Ravnica Table of Contents
  • Ravnica Table of Contents & More


    Straight from Amazon are not only Guildmaster's Guide to Ravnica's tablet of contents, but also a double page spread featuring the introduction of character creation!



    Races: Centaur, minotaur, simic hybrid, and vadalken races.
    Subclasses: Clerics of order, druids of spores.

    60-pages on the guild
    24-pages on the city/world
    10-pages of magic items
    70-pages of NPCs and monsters.

    The focus is really on the Guilds as the defining feature, which makes some sense. But likely means that details of the setting unrelated to the Guild might be sparse, likely little more than has been seen in the various existing Planeshift PDF products. It's almost a monster & Guild book more akin to Volo's Guide to Monsters with a focus on Guild lore rather than monster lore.

    The book also appears to be in the range of 256-pages, which is larger than the shipping weight previously implied. I had almost been expecting a svelte 160-page product.


    Comments 307 Comments
    1. Parmandur's Avatar
      Parmandur -
      Quote Originally Posted by Jester David View Post
      So knowing about the Guilds gives me location adventures?
      That will tell me how and where the adventuring party meets and what quests they might be given? What people wear and how they act? The history of the setting? What the common trade goods are and where they come from?

      That feels a little reductive. Like saying that knowing about the gods and faiths of the Forgotten Realms tells you everything you need to know about Faerun.

      After all, the iconic "adventure" is the party guarding a caravan going from place A to B. Knowing the Guilds likely tells me who would be owning and operating the trade caravan. But it wouldn't tell me what was in the caravan, where it was going, and likely not who would try and and hijack it.
      Actually, yes. That is why they have organized the adventure procedural generation material around the Guilds. The Guilds determine fashion of their members, they control all significant legal and illegal business. They are all-encompassing.
    1. Rossbert's Avatar
      Rossbert -
      It kinda does tell you all that. 95% of all commerce is guild related. Threats are usually other guilds or wildlife (which are cared for, created and propogated by a specific guild). Clothing is a little less tight, outside of uniforms though but much of that can be used to determine guild affiliation, the abscence of a uniform or a guild pin is the sign that someone is a peasant who doesn't matter (legally or magically).

      Hell which guild area you are in tells you the architecture and geography of the area.
    1. MonsterEnvy's Avatar
      MonsterEnvy -
      Quote Originally Posted by Jester David View Post
      So knowing about the Guilds gives me location adventures?
      That will tell me how and where the adventuring party meets and what quests they might be given? What people wear and how they act? The history of the setting? What the common trade goods are and where they come from?

      That feels a little reductive. Like saying that knowing about the gods and faiths of the Forgotten Realms tells you everything you need to know about Faerun.

      After all, the iconic "adventure" is the party guarding a caravan going from place A to B. Knowing the Guilds likely tells me who would be owning and operating the trade caravan. But it wouldn't tell me what was in the caravan, where it was going, and likely not who would try and and hijack it.
      In Ravnica, yes it would.
    1. Jester David's Avatar
      Jester David -
      Quote Originally Posted by MonsterEnvy View Post
      In Ravnica, yes it would.
      Then what would the answers be?
    1. Parmandur's Avatar
      Parmandur -
      Quote Originally Posted by Jester David View Post
      Then what would the answers be?
      It would depend on the initial answers: whuch other Guilds are the enemies of the Guild or Guilds running the caravan, etc. This is why they are using tables to organize the information. Point is, the answers to all of your questions would be Guild information. Because the Guilds are the setting.
    1. Rossbert's Avatar
      Rossbert -
      Depends on which product, food is usually a Golgari shipment up canyon walls to the city proper using zombie guards. Izzet is transporting infrastructure pieces or magitech, probably using elemental labor. Orzhov and Azorious is likely VIPS in luxury accommadations. Raids are most likely Rakdos arsonists (possibly including priest demon support) or Gruul raiders with beasts (or possibly just the beasts).

