Ravnica’s history twists and changes through conflicts, war, guild upheaval, and growth. The greatest catalyst for change in Ravnica is the ten guilds. Although the Guildmasters’ Guide to Ravnica doesn’t release until November, details on each guild are available now.
On the official website for Ravnica the description of the ten guilds includes a link to all the guilds’ related cards. A DM can use the descriptions, art, and flavor text to detail his or her campaign and design adventures for Ravnica. The guilds change over time, so the Guide will likely provide new details. Five guilds are covered here along with the Guildpact that binds all ten guilds together. Not every citizen of Ravnica is in a guild. Many simply try to survive day to day.
The guilds are guided and controlled by the Guildpact, a magical document laying out the laws of Ravnica that is capable of binding any guild member who violates its laws. The Guildpact was once an actual document but is now contained in the body of the planeswalker Jace.
The Chamber of the Guildpact is neutral ground where any of the guilds can gather. Any puddle of multi-colored ground can serve as neutral ground for informal meetings. When Jace leaves Ravnica for another plane, which is likely the case in the Guide, then the guilds can act more freely most likely with more conflict.
The Azorius Senate are the lawmakers and law enforcers of Ravnica. The Senate is obsessed with keeping the status quo, no matter the cost. Azorius strives to bring order to the chaos of Ravnica's streets and enforce the law. The guild functions as an intermediary between the citizens and the senate lawmakers. The Senate educates the compliant and restrains the rebellious.
While masquerading as a religion, the Orzhov Syndicate is actually a criminal business. With no economic transaction that isn't directly or indirectly under their control, they share a unifying ambition to improve their lives and fill their money purses. Orzhov is all about advancement and power even, or especially, at the expense of others.
House Dimir is a shadowy guild that few of the common people of Ravnica believe still exists. The other nine guilds know though and that it traffics in secrets, blackmail, and murder. Employing a network of spies and assassins, Dimir uses the most unassuming, average looking citizens as agents. With a keen knack for deception and manipulation, this guild exists in isolated and incredibly secretive cells across Ravnica.
Eager to invent a way to improve life, the Izzet League uses their intelligence and imagination to construct elaborate experiments like manipulating the weather. The Izzet are responsible for almost all of the beneficial technologies and magic that keep Ravnica running. Unfortunately, their impulsive and reckless research means that just as many have failed experiments with explosive results.
The Cult of Rakdos lives purely to allow its members to fulfill their own pleasure, cause mayhem, and demonstrate the frailty of life. The cult would love turn Ravnica into one big slaughter fest, but it's inflicting random death and destruction that is fulfilling, not the final ruin. However, their interest in the dark art of death has made them into top-notch mercenaries and assassins which the other guilds employ. The Rakdos Cult sees Ravnica’s future as nothing but cruel death waiting for all—and they eagerly charge forward toward that end.
The Guildmasters’ Guide to Ravnica will be filled with further details on the guilds, their members, monsters, plots, spells, artifacts, and lands. Many of these details would enhance any D&D world.
This article was contributed by Charles Dunwoody as part of EN World's Columnist (ENWC) program.We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
On the official website for Ravnica the description of the ten guilds includes a link to all the guilds’ related cards. A DM can use the descriptions, art, and flavor text to detail his or her campaign and design adventures for Ravnica. The guilds change over time, so the Guide will likely provide new details. Five guilds are covered here along with the Guildpact that binds all ten guilds together. Not every citizen of Ravnica is in a guild. Many simply try to survive day to day.
The guilds are guided and controlled by the Guildpact, a magical document laying out the laws of Ravnica that is capable of binding any guild member who violates its laws. The Guildpact was once an actual document but is now contained in the body of the planeswalker Jace.
The Chamber of the Guildpact is neutral ground where any of the guilds can gather. Any puddle of multi-colored ground can serve as neutral ground for informal meetings. When Jace leaves Ravnica for another plane, which is likely the case in the Guide, then the guilds can act more freely most likely with more conflict.
The Azorius Senate are the lawmakers and law enforcers of Ravnica. The Senate is obsessed with keeping the status quo, no matter the cost. Azorius strives to bring order to the chaos of Ravnica's streets and enforce the law. The guild functions as an intermediary between the citizens and the senate lawmakers. The Senate educates the compliant and restrains the rebellious.
While masquerading as a religion, the Orzhov Syndicate is actually a criminal business. With no economic transaction that isn't directly or indirectly under their control, they share a unifying ambition to improve their lives and fill their money purses. Orzhov is all about advancement and power even, or especially, at the expense of others.
House Dimir is a shadowy guild that few of the common people of Ravnica believe still exists. The other nine guilds know though and that it traffics in secrets, blackmail, and murder. Employing a network of spies and assassins, Dimir uses the most unassuming, average looking citizens as agents. With a keen knack for deception and manipulation, this guild exists in isolated and incredibly secretive cells across Ravnica.
Eager to invent a way to improve life, the Izzet League uses their intelligence and imagination to construct elaborate experiments like manipulating the weather. The Izzet are responsible for almost all of the beneficial technologies and magic that keep Ravnica running. Unfortunately, their impulsive and reckless research means that just as many have failed experiments with explosive results.
The Cult of Rakdos lives purely to allow its members to fulfill their own pleasure, cause mayhem, and demonstrate the frailty of life. The cult would love turn Ravnica into one big slaughter fest, but it's inflicting random death and destruction that is fulfilling, not the final ruin. However, their interest in the dark art of death has made them into top-notch mercenaries and assassins which the other guilds employ. The Rakdos Cult sees Ravnica’s future as nothing but cruel death waiting for all—and they eagerly charge forward toward that end.
The Guildmasters’ Guide to Ravnica will be filled with further details on the guilds, their members, monsters, plots, spells, artifacts, and lands. Many of these details would enhance any D&D world.
This article was contributed by Charles Dunwoody as part of EN World's Columnist (ENWC) program.We are always on the lookout for freelance columnists! If you have a pitch, please contact us!