Ravnica, City of Guilds

The Plane of Ravnica adapted to Dungeons and Dragons 5th edition.

Made by WhinyTortoise

Plains - Eric Deschamps

The Races of Ravnica

The playable character races of the plane of Ravnica.

Human (Page 3)

Vedalken (Page 4)

Elf (Page 5)

Minotaur (Page 6)

Loxodon (Page 7)

Viashino (Page 8)

Goblin (Page 9)

Dryad (Page 10)

Vampire (Page 11)

Centaur (Page 12)

Kraul (Page 13)

Transguild Promenade - Noah Bradley

Human

Human Nature

Humans are the most common race on Ravnica. Humans commonly take on all alignments, and vary widely between eachother. For unknown reasons, possibly to do with the higher standard of living, the humans of Ravnica have longer lifespans than humans on other planes, typically living up to 120 years. They are the only race that has members in large numbers in all of the plane's guilds.

Human Traits

A human character has the traits described for humans in the Player’s Handbook.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and typically live up to 120 years.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Minotaur curses, Elvish musical expressions, Goblin slang, and so on.


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Variant Human Traits

You may also build your human character using variant traits, all of which replace the human's Ability Score Increase trait.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Knightly Valor - Matt Stewart | Nivix Guildmage - Scott M. Fischer

Vedalken

Vedalken Otherworldliness

Vedalken are a tall, thin, hairless blue-skinned humanoid race, that tyically possess a dispassionate view towards life. Their infatuation with knowledge makes these hyper-intellectual people natural Artificers and Mages. Vedalken are rarely spurred by emotion, preferring to commit to logic and reason in their daily lives. Because of this, most vedalken are drawn to tasks that allow them to think and calculate, and they tend to be at their happiest when they are mulling over some complicated magical quandary, pulling apart arguments in court, or putting their brains to the test with puzzles and mysteries. The vedalken of Ravnica are associated most closely with the Simic Combine and Azorius Senate.

Vedalken Traits

Your vedalken character has certain characteristics in common with all other vedalken.

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Age. Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Vedalken are most often lawful and rarely evil.

Size. Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium. Speed.

Speed. Your base walking speed is 30 feet.


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Vedalken Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Ancient History. Whenever you make an Intelligence (History) check related to magic items or relics of the past, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Apathetic Your natural lack of emotion gives you proficiency in deception.

Languages. You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and difficulty. Vedalken are tyically secretive of their language and hold those who can speak it in high esteem.

Mizzium Meddler- Chris Rahn | Vedalken Dismisser - Dan Scott

Elf

Elven Elegance

Elves are a race associated with green mana. Elves typically value nature and life as well as the finer things in life, such as beauty, magic, art, artistry, music, and poetry. The elves of Ravnica are associated most closely with the Selesnya Conclave, Simic Combine and the Golgari Swarm.

Elf Traits

The elves of Ravnica have much in common with the elves of other worlds. Your elf character has the following traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Ravnican elves not only live far longer than humans but also mature faster. Elves can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed.

Speed Your base walking speed is 30 feet.

Darkvision. Accustomed to forested regions or the undercity, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Subrace. Ancient divides due to guild conflicts have resulted in two main subraces: the Silhana, and the Devkarin.

Silhana

The Silhana are the Ravnican elves that are primarily part of the Selesnya Conclave. Many Silhana are master archers who stalk the rooftops of the city-plane.

Ability Score Increase. Your Wisdom score increases by 1.

Elf Weapon Training. You have proficieny with the longsword, shorsword, shortbow, and longbow.

Fleet of Foot Your base walking speed increases to 35 feet.

Urban Wild Hunter You can attempt to hide even when you are only lightly obscured by foliage, smoke, heavy rain, falling snow, mist, and other natural phenomena.


Devkarin

Devkarin are the dark elves of Ravnica. They make up one of the elite classes of the Golgari. They were presided over by their matka, a high priestess, who was Savra. They are now lead by Savra's undead, twin Jarad the Golgari Lich Lord.

