled Territories
Notable Members

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