Ravnica is largely controlled by several factions known as the Guilds, numbering ten, though only nine hold any political power over the city itself. To be a member of a guild is to have a place in the world - and to be without is to not exist. Membership is truly everything, and finding the place that will benefit you and yours is of utmost importance.
A time of uncertainty is upon Ravnica, however. For many long years, a magical tome known as the Guildpact has kept an uneasy peace between the guilds, but after an open attempt at a coup, the guildpact has been shattered. War has begun to rage across the streets of Ravnica, and many are being caught in the crossfire. The guilds, each seeing a chance to take control, are looking to claim the top rung - but some amongst them know that if they don’t remake the guildpact, it may be the end of Ravnica as all know it.
Teysa Karlov, representative of the Council of Orzhov has called for a meeting amongst the guilds on the Transguild Promenade, neutral ground. Whether or not you enjoy the chaos, it is affecting business, and that doesn't help with anyone's personal goal of taking over the city of Ravnica.
Welcome to Ravnica, the City of Guilds. The year is 10,000 zc, exactly one month after what should have been the decamillenial celebration of the Guildpact's signing. During this campaign you will be an envoy of one of the guilds, taking on tasks to further your guild’s position in the city. Below I will be posting some major concepts that I think are important to understanding Ravnica as a setting, but as your characters will all be adults who have spent their entire lives in the city (whether your character came from a guildless family and was the first to join a guild, or you’ve spent your entire life in a guild-aligned family) there will be many additional topics your characters will know more about than you might. At any time, feel free to ask, some things may not need a roll.
Ravnica is a setting rife with political intrigue and strife, and as such there won’t be a *ton* of combat, though what does happen will be fairly important in scope. For my player’s consideration, I intend for each player to be from a different Guild, acting as representatives of their chosen faction. How long you’ve been with your faction is up to you, and may play into how devout (or not) you are to them. Inter-player conflict will be a factor, though PVP will *not* be allowed. The Guildpact is a magically binding contract held by people much higher than you, and inter-guild combat is highly illegal in-universe. Your Guild will drop you without a second thought if it thinks your presence is harmful to the guild, and your words mean very little as a member of the Guildless.
System: Worlds Without Number
Level: 1st
Stats: Standard as per WWN (if rolling, link rolls)
Unseen Servant Code: 1055
Races: Any official, but you will reflavor into one of: (Goblin), (Human), (Minotaur), (Vedalken), (Loxodon), (Elf), (Centaur), (Simic Hybrid)
Classes: Any Heroic Class
Starting equipment: Use default character creation rules (take a preload of equipment as per rules or use the rules for rolling for starting silver)
Standard Languages: Common (All)
Uncommon Languages: Abyssal, Celestial, Draconic, Elvish, Giant, Goblin, Loxodon, Merfolk, Minotaur, Sphinx, Sylvan, Vedalken (You get the language of your chosen race for free)
The Guildpact
The Guildpact is an ancient magical tome that contains the laws and rules of the guilds, and each of the ten is magically bound by their Parun's signature. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true power of the Guildpact was the strength of its magically binding force, which prevented large-scale violence among the guilds.
The guildpact was signed ten thousand years ago, which marked year 1 of the new calendar, "Zal Concordant" (1 ZC).
Currency
There used to be a convoluted explanation here, however, the basic explanation is as follows: Copper coins become Zibs, and Silver coins are Zinos. Most people, especially amongst the guilded, trade in zinos, but zibs exist and are still legal tender. There is rumor of larger denominations of coins after zinos, but those are incredibly rare.
Zibs and Zinos will be 1:1 with WWN copper and silver for purchases.
Renown
Within each guild, you’ll have a numerical rank (and corresponding in-game title) that posits your mechanical standing within the guild. You will be able to use your renown to call upon favors from your guild, with higher renown earning more favor from the guild.
Guild Membership
There are four base concepts to consider when you’re considering your character’s membership within a guild. Variations exist, but these exist to give you a springboard to consider your character’s ideologies and desires.
Loyalists join a guild because they firmly believe in the guild’s ideals and want to advance its goals. Their membership in the guild is a badge of identity for them. They’re typically of the races and classes most strongly associated with the guild, and their personality traits and ideals fall in line with the chosen guild.
Opportunists join a guild based on what they can gain from becoming members. Every guild offers its members something - whether concrete benefits such as opportunities for wealth or more subtle, intangible rewards such as social status - and getting that something is the primary motivation for this type of player.
Rebels love the guilds they’re in but don’t conform to guild expectations. They might be good-hearted idealists trying to bend a shady guild toward nobler pursuits, or they might be selfish egotists hoping to direct the guild’s actions toward promoting their interests.
Anomalies are individuals who join guilds contrary to all expectations. Their race or class (or both) is outside the norm for their guild, but their personalities and ideals fall perfectly in line; that’s why they joined.
Changing Faces - It is possible to change guilds after finalizing your character, though doing so is not something to be done lightly. A guild is at the core of one’s self, whether you blindly devote yourself to one, or are in one for other reasons. Leaving one guild to join another will have a semi-variable difficulty based on how long you’ve been a member of your current guild, and is usually a one-time ticket - Your original guild will not lightly take you back under most circumstances.