Ability Score Increase. Your Constitution score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Plagueborn. You have advantage on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Underground Dwelling. Whenever you make an Intelligence or Wisdom check related to the terrain while underground, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Deathrite Shaman - Steve Argyle | Silhana Ledgewalker - James Wong

Minotaur

Minotaur Strength and Honor

Proud, stout-hearted and capable, the minotaur are a race of bestial humanoids originally native to the rugged mountains of ancient Ravnica. They have since adapted well to the towers and urban chasms of the city, and can be found across the plane. Minotaur, despite their imposing builds and tendency to be guided by their hearts more than their heads, value honor and tradition on a level many races don’t. A great many minotaur keep track of their heritage, and can trace their ancestry back for generations. The minotaurs of Ravnica are associated most closely with the Boros Legion, and the Gruul Clans. However minotaurs have also been known to have members in the Cult of Rakdos, and the Izzet League.

Minotaur Traits

The minotaurs of Ravnica have much in common with the elves of other worlds. Your minotaur character has the following traits.

Ability Score Increase. Your Strength score
increases by 1.
Conqueror’s Virtue. From a young age, you
focused on one of the three virtues of strength,
cunning, or leadership. Your choice of your
Strength, Intelligence, or Charisma score
increases by 1.

Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 150 years.

Alignment. Boros minotaurs believe in a strict code
of honor, and thus tend toward law. In contrast Gruul, Izzet, and Rakdos minotaurs value freedom and lean towards more chaotic tendencies. They are loyal to the death and make implacable enemies. Boros minotaurs lean towards good, Gruul and Izzet minotaurs lean towards neutral, whle Rakdos minotaurs lean towards evil.

Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.


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Speed. Your base walking speed is 30 feet.

Horns. You are never unarmed. You are
proficient with your horns, which are a melee
weapon that deals 1d10 piercing damage. Your
horns grant you advantage on all checks made to
shove a creature, but not to avoid being shoved
yourself.

Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
with your horns as a bonus action.

Hammering Horns. When you use the Attack
action during your turn to make a melee attack,
you can attempt to shove a creature with your
horns as a bonus action. You cannot use this
shove attempt to knock a creature prone.

Natural Strategist. You can perfectly recall
any path you have traveled.

Brave. You have advantage on saving throws against being frightened.

Languages. You can speak, read, and write Common and minotaur.

Boros Battleshaper - Zoltan Boros | Ordruun Veteran - Greg Staples

Loxodon

Loxodon Serenity

Despite their large size, and imposing stature the majority of Loxodon are gentle by nature. Ravnican Loxodons are low in numbers, and standout in almost any crowd. Loxodon have a deep connection to the natural parts of Ravnica. Loxodon are most often Clerics, Fighters, Paladins, Druids, or Monks. Most seek membership in the Selesnya Conclave, it being the most naturalistic of the guilds. However Loxodon are also often associated with the Orzhov Syndicate, the Boros Legion, and the Azorius Senate.

Loxodon Traits

Your character shares some characteristics that are present among all Loxodon.

Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.

Age. Loxodon reach maturity around age 20 and can live up to 200 years.

Alignment. Loxodon are typically found as lawful due to their gentle nature. Loxodon tend to be good, but evil is not infrequent.

Size. Loxodon stand well over six and a half feet tall when mature and weigh an average of four hundred pounds.


Speed. Your immense weight slows you down. Your base walking speed is 25 feet.

Thick Skin Your natural protective hide gives you a +1 bonus to armor class.

Elephant's Memory. If you spend a minute thinking, you can accurately recall any face, name, or location you have seen in the past year. The recall increases by one year for every minute you spend thinking.

Trunk. You can use your trunk to pick up and hold items up to twenty pounds. This cannot be used to wield a weapon or shield.