      The richest transports are zepplin-like animals, much safer but much more devestating if Gruul wyvern riders take exception and cause a crash.
    1. Jester David's Avatar
      Jester David -
      Quote Originally Posted by Parmandur View Post
      It would depend on the initial answers: whuch other Guilds are the enemies of the Guild or Guilds running the caravan, etc. This is why they are using tables to organize the information. Point is, the answers to all of your questions would be Guild information. Because the Guilds are the setting.
      Which is why I was asking @MonsterEnvy. He knows the Guilds so the answers should be apparent.

      He knows whatever the merchant Guild is, so he should know what the caravan would be holding, where it is going, and who is trying to steal it.
      To say nothing of what the city looks like and how to describe the journey...
    1. MonsterEnvy's Avatar
      MonsterEnvy -
      Quote Originally Posted by Jester David View Post
      Which is why I was asking @MonsterEnvy. He knows the Guilds so the answers should be apparent.

      He knows whatever the merchant Guild is, so he should know what the caravan would be holding, where it is going, and who is trying to steal it.
      To say nothing of what the city looks like and how to describe the journey...
      There is more then one Merchant guild.(Well to be correct none of them are merchant guilds) Were it would be going and who would try to steal it all depends on the guild. @Rossbert gives a good answer.

      On what the city looks like and how to describe it, it depends on which guild is in charge of the area. And we are going to get coverage over the most notable area in Ravnica the 10th District.
    1. Rossbert's Avatar
      Rossbert -
      I see a bit of the misunderstanding. Each guild controls much more than a typical guild in other settings. I plan on posting a bigger thing when I get to an actual computer to give the rough outline of each guilds initial purpose, and their general side effects.

      They are less trade guilds and more stewards of essential aspects of life and order. For a quick example one guild was built to embody the letter of the magical contract that protected the plane, another is to be the spirit of that law.
    1. Parmandur's Avatar
      Parmandur -
      Quote Originally Posted by Jester David View Post
      Which is why I was asking @MonsterEnvy. He knows the Guilds so the answers should be apparent.

      He knows whatever the merchant Guild is, so he should know what the caravan would be holding, where it is going, and who is trying to steal it.
      To say nothing of what the city looks like and how to describe the journey...
      As pointed out, there is no "Merchant Guild," anymore than there is a "truck caravan" Megacorp in a Cyberpunk game.
    1. Jester David's Avatar
      Jester David -
      Quote Originally Posted by MonsterEnvy View Post
      There is more then one Merchant guild.(Well to be correct none of them are merchant guilds) Were it would be going and who would try to steal it all depends on the guild. @Rossbert gives a good answer.

      On what the city looks like and how to describe it, it depends on which guild is in charge of the area. And we are going to get coverage over the most notable area in Ravnica the 10th District.
      Again, we’re getting 20 pages on the 10th District. Less tha Waterdeep receives in Dragon Heist or Sharn gets in the Wayfarer’s Guide.
      That’s an anemic amount of pages to describe a setting.

      If I have to spend all my time inventing locations and settings details, I might as well use a homebrew world....
    1. cbwjm's Avatar
      cbwjm -
      How much do you really need? It's a giant city covering an entire world, do you really need detailed locations for everywhere you might go? If you playing FR do you only play in city's that have a detailed layout or do you create locations as needed. I mean if you need a tavern in Waterdeep, you could go with the Yawning portal, or you could just create your own in a different location. I won't know for sure until I get the book, but I'm sure there will be more than enough to run a Ravnica game in there.

      Personally, I recently finished the game Enslaved: Odyssey to the west. I'm planning on using imagery from that game for abandoned city locations as "Untamed wilds" of the city.
    1. Parmandur's Avatar
      Parmandur -
      Quote Originally Posted by Jester David View Post
      Again, we’re getting 20 pages on the 10th District. Less tha Waterdeep receives in Dragon Heist or Sharn gets in the Wayfarer’s Guide.
      That’s an anemic amount of pages to describe a setting.

      If I have to spend all my time inventing locations and settings details, I might as well use a homebrew world....
      So, enough description to be sufficient to play in the locao. But, location doesn't matter in this setting: the Guilds matter, neighborhoods and locations within a neighborhood can be procedurally generated with the Tenth District as an archetype, which is why they spend so much time on the Guilds: that's where the story is.
    1. SkidAce's Avatar
      SkidAce -
      Quote Originally Posted by Jester David View Post
      But it wouldn't tell me what was in the caravan, where it was going, and likely not who would try and and hijack it.
      I don't need it to tell me those things.
    1. Kramodlog's Avatar
      Kramodlog -
      Quote Originally Posted by cbwjm View Post
      It's not surprising MtG is mentioned since this is the origin of Ravnica, but this book is still not part of the MtG meta setting, it's been adapted for use for DnD and the DnD meta setting so yes, this is not a MtG product, it's a DnD product.
      Yes, I know. It is a D&D product that adapts MtG material as it is advertized. Yet the MtG content is lacking. It just containt guilds that will be forgotten soon. This book is a missed opportunity to enrich D&D and player experience with MtG iconic spells, magical items, monsters, NPCs and location. Just like how D&D IP turned into MtG cards would enrich MtG.
    1. Kramodlog's Avatar
      Kramodlog -
      Quote Originally Posted by MonsterEnvy View Post
      Then you clearly don't know much about Ravnica. The Guilds are the world.
      Designers aren't limited to MtG formats when making books. They could have used Ravnica as a setting and added a tonne of iconic MtG spells, magical items, monsters, NPCs to make this book worthwhile. That is what makes a MtG D&D cross-over interesting. Not guilds.

      I do not recall anyone demanding more guilds in D&D or even Ravnican guilds in D&D. I do recall demands for a campaign setting, but you only have 24 pages of that in this book. Even on that level the book is a wasted opportunity to expend the D&D multiverse. Guilds are what people demanded. This reminds me so much of 4e's designer telling us what we really wanted in D&D.
    1. Kramodlog's Avatar
      Kramodlog -
      Quote Originally Posted by SkidAce View Post
      I don't need it to tell me those things.
      You'll just escort of caravan if someone proposes to you? You're probably the easiest player to DM I've seen.
    1. SkidAce's Avatar
      SkidAce -
      Quote Originally Posted by Kramodlog View Post
      You'll just escort of caravan if someone proposes to you? You're probably the easiest player to DM I've seen.
      You misunderstand.

      If I am DMing, I will figure those things out.

      If I am playing, the DM will figure those things out.
    1. Jester David's Avatar
      Jester David -
      Quote Originally Posted by Parmandur View Post
      So, enough description to be sufficient to play in the locao. But, location doesn't matter in this setting: the Guilds matter, neighborhoods and locations within a neighborhood can be procedurally generated with the Tenth District as an archetype, which is why they spend so much time on the Guilds: that's where the story is.
      I disagree.
      Because you could procedurally generate Guilds as well. Heck, you can procedurally generate an entire setting. I have a 2nd Edition book dedicated to just that.

      But that’s not what I want from a campaign setting. I want established lore that makes me want to use cool evocative locations. Iconic signature locations with ties to the history of the setting.
      I want to read about an ancient cathedral with a mysterious pillar in the heart. A statue dedicated to an individual that appears in no history books. A famous inn built into the tower of a famous wizard. Stuff that gives me ideas for stories.

      Random tables? Yaaaawwn.

      Quote Originally Posted by SkidAce View Post
      I don't need it to tell me those things.
      I do.
      I value that sort of thing, and being able to populate a caravan with interesting items rather than just muttering “ummm it’s full of boxes of generic trade goods.” Knowing what a region produces and where it would sell well.
    1. SkidAce's Avatar
      SkidAce -
      Quote Originally Posted by Jester David View Post
      I do.
      I value that sort of thing, and being able to populate a caravan with interesting items rather than just muttering “ummm it’s full of boxes of generic trade goods.” Knowing what a region produces and where it would sell well.
      I can appreciate that, as do I.

      I was merely speaking to the idea that "WotC" doesn't have to provide for that level of detail for it to exist.

      No worries, I see your point.
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