Guilds of Ravnica
Azorius Senate
Suggested Races: Human, Vedalken
Suggested Classes: Bard, Cleric, Fighter, Paladin, Wizard
Goals: The Azorius Senate’s ultimate goal is the perfection of society. They want to protect the people of Ravnica and foster a community of peace and harmony. A society’s values, they contend, are reflected in the laws it creates. Something is good if it is lawful. To the Azorius, the highest virtue is a society built on stability and order, and the guild’s elaborate system of laws is structured to prevent wrongdoing first and foremost, even at the expense of certain liberties.
Common themes: Laws. Order. Bureaucracy. Members of the Azorius Senate feature the colors white and blue frequently on their outfits. Azorius armor is nearly always inlaid with gems and magical runes, with heavy capes and collars featured on many of their outfits. Many members of the Azorius Senate wear robes, but some wear more formal-looking armor.
Boros Legion
Suggested Races: Human, Goblin, Minotaur
Suggested Classes: Cleric, Fighter, Paladin, Ranger, Wizard
Goals: Wherever criminals exploit others, petty tyrants make grabs for power, or violence erupts and leaves devastation in its wake, Boros soldiers are there fighting to make things right. The Boros Legion is defined by the tension between its goal of establishing order and harmony and the fiery zeal that drives many of its members. The guild stands for peace and justice, which can be established only through the rule of law. Its moral stance is fundamentally good, as it strives to protect the innocent and powerless from oppression and exploitation. At the same time, members of the legion are passionate about their pursuit of justice, spurred by their righteous warth into action against evil and injustice.
Common themes: Military. Order. Justice. Members of the Boros Legion often wear heavy armor featuring their guild symbol prominently. When heavy armor isn’t needed, Boros guildmembers can often be seen wearing white robes with red accents, still often featuring the symbol of Boros proudly.
House Dimir
Suggested Races: Half-elf, Human
Suggested Classes: Monk, Rogue, Wizard
Goals: House Dimir is all about secrets and misinformation, even where its members are concerned. Any given Dimir agent knows no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name or receives communications only at a particular meeting spot at a specific place and time. To House Dimir, knowledge is power. The guild hungers to learn everything it doesn’t already know, especially the weaknesses of its adversaries, and to exploit those weaknesses for its gain. Conversely, the house holds its secrets tightly, because it doesn’t want its enemies to turn the tables. The Dimir lurk in the shadows, methodically gathering the knowledge they need to remake Ravnica to their advantage.
Common Themes: Stealth. Efficiency. Discretion. As a member of House Dimir, you will never wear a physical symbol that connects you to your guild - Too obvious. Instead, your guild connections are more spiritual - Most Dimir outfits feature a motif of symmetrical threes. Dimir outfits are also always ready for danger, featuring many adjustable belts that double as makeshift tourniquets when needed - What’s the good of making people forget you were there if you leave your blood dripping everywhere?
Golgari Swarm
Suggested Races: Human, Elf (dark)
Suggested Classes: Druid, Fighter, Ranger, Rogue, Wizard
Goals: The Golgari Swarm celebrates the growth and vibrancy of the natural world, but gives equal attention to nature’s facets of destruction, decay, and death. It finds allies and agents in the form of fungi, oozes, insects, diseases, and other unsavory aspects of nature, and it uses the power of nature actively toward the goal of advancing its place in the world. But the Golgari have also learned patience from nature: they are content to work from the shadows, harnessing the energy that comes from decay while the civilization of Ravnica slowly erodes and destroys itself. The Golgari prepare for the upheaval of civilization.
Common Themes: Recycling. Nature. Death. Golgari armor features what appear to be carapaces of large insects that have grown over with moss and fungi. Their weapons often feature fungal elements to them as well, with the weapons themselves taking odd and exotic shapes. Additionally, the plated elements of their armor often feature insect plates made from giant insects, and small bones wrapped with scavenged fabric or leather scraps. Golgari outfits feature the colors green and black prominently.
Gruul Clans
Suggested Races: Human, Centaur, Goblin, Minotaur
Suggested Classes: Barbarian, Cleric, Druid, Fighter, Ranger
Goals: So far as any philosophy can be said to underlie the Gruul way of life, it is about living in the now, with little concern for forethought, planning, or speculation. Impulse drives the actions of the Gruul Clans. They want to live their lives unimpeded, and they lash out when something tries to stand in their way. Emotion and impulsiveness drive them as they seek to do what they want, take what they want, and smash what they want.
Common Themes: Emotion. Nature. Impulse. Members of the Gruul Clans are notable for a very punk, tribal appearance, often including scavenged animal bones and parts to craft their armor, but also frequently pick up scrap pieces of armor and weapons from other guilds. Tattoos and piercings that have personal meaning are very common and are often integral for identifying members of specific clans. Common Gruul colors feature greens and reds prominently.
Izzet League
Suggested Races: Human, Goblin, Vedalken
Suggested Classes: Fighter, Sorcerer, Wizard
Goals: The Izzet League thirsts for knowledge, cherishes intellect and speculates about the secrets of the multiverse. It brings to its scientific pursuits a flaming passion that turns its search for knowledge into an insatiable hunger, makes its cold intellect brilliantly fruitful, and widens its speculation into a search for connections between wildly disparate objects or concepts. It is manic in its expressions of creative energy, shifting from careful analysis to intuitive leap seