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\

