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Ravnica Update: Focus on Five Guilds
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<blockquote data-quote="Rossbert" data-source="post: 7761267" data-attributes="member: 6922357"><p>My knowledge is all from the first trilogy (set) when the guildpact was still magically binding.</p><p></p><p>As far as guild politics go, Rakdos (cult of allegedly cannibalistic hedonists) and Gruul (wilderness guarding tribes) care little for such things. In fact the only times the Rakdos guild leader (the demon Rakdos) appears is during enormous riots that usually come close to destroying the capital of the plane.</p><p></p><p>Deal with the Azorious (legislators) or Orzhov (necromancer-lawyer-mobsters) and the game will become guild politics fast.</p><p></p><p>The Selesnya (unity nature church) and Boros (military and cops) lend themselves to more of a cop/wandering hero theme with the wojeks and ledev, respectively.</p><p></p><p>The Izzet (mad scientist wizards) and Simic (bio-engineers) lend themselves to magical research and/or damage control plots in addition to politics. Those experiments often cause explosions, or devestating plagues, accidently or intentionally.</p><p></p><p>Golgari (necromancer farmers) rule the undertown and have lots of room for traditional dungeon crawls.</p><p></p><p>The Dimir? The rumored tenth guild run by a vampire lord that seek to destroy the balance of the guilds from the shadows and throw the entire plane into turmoil? I don't believe they exist.</p><p></p><p></p><p></p><p>Astute readers may have noticed I mentioned wilderness. Ravnica is frequently struck by devastating plagues (definitely not intentionally created by the Simic so they can gain favor for curing them) that cause large regions to be depopulated and quarantined for centuries which then need to be pioneered, usually with the added incentive of unclaimed riches lost in the ruins.</p><p></p><p>Not one of the elite members of a guild? You might get token membership by buying your business license from the Orzhov, making it an actual crime to assault you or your business (trade violations and guild violence are crimes, guildless don't usually count legally) You might be a common laborer for projects where Rakdos labor is undesired and zombies are unsuitable. You might be an enterprising prospecter in a reclaimation zone risking cave-ins, rivals and unknown monsters to make your fortune. You might be a skilled artisan, scholar or wizard looking to develop the skill and reputation to gain membership in a guild and thus access to their resources. Most greatly skilled people end up guilded for the prestige, protection and resources.</p></blockquote><p></p>
[QUOTE="Rossbert, post: 7761267, member: 6922357"] My knowledge is all from the first trilogy (set) when the guildpact was still magically binding. As far as guild politics go, Rakdos (cult of allegedly cannibalistic hedonists) and Gruul (wilderness guarding tribes) care little for such things. In fact the only times the Rakdos guild leader (the demon Rakdos) appears is during enormous riots that usually come close to destroying the capital of the plane. Deal with the Azorious (legislators) or Orzhov (necromancer-lawyer-mobsters) and the game will become guild politics fast. The Selesnya (unity nature church) and Boros (military and cops) lend themselves to more of a cop/wandering hero theme with the wojeks and ledev, respectively. The Izzet (mad scientist wizards) and Simic (bio-engineers) lend themselves to magical research and/or damage control plots in addition to politics. Those experiments often cause explosions, or devestating plagues, accidently or intentionally. Golgari (necromancer farmers) rule the undertown and have lots of room for traditional dungeon crawls. The Dimir? The rumored tenth guild run by a vampire lord that seek to destroy the balance of the guilds from the shadows and throw the entire plane into turmoil? I don't believe they exist. Astute readers may have noticed I mentioned wilderness. Ravnica is frequently struck by devastating plagues (definitely not intentionally created by the Simic so they can gain favor for curing them) that cause large regions to be depopulated and quarantined for centuries which then need to be pioneered, usually with the added incentive of unclaimed riches lost in the ruins. Not one of the elite members of a guild? You might get token membership by buying your business license from the Orzhov, making it an actual crime to assault you or your business (trade violations and guild violence are crimes, guildless don't usually count legally) You might be a common laborer for projects where Rakdos labor is undesired and zombies are unsuitable. You might be an enterprising prospecter in a reclaimation zone risking cave-ins, rivals and unknown monsters to make your fortune. You might be a skilled artisan, scholar or wizard looking to develop the skill and reputation to gain membership in a guild and thus access to their resources. Most greatly skilled people end up guilded for the prestige, protection and resources. [/QUOTE]
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