Page 30 - Guildmasters' Guide to Ravnica
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CHAPTER 2:  GUILDS OF RAVNICA



                     HE TEN GUILDS ARE THE LIFEBLOOD OF        GUILD SPELLS
                     Ravnica, making up the foundation of its   The spellcasters of Ravnica's guilds have a style of
                     society. They are voluntary associations led
                                                               magic specific to their guild. A guild's description in-
                     by guildmasters, but that's the extent of their
                                                               cludes a list of guild spells that epitomize the type of
             resemblance to the craft and merchant guilds found on
                                                               magic the guild favors. The Boros Legion, for example,
             most DUNGEONS & DRAGONS worlds. They include many
                                                               tends to prefer using spells of fire magic and holy light,
             different kinds of organizations:
                                                               and its guild spell list reflects that emphasis.
             •  A government body, the Azorius Senate            If you play a character who has the Spellcasting or the
             •  A military force, the Boros Legion             Pact Magic class feature, your guild spells are added to
             •  An espionage network, House Dimir              the spell list for your class, thereby expanding the spell
             •  An association of raiders, the Gruul Clans     options available to you.
             •  Two scientific research institutions, the lzzet League
               and the Simic Combine                           BONDS AND  CONTACT S
               An organized crime family. the Orzhov Syndicate
                                                               As a benefit of your guild membership, you have con-
             •  Raucous performance troupes collectively known as
                                                               tacts both inside and outside the guild. Contacts are
               the Cult of Rakdos, which bends to the whims of a
                                                               useful resources in the urban environment of Ravnica,
               powerful demon                                  where a friendly face can be more valuable than gold.
             •  Two widely divergent groups devoted to nature, the   As stated in the Player's Handbook, bonds represent
               Golgari Swarm and the Selesnya Conclave
                                                               your connections to people, places, and events in the
               Citizens of Ravnica aren't born into guilds. An individ-  world. Contacts are people you have a connection to, but
             ual can choose to belong to any guild-or no guild. Some   they're not necessarily bonds. People can be bonds if
             guilds, such as Selesnya and Boros, actively recruit new   they inspire you, motivate you, or make you act against
             members, while others simply accept those who seek   your best interests. (They can represent flaws if their
             membership. People within a family might join different   existence amounts to a weakness for you.) Contacts, in
             guilds, which can lead to strong connections between   comparison, are simply people you know. They might be
             the guilds in question or to painful animosity in families
             whose members follow different paths.               THE GUILDLESS
               Even though citizens can choose their guild associa-  The guilds might be considered the heart and soul of
             tions, long-standing traditions steer certain individuals   Ravnica, but they aren't all that makes up the city. Many
             toward a particular guild. For example, it would be   citizens choose not to join a guild-some because they
             highly unusual for a Devkarin elf (a dark elf) to join any   can't be bothered, and others because they have philo-
             guild other than the Golgari, and the Ordruun line of   sophical objections to the very idea of guilds. The so-called
             minotaurs has provided the Boros armies with gener-  guildless are especially common in areas that might be
                                                                 considered rural: places farther from the heart of the city
             ations of offspring. Members of certain races are also
                                                                 and the larger exurban districts. But even in the city's
             drawn to specific guilds, as noted in the description of
                                                                 heart, some guildless citizens actively oppose the influ-
             each of guild.
                                                                 ence of the guilds. blaming the world's strife and suffering
                                                                 on an elite hierarchy that seeks to take control, consolidate
             G UILD  M EMBERSHIP                                 wealth, and fragment a populace against itself.
                                                                   The numbers of the guildless include people engaged in
             You establish your character's membership in a guild by   a wide variety of trades and services that aren't managed
             choosing that guild's background from among those de-
                                                                 and regulated by the guilds, from baking to cartography.
             tailed in this chapter. This book assumes that you have   University professors, guides, traders, and bartenders
             chosen a guild and that you maintain your association   might be guildless. Criminal gangs set themselves up as
             with it throughout your life. As a result, your choice of   rivals to the Orzhov, and even military forces operate inde·
             guild can play a more significant role than most back-  pendent of guild control, serving as neighborhood police
             grounds do in shaping what your character does now,   forces or mercenaries for hire.
             not just what you accomplished in the past.           About half of Ravnica's population is guild less. That
               The backgrounds associated with guilds in this chap-  proportion is higher for some races than others: nearly
             ter work like those in the Player's Handbook, giving   all elves, for example, belong to the Golgari, Selesnya,
                                                                 or Simic guilds, but a majority of goblins are guildless.
             you proficiencies, languages, equipment, and suggested
                                                                 Loxodons tend to have a strong sense of community, so
             characteristics (personality traits, ideals, bonds, and
                                                                 they readily join guilds. And when they don't, they join
             flaws). Each guild entry also provides personal contacts;   groups of another sort, such as mercenary companies
             suggestions for your alignment, race, and class; and a   or cults. Simic hybrids are all created within  the Simic
             list of spells that you can add to your spell list if you're a   Combine, so it's rare for them not to be part of it.
             member of a spellcasting class.


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