Heavyweight. Your immense size can be used to your advantage in battle. When you forced to move against your will, you may use your reaction to reduce the distance pushed by 5ft.

Languages. You can speak, read, and write Common and Lox.

Loxodon Smiter - Ryan Barger

Viashino

Viashino Ferocity

Viashino are a race of reptilian humanoids that typically inhabit the more derelict or seedy parts of Ravnica, though they are populous enough to be found nearly anywhere. They are quick movers and thinkers, tending to live their lives on the fringes of society, surviving by their wits, tenacity and natural ferocity. And because they are often regarded as savages and vagabonds by other races, most viashino carry a grudge against their neighbors. They rely on their natural powers of stealth to get the drop on the unsuspecting or foolish, and many viashino are skilled warriors and mages. Viashino are most closely associated with the Gruul Clans, Boros Legion, Izzet League, and the Cult of Rakdos.

Viashino Traits

Your viashino character has certain characteristics in common with all other viashino.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Viashino reach adulthood around 5 years old. A typical viashino lives to be 70 years old, but some have been known to live much longer.

Alignment. Viashino can be found in every alignment, but their primal nature has them tend towards chaotic, and neutral.

Size. Viashino tend to stand between 5 and 6 feet tall, but often walk in a hunched position making them appear shorter. Viashino usually weigh around 200 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.


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Natural Hunter. Your primal instinct as a natural hunter gives you proficiency in the stealth skill.

Bloodthirsty You can follow the scent of blood for long distnces. You have advantage on Wisdom (Survival) checks to track a creature that has been previously injured.

Alert Your natural tendencies grant to the Alert feat. You gain the following benefits:

• You gain a +5 bonus to initiative.

• You can't be surprised while you are conscious.

• Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

Languages. You can speak, read, and write Common and Viashino.

Viashino Firstblade - Matt Stewart | Viashino Shanktail - Kev Walker

Goblin

Goblin Trickery

Small, cunning and slippery, goblins are a common sight on any street in Ravnica. Goblins are often recognized for the ability to adapt and their adeptness at a number of tasks, and its not uncommon to find a goblin working any sort of imaginable position, though their noted impulsiveness and curiosity often gets them into trouble. In the Boros Legion, they are expendable soldiers. The Izzet League uses goblins as servants and experiments. Within the Gruul Clans and Cult of Rakdos, goblins are very much like they are on most other planes: Angry and violent. Though some goblins find positions of respect within their guilds, they remain much put-upon by their neighbors, and most Ravnicans regard them as little better than beasts or simpletons.

Goblin Traits

Your goblin has certain characteristics in common with others of your species.

Ability Score Increase. Your Dexterity score increases by 2.

Lifelong Focus Your sense of determination has given you a focus in life. Choose toughness, guile, or charm. Your choice of your Constitution, Intelligence, or Charisma score increases by 1.

Age. Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.

Alignment. Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.


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Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to forested regions or the undercity, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Goblin Agility. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Goblin.

Legion Loyalist- Eric Deschamps | Pyroconvergence - Jack Wang

Dryad

Dryad Sophistication

Dryads are spirits of trees, that have taken on a nymph-like form. Dryads have a deep connection to nature and have played a key role in maintaining nature in the city of Ravnica. Dryads are renown for their beauty, taking on a female form. Dryads have a tangle of vines and leaves in the place of hair. Dryads' ultimate goal is the preservation of nature, and for this reason they are members of the Selesnya Conclave.

Dryad Traits

Your Dryad has traits in common with all other Dryads.

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.

Age. Dryads enter adulthood in their twenties. Dryads have long lives, often up to 800 years, and become a great tree upon death.

Alignment. Dryads have little consideration for the non-natural races of Ravnica. They are most commonly neutral, but often lean towards lawful and good.

Size. Dryads typically are between 5 and 6 feet tall, with a slender frame. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to forested regions or the city, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Connection Your deep connection to the natural world gives you proficiency in the nature skill.


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Sylvan Safekeeping. Whenever you make an Dexterity (Stealth) check to hide among trees, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Dryad Magic You know the druidcraft cantrip. When you reach 3rd level, you can cast the speak with animals spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the speak with plants spell once with this trait and regain the ability to do so once you finish a long rest.

Languages. You can speak, read, and write Common and Sylvan.

Dryad Militant- Ryan Pancoast | Vitu-Ghazi Guildmage - Jason Chan

Vampire

Vampire Elegance

Vampires are a dangerous race of undead that feed on the blood of the living. Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak. Vampires' undead nature gives them certain characteristics, including halting the aging process, and the power of flight. However vampires also have hightened sensitivity to sunlight, causing most of them to dwell indoors and in darker parts of the city. The vampires of Ravnica are most closely associated with House Dimir, and the Orzhov Syndicate.

Vampire Traits

Your vampire character has the following traits as a result of the unique origins of your kind.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. One is not born a vampire, but rather becomes one from contracting the vampire's curse. The curse of the vampire bestows immortality, halting the aging process. However vampire's destructive nature will cause most to be killed sooner or later.

Alignment. Vampires have no innate tendency toward evil, but consuming the blood of other creatures often pushes them to that end. Orzhov vampires are lawful, while Dimir vampires are most often neutral.

Size. Vampires are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Darkvision. Thanks to your vampiric nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.


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Vampiric Resistance. You have resistance to necrotic damage.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed this way may be brought back as a zombie under the vampire's control. You may only have one zombie under your control from this ability at a time.

Languages. You can speak, read, and write Common and one extra language of your choice.

Necropolis Regent - Winona Nelson | Blood Baron of Vizkopa - Anthony Palumbo

Centaur

Centaur Determination

Centaurs are fairly common on the city-plane of Ravnica, where they associate mainly with the Selesnya Conclave and the Gruul Clans. Selesnya centaurs are noble and peaceful protectors of the people. Gruul centaurs are wild savages who revel in battle and destruction; they are larger than their Selesnya cousins, and though they are also part horse they have huge racks of elk-like antlers as well.

Centaur Traits

Your centaur character has traits in common with all other centaurs.

Ability Score Increase. Your Constitution score increases by 1.

Breed Choose Gruul, or Selesnya. Your choice of your Strength, or Wisdom score increases by 1.

Age. Centaurs have a similar lifespan to humans. Centaur enter adulthood in their late teens and typically live up to 120 years.

Alignment. Gruul centaurs tend towards chaotic, while Selesnya centaurs tend towards neutral good.

Size. Centaurs usually stand between 6 and 7 feet tall, and weigh on average 1,100 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Heavy. You have disadvantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to climb.


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Natural Cavalry. You may serve as a mount for a single creature your size or smaller, when you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered. Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can choose to make the attack with advantage.

Languages. You can speak, read, and write Common and Sylvan.

Call of the Conclave- Terese Nielsen | Burning-Tree Shaman - Dan Scott

Kraul

Kraul Ambition

The kraul are an insectoid race loyal to the Golgari of Ravnica. The Kraul value protecting and expanding their race's influence above all else. They declared allegiance to the Golgari only recently after centuries of living unguilded on the outskirts of the Undercity. Despite their fealty to the Golgari, the kraul are not treated as being on equal footing by the upper ranks of the guild. They are lead by Mazirek, the Death Priest.

Kraul Traits

Your Kraul has traits in common with other members of your swarm.

Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1. Your Charisma score is decreased by 1.

Age. Kraul mature incredibly fast, reaching adulthood at around age 1 after a larval stage. Kraul typically don't live longer than 50 years.

Alignment. Most Kraul are fiercely loyal to their people and cause; they almost always tend towards evil.

Size. Kraul stand between 5 and 6 feet tall and weigh between 100 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.


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Superior Darkvision. Accustomed to the depths of the Undercity, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Armor You have a tough chitin exoskeleton. When you aren't wearing armor, your AC is 13+ your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Kraul. Kraul is an ancient language, punctuated by frequent clicking noises produced by their mandibles.

Kraul Warrior- David Rapoza | Mazirek, Kraul Death Priest - Mathias Kollros

The Guilds of Ravnica

The Guilds that populate and rule the city of Ravnica

Azorius Senate (Page 15)

Boros Legion (Page 16)

House Dimir (Page 17)

Golgari Swarm (Page 18)

Gruul Clans (Page 19)

Izzet League (Page 20)

Orzhov Syndicate (Page 21)

Cult of Rakdos (Page 22)

Selesnya Conclave (Page 23)

Simic Combine (Page 24)

Seal of the Guildpact - Franz Vohwinkel

Azorius Senate

Ideals and Purpose

Believing their legislation to be the singular force that prevents Ravnica from descending into chaos, the Azorius Senate mediates and regulates the activities of all of the other guilds and of the plane despite numerous of their decrees being ignored. The Azorius Senate are characterized as being aloof, bureaucratic, excessively formalistic, and fastidious, spending hours upon hours with legal documents and ensuring action, if any should occur, stringently adheres to protocol. For such reasons, the Azorius are deeply disdained by Ravnicans,whom the Azorius believe will effect a change and subsequent crime, chaos, and general decline in civic life. The Azorius are said to act through inaction.

The rigid hierarchy of the Azorius Senate is reflected in the guild's triangle-shaped crest; most Azorius functionaries report to one superior, and are reported to by two subordinates. The Azorius are divided into three Columns: The Sova act as judges and arbitrators, the Jelenn act as scribes and elocuters, while the Lyev work as lawmages and enforcers.

Alignment

Members of the Azorius Senate lean towards Lawful Neutral, but maybe also be Lawful Good. Azorius members value the power and virtue of the law above all else. The Azorius believe in upholding the law, even if it's not necessarily the right thing to do.


Guild Symbol

Races

The primary player races of the Azorius Senate are humans, and vedalken.

Guild Leader

Isperia, Supreme Judge

Guild Hall

New Prahv, Spires of Order

Isperia, Supreme Judge - Scott M. Fischer

Boros Legion

Ideals and Purpose

A dedicated member of the Boros will tell you that the law is not just a set of words on a scroll – it is a higher calling, a noble purpose to keep order in a world that might otherwise dissolve into chaos. The Legion has serves as Ravnica’s military might, keeping the peace and swiftly dealing with injustice. They are the most skilled and fierce fighters on the plane, and their righteous passion gives them strength and zeal even in the most dire situations.

Analysis and doubt are best left in the hands of the more studious Azorius – the Boros are about action. They will quickly and effectively neutralize a situation, always with a pre-thought strategy. Despite their military functions and defense of the law, members temper their adherence with emotion and understanding. In battle, this makes them twice as deadly, but in more common matters, it allows them to be more face-to-face with the common citizen, able to avoid the staunch rigidity to codes other guilds might have.

Alignment

Members of the Boros Legion lean towards Lawful Good. They aim to use their righteous might eliminate evil, and protect Ravnica from anything that would harm its peoples.


Guild Symbol

Races

The primary player races of the Boros Legion are humans, goblins, minotaurs, and viashino.

Guild Leader

Aurelia, the Warleader

Guild Hall

Sunhome, Fortress of the Legion

Aurelia, the Warleader - Slawomir Maniak

House Dimir

Ideals and Purpose

In the dark, slick corridors of the undercity lurks the unfathomable network of the Dimir guild. House Dimir is Ravnica’s dark but open secret: the populace knows Dimir exists but they pretend it doesn’t. The Dimir’s role in Ravnica is to provide covert services that other guilds can’t or won’t, using their secrecy as both weapon and defense. Dimir agents leave no trace, destroying memories of witnesses to their crimes, and even going so far as to eliminate their own memories of their assignments.

The guild operates on a strictly need-to-know basis. At the top of its hierarchy is the leader. Only he is fully aware of all of the guild's activities. Beneath him are the necrosages, who oversee the guild's activities from Duskmantle. They manipulate the flow of information, keeping the guild informed on all things whilst keeping the rest of the plane ignorant. Few individuals are ever allowed to meet the guild's leaders, as instead a network of middlemen are employed to pass on messages to cells of field operatives. Agents at the very bottom of the guild only meet a mysterious individual in a back alley that gives them some basic information on their target and nothing else.

Alignment

Members of the House Dimir lean towards Neutral Evil. They value secrecy and expanding the guild's power and influence above all else.


Guild Symbol

Races

The primary player races of House Dimir are humans, and vampires.

Guild Leader

Lazav, Dimir Mastermind

Guild Hall

Duskmantle, House of Shadow

Lazav, Dimir Mastermind - David Rapoza

Golgari Swarm

Ideals and Purpose

Lurking in the depths of the Undercity, the Golgari do Ravnica‘s literal dirty work away from the judgmental eyes of the common citizen. The Golgari provide a necessary function in the city as both waste management and food production, much of which is distributed among the poor and the guildless for nothing, yet they have garnered a bad reputation. Perhaps it’s due to the Golgari’s use of death and decay in their cycles – food grown in their massive, Undercity rot-farms is fertilized by the carcasses of decomposing creatures. Or maybe its the fact that the Golgari ranks contain some of the best necromancers on the plane, and most of the guild’s labor is provided by mindless plant-zombies. While the outsider may see the Swarm’s methods as repulsive and unclean, the Golgari simply view this as common ignorance. After all, death is an important aspect of life, one that helps give life meaning.

Alignment

Members of the Golgari Swarm lean towards True Neutral due to their belief in maintaining the cycle of life and death. Golgari members typically hold the belief of helping the less fortunate. Those Golgari members with close ties to necromancy and other aspects of death may lean towards Neutral Evil.


Guild Symbol

Races

The primary player races of the Golgari Swarm are humans, elves (Devkarin), and Kraul.

Guild Leader

Jarad, Golgari Lich Lord

Guild Hall

Korozda, the Maze of Decay

Jarad, Golgari Lich Lord - Eric Deschamps

Gruul Clans

Ideals and Purpose

Millenia ago, when the Guildpact was signed, the Gruul has a reason and purpose for being: to represent the wild, natural expanses of Ravnica. Now those expanses are long gone, buried under centuries of stone and glass, and the Gruul are displaced and essentially functionless, broken into assemblies of anarchists, beggers and tribal gangs, lumped together under the name of the former united guild. The Gruul see civilization as a mockery, and intend to do what they can to bring the elaborate, suppressive cage crashing down.

The Gruul live for the moment, fighting with a passion that rivals the Boros. The clans tend to eke out an existence in reclamation zones, abandoned portions of the city, where they carve out territory in the old ruins and fend off intruders with guerrilla tactics. Larger groups in more populated areas survive by going on large, destructive raids that reduce entire blocks to rubble and then squatting on the refuse, living off what they find. When resources run dry, they move on and repeat this process. Many Gruul have spiritual motivations for their actions, practicing druidic and shamanic traditions that supposedly date back to a time before Ravnica was covered with city.

Alignment

Members of the Gruul Clans lean towards Chaotic Neutral, they ignore the laws by which most live, and only work towards returning Ravnica to its past primal glory.


Guild Symbol

Races

The primary player races of the Gruul Clans are humans, minotaurs, goblins, viashino, and centaurs.

Guild Leader

Borborygmos

Guild Hall

Skarrg, the Rage Pits

Borborygmos Enraged - Aleksi Briclot

Izzet League

Ideals and Purpose

Made up of crafty inventors, bold tinkerers and misfit mages with strange ideas, the Izzet League is a guild of artifice and mechanical discovery. Every major technology on Ravnica, from the floating sky resevoir to the common glowpost, owes a little something to the Izzet and their intricate designs. The Izzet is the only guild that understands metamagic, the science of magic itself, and they use this to keep the technical aspects of Ravnica running like clockwork, from water systems to heating networks.

Unlike most other guilds, the Izzet fail to see the importance of power, dominion, or wealth. The rabid pursuit of knowledge is the guild’s only concern. Inspiration can strike an Izzet magewright like lightning, who usually drop what they’re doing and get started on their next idea while the spark lingers in the mind. The Izzet love creation and destruction in almost equal tandem, watching their ideas manifest into something wonderful or picking up the pieces when their project blows up in their face (sometimes literally). The ideal goal of these capricious mages is to create something that will impress the Firemind, Niv-Mizzet, and receive direct communion with his thought process – the ultimate boon for an Izzet. Those who fail are immolated by the bored dragon.

Alignment

Members of the Izzet League lean towards Chaotic Neutral, as their only concern is the pursuit of knowledge, with little regard for how it will help or harm.


Guild Symbol

Races

The primary player races of the Izzet League are humans, goblins, and viashino.

Guild Leader

Niv-Mizzet, the Firemind

Guild Hall

Nivix, Aerie of the Firemind

Niv-Mizzet, Dracogenius - Todd Lockwood

Orzhov Syndicate

Ideals and Purpose

The Orzhov holds Ravnica‘s economic reins, doing everything from minting coin to keeping banks, and they know it too. For the members of the Syndicate, money talks, and the entire guild hierarchy seems to revolve around how much gold (or lack thereof) a person has. They are likewise one of Ravnica’s largest religious organizations, and they preach the orthodox of wealth and station, of knowing one’s place and paying one’s dues. Hidden behind a golden facade of theocratic pomp and ceremony broods a dark, cold and plotting mentality.

Running this dark business are the Patriarchs, roughly the wealthiest beings on the plane. These grotesque beings live lives of unending excess and decadence, constantly plotting ways to increase their already vast hordes of riches and ways to buy a postmortem existence, hopeful to join the highest echelons of the Ghost Council. Below the Patriarchs are a set of rigid castes aimed to keep their members in line (and in debt). Citizens trapped in a cycle of endless poverty, indentured servants that continue to pay off ancestral debts, contractually-bound ghosts working from beyond the grave and the wretched faithful dedicated to the guild’s church are but a few of the assortment of beings held in the sway of the Guild of Deals. To rise through the Orzhov ranks is rare, but to those who can manage it, wealth and power await.

Alignment

Members of the Orzhov Syndicate lean towards Lawful Evil. They value wealth above all else, and aquire it through immoral, yet legal means.


Guild Symbol

Races

The primary player races of the Orzhov Syndicate are humans, and vampires.

Guild Leader

Obzedat, Ghost Council

Guild Hall

Orzhova, the Church of Deals

Obzedat, Ghost Council - Svetlin Velinov

Cult of Rakdos

Ideals and Purpose

Like extreme utilitarians or hedonists, the Cult of Rakdos are a guild that places a premium on personal pleasure, or "fun", even if it cruelly causes pain and suffering to others and themselves. Some of the crueler, more evil, and more sadistic members of the Cult directly and intentionally inflict pain on others. Other than being a guild of miscreants, the Cult of Rakdos does have a civic function in Ravnican society per the Guildpact; some members work as manual laborers and even slaves, and the guild overall has a niche as Ravnica's entertainment industry, such as clubs.

Organized like a madcap circus, the guild’s only structure is determined by those powerful enough to hold leadership, often known as ringmasters. Such beings tend to have short lifespans. In fact, the mortality rate of the cult is so high that it’s a wonder they didn’t simply die out long ago; Rakdos cultists have been known to enjoy inflicting just as much pain on themselves as they do on others, and if blowing yourself up means you’ll get a few laughs, why not? Rakdos don’t think in the long-term: they live for the now.

Alignment

Members of the Cult of Rakdos lean towards Chaotic Evil. Members of the Rakdos live in the now, and do whatever would be the most entertaining, even if it brings pain to themselves or others.


Guild Symbol

Races

The primary player races of the Cult of Rakdos are humans, and goblins.

Guild Leader

Rakdos, Lord of Riots

Guild Hall

Rix Maadi, Dungeon Palace

Rakdos's Return - Daarken

Selesnya Conclave

Ideals and Purpose

Preaching unity, harmony, and brotherhood, the Selesnya Conclave currently stand as Ravnica‘s largest organized religion. Their cause is dedicated to nature, and the Conclave’s members strive to protect and preserve the scarce natural areas of the city as well as, create more of it. Within the guild, all are considered equal, for in nature there is no true hierarchy. To them, Ravnica is a city in need of change, and they are the ones who feel they can do it for the better. With their ledev patrols helping to maintain peace along Ravnica’s highways, druids and nature spirits defending sacred groves, and their woodshapers and urban planners creating nature preserves, city parks and wooded enclaves, the Conclave ensures the safety and security of the faithful.

Members of the Conclave seek to abandon their egos and join the united consciousness of the Worldsoul, where all are united in the soothing embrace of the web of life. Individuality, in this case, is frowned upon by the guild faithful. Evengelical criers sing the guild’s praises from every major street corner, preaching salvation by joining the “song” of the Conclave.

Alignment

Members of the Selesnya Conclave lean towards Neutral or Lawful Good. All members support the expansion of nature, but some will take this message too far, silencing those who are against the guild's message.


Guild Symbol

Races

The primary player races of the Selesnya Conclave are humans, elves (Silhana), loxodon, dryads, and centaurs.

Guild Leader

Trostani, Selesnya's Voice

Guild Hall

Vitu-Ghazi, the City-Tree

Trostani, Selesnya's Voice - Chippy

Simic Combine

Ideals and Purpose

The original purpose of the Simic Combine was to preserve the health of all Ravnican life-forms. They were devoted to the study of life, medicines, and biomancy. But just as life can adapt, so did the Combine. They failed in upholding Ravnica's original ecosystem, they instead decided to improve nature for it to thrive on its own. This goal is achieved by modifying the animals and plants of Ravnica, embracing mutation for their greater good.

With the reemergence of the guilds and the rediscovery of Ravnica's long gone oceans, through the sinkholes known as Zonots, the Simic were remade from scratch. Embracing long-gone spiritual and holistic concepts, they rejected Momir Vig's corrupted philosophy, focusing on advancing nature through purely magical means. Because of their focus on the oceans, their new philosophy revolves around principles applied to sea-life: the Holdfast, the anchoring, isolationist motion; and the Upwelling, the expansive, upwards-going motion. With this, they form a compromise between isolation and influence on Ravnican society, preserving nature and allowing at least one spot of access to the underground oceans.

Alignment

Members of the Simic Combine lean towards Chaotic Good. Their primary goal of protecting and expanding nature is ultimately good, but their means of mutation and magic are chaotic in nature.


Guild Symbol

Races

The primary player races of the Simic Combine are humans, vedalken, and elves.

Guild Leader

Prime Speaker Zegana

Guild Hall

Zameck, the Breeding Pools

Prime Speaker Zegana - Willian Murai

Credit

Art and World: Magic the Gathering by Wizards of the Coast
Game Rules: Dungeons and Dragons 5th Edition by Wizards of the Coast
Descriptions and story information: http://mtg.gamepedia.com/Main_Page
Descriptions and story information: https://ravnica-revisited.obsidianportal.com/
Descriptions and story information: http://mtg.wikia.com/wiki/Magic:_The_Gathering_Wiki
Centaur Race edited from: http://homebrewery.naturalcrit.com/share/H1NA5deT by https://www.reddit.com/user/The-Magic-Sword
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