Introducing
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The Izzet League falls under the blue and red colors on the wheel.
Led by the dragon Niv Mizzet.
Overseeing the daily operations of the guild is the purview of the Izmundi, a board of directors that assembles teams from among the rank and file of the Izzet League to carry out research according to Niv-Mizzet's directions and vision. The Izmagnus is a smaller board within the Izmundi with only five to seven members (some members keep their identities a secret) who serve as the dracogenius's closest advisors. One known member of the Izmagnus is a Goblin by the name of Mizzix. Starting at the bottom as an attendant, Mizzix quickly earned herself a place at her own magical forge with a squadron of attendants. Through a combination of natural talent, calculated political moves, and fortunate accidents, Mizzix has gradually risen from attendant, to research lead, to a spot on the Izmundi and eventually the Izmagnus.
Niv-Mizzet, the original and current guildmaster of the Izzet League, is a fifteen-thousand year old, vain, temperamental, super-intelligent dragon. As he directs experiments throughout the guild, he values results over success, accepting and even anticipating that Izzet experiments will end in gloriously unpredictable ways. However, the dragon rarely concerns himself with the day to day running of the guild, preferring to craft long range plans and let underlings implement the details. He's a "big picture" kind of guy.
One of the tallest towers in Ravnica, this impressive structure crackles with wild power of the Izzet and serves as their guildhall
Common Races:
Human, Goblin, Vedalken, Simic Hybrid, Dragonborn, Half-Dragon, and Djinn
Common Classes:
Artificer, Fighter, Sorcerer, and Wizard
1. I have a hard time staying focused on ... oh, and my
brain tends to jump from one ... did I mention focus?
2. I get really excited about my ideas and I can't wait to
talk about them and start putting them into practice
and tinkering with them and I want to tell you about
how exciting it all is!
3. It's not magic-or anything, really-if you do it only
halfway. Whatever I do, I give it all I've got.
4. I do what my gut tells me.
5. Life's an experiment, and I can't wait to see what
happens.
6. I pepper my speech with the incomprehensible jargon
of my trade, like mizzium droplets inserted into a
weird.field suspension.
7. Great ideas are fine, but great results are what
counts.
8. If you can guess what I'm about to do, that means
I've run out of imagination.
Bori Andon-Blastseeker, Wizard, Human
Melek-Izzet Paragon, Wizard, Human
Mizzix of the Izmagnus-Goblin
Quyzl-Chronergy Prodigy
Ral Zerak-Planeswalker, Wizard, Human
Tibor-Wizard, Human
Trivaz-Wizard, Half-Dragon
The main role the Izzet League plays in society is the civic engineers. The are constantly building and improving different physical aspects of the city.
Izzet League members can be found scouting out areas that the Golgari Swarm are preparing to demolish.
Civic Duties cont.
The chemisters are alchemists who forge mizzium and other elements into arcane tools. They experiment with new alloys, energies, and runic markings. The chemisters are highly competitive, which often leads to spirited rivalries and petty in-fighting.
Blastseekers are mages who wield and control the arcane tools devised by the chemisters. These tools are not always physical devices or artifacts; sometimes the blastseekers manipulate orbs of elemental energy that float in mutual orbits, crackling concentric disks of power, or streams of lava-bubbling water.The chemisters are alchemists who forge mizzium and other elements into arcane tools. They experiment with new alloys, energies, and runic markings. The chemisters are highly competitive, which often leads to spirited rivalries and petty in-fighting.
Izzet blastseekers and chemisters might have up to forty attendants, most of whom are vedalken, due to their natural focus and organizational skills. An attendant's duties usually include recording and organizing information (often under dangerous circumstances), acquiring rare items or elements (usually under dangerous circumstances), or completing experiments (always under dangerous circumstances).
Weirds are the product of yet another Izzet experiment whose goal was to combine two opposing elemental types (e.g., fire/ice, smoke/lightning, or steam/stone). Izzet mages hoped that these contradictory combinations might create elementals that were more stable and easier to control, but, of course, true to form for Izzet experimentation, the actual outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of their component elements. However, weirds can make potent guardian creatures or fighting familiars.
The fifth of six precincts in the Tenth District. This is where the learned folk of the Tenth District gather to discuss theory or to put their knowledge to practical use in the precinct's many schools, libraries, and laboratories.
As the home of prestigious universities, ancient libraries, and hidden laboratories, Precinct Five is the hub of information and learning in the Tenth District. People of all ages flock to this precinct to spend time learning, whether by poring over texts and scrolls or finding a mentor who will guide a student. It's also the place to find information brokers, who sell specialized or secret knowledge available nowhere else. Multilevel buildings set next to each other with little regard for planning give way to an occasional square or open campus where socially minded residents congregate during daytime hours. At night, many continue their studies while others tinker with their latest creations or intellectual endeavors. Taverns and pubs tend to be more urbane than in other parts of the district and often feature poetry readings, storytelling, and musical performances.
Prominent Locations:
- Zonot Seven (Simic Guild Hall)
- Prism University
- Blistercoils
Demographics:
Human, Goblin, Simic Hybrid, Vedalken, Elf (most varieties), and a mix of everything.
This is the main entance within Ravnica to enter the subterrainian ocean controlled by the Simic's. This is also the location of the Simic guildhall.
Prism University is the main place to study any form of magic. It maintains neutrality amongst the guilds.
This is a series of gigantic waterwheels, built and operated by the Izzet League, that turns just outside Zonnet Seven in the north end of the precinct.