Page 255 - Guildmasters' Guide to Ravnica
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S1M1c NPCs

           Curiosity about the manifold wonders of life-as well
           as the magical science involved in modifying it- leads
           inquisitive and ambitious minds from across Ravnica to
           join the Simic Combine. Grouped together in clades and
           projects, Simic scientists look for new ways to speed the
           nature's processes of adaptation and evolution, prepar-  PRIME SPEAKER ZEGANA
            ing organisms of all kinds that can thrive in the danger-  The regal and reticent Prime Speaker Zegana is the
           ous and ever-changing urban environment.           merfolk guildmaster of the Simic Combine. She up-
             Most Simic researchers are humans, vedalken, elves,   holds the traditional ways of the guild and its utopian
           and merfolk, or at least they were born that way. During   philosophy, which espouses a vision of an ideal world in
            their careers, they might give themselves such a wide   which nature and civilization coexist in perfect balance.
           variety of adaptations and augmentations that their her-  Some people in the guild- members of the Adaptationist
           itage is hard to ascertain. The Simic NPCs table sum-  faction in particular-argue that her ways are outdated
            marizes key roles within the guild. Statistics for these   and the guild requires more practical leadership. In
            NPCs are found in the Monster Manual unless the table   response, Zegana maintains that she serves as prime
           states otherwise.                                  speaker only at the sufferance of the Speakers' Cham-
                                                              ber, and if the other speakers wish to replace her, they
           S1 M 1 c  NPCs                                     are certainly within their rights to do so.
            Role                        Appropriate Stat Block
                                                              ZEGANA'S TRAITS
            Biomancer (creates hybrids)   Biomancer*
                                                              Ideal: "Nature's patterns are the schematics for how
            Forcemage (grows flora and fauna)   Druid
                                                               to improve."
            Terraformer (alters environments)   Druid or mage
                                                              Bond: "I will use all the resources at my disposal to see
            *Appears in this chapter                           that Ravnica becomes the best it can be."
                                                              Flaw: "I can't understand how progress could ever be
                                                               the wrong goal."
                                                              BIOMANCER
                                                              Nearly all the innovation and advancement in Simic bio-
                                                              engineering comes from the work of biomancers. Spe-
                                                              cialists in hybridizing and altering creatures through a
                                                              mixture of  science and magic, they have spawned count-
                                                              less hybrids and krasis in search of the perfect union
                                                              between nature and civilization.
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