Page 7 - Guildmasters' Guide to Ravnica
P. 7

WELCOME TO RAVNICA





                  ROM THE BACK OF HER SOARING ROC, A SKY        Race and class are only the skeleton of a character,
                  knight surveys the spire-studded cityscape below.   though, and chapter 2 is aimed at helping you add flesh
                                                              to those bones in order to make a character who is an
                  As the morningfogdissipates under the chill au-
                                                              integrated part of Ravnica's tapestry of guilds. The
                  tumn sun, the city spreads out as far as she can see:   ten guilds are detailed in chapter 2, and each section
            lofty cathedrals. squat courthouses, towering apartments,   includes a background that reflects a character's mem-
            sprawling tenements, cobblestone plazas, and broken ruins   bership in the guild. This chapter also describes oppor-
                                                              tunities for characters to advance in rank and position
            where once-majestic buildings have crumbled to rubble.
                                                              within their guilds by acquiring renown.
            She imagines the teeming masses below her: humans, elves,   The focus of chapter 3 is on the city itself- and par-
            vedalken, minotaurs. goblins, /oxodons, and other peoples.   ticularly on the Tenth District, which is the heart of
                                                              Ravnica. The important precincts and neighborhoods
            as some of them rise to greet the morning and others retire
                                                              of the district are described in broad overview, allowing
            after a hard night of work or play. They are the reason she   you, as DM, plenty of leeway for developing the specifics
            is here: sworn to protect them, she leads a flight of roe riders   of places and NPCs.
            toward the fires raging in Precinct Three. Soldiers on the   Chapter 4 is all about adventures in Ravnica, expand-
                                                              ing on the material in the Dungeon Master's Guide with
           ground will put out the flames, while it's her job to deal with
                                                              hundreds of seeds that can grow into full-fledged adven-
            their source: the dragon she can just make out. clinging to   tures in the fertile ground of a DM's imagination. This
            the spire of a distant tower. Standing in her stirrups and   chapter also includes a short starting adventure you can
            raising her sword, she turns her mount toward the dragon,   use to launch a Ravnica campaign.
                                                               Chapter 5 includes magic items and other treasures
           read)' to battle once again/or the sake of Ravnica.
                                                              for use as rewards in a Ravnica campaign. Many of
                                                              these magic items are D&D interpretations of specific
           Ravnica is a whole new world for your DUNGEONS &   MAGIC artifact cards-not literal translations of their
           DRAGONS campaign to explore. A vast, sprawling city   mechanics from one rules system to the other, but game
           that covers the whole of the known world, Ravnica   elements inspired by the flavor and abilities of the cards.
           teems with intrigue and adventure, driven by the con-  Chapter 6 presents new monsters and NPCs, again
           tlicts among the ten powerful guilds that rule the city.   reflecting the creatures seen on MAGIC cards as well
             Ravnica originally appeared as a setting for the   as the nature of each guild. The guildmaster of each
           MAGIC: TuE GATHERING trading card game. It has been   guild is detailed in this chapter, as are a variety of
           the subject of eight card sets: 2005- 6's Ravnica: City of   guild members.
           Guilds, Guildpact, and Dissension; 2012-13's Return to
           Ravnica, Gatecrash, and Dragon's Maze; and 2018-19's   C ITY OF GUILDS
           Guilds of Ravnica and Ravnica Allegiance. Among fans
           of MAGIC, Ravnica is one of the most popular settings, in   In all their fantastic diversity, the cosmopolitan citizens
           part because the world's ten guilds strongly support the   of Ravnica go about their daily business in bustling mar-
           way players build MAGIC decks.                     kets and shadowy back alleys. Shambling pack animals
             As it turns out, Ravnica's ten guilds also provide a   (mammals, reptiles, insects, and bizarre hybrids alike)
           great framework for a DUNGEONS & DRAGONS cam-      carry their loads through the streets, while untamed
           paign. They offer character archetypes, competing   wild things lurk in verdant greenbelts, rubble-strewn
                                                              ruins, and sewers. And interwoven throughout it all, ten
           factions that player characters can join, and abundant
           opportunities to develop and drive a campaign driven by   guilds vie for power, wealth, and influence:
           the guilds' schemes and interactions.              Azorius Senate. The Azorius Senate functions as the
             This book, then, is your point of entry into Ravnica   government of Ravnica, built on the three columns of
           as a setting for your D&D campaign. It guides you   a legislative, a judicial, and an executive branch under
           through the process of creating characters and adven-  the leadership of lsperia, the sphinx Supreme Judge.
           tures set here.                                    Boros Legion. Led by the angel Aurelia, the Boros Le-
             Chapter 1 is all about building characters. It offers   gion pursues the cause of justice, not merely law en-
           new race and class options, reflecting the unique char-  forcement. Boros serves as Ravnica's standing army.
           acter of Ravnica as a MAGIC setting, and the creatures   House Dimir. House Dimir is in the business of infor-
           and characters seen on MAGIC cards. You can also use   mation, operating an espionage organization behind a
           this material in any other D&D setting.             facade of messengers, investigators, and archivists. Its
                                                               enigmatic leader, Lazav, wears many faces.





       G   WELCOME TO RAVl'IC1\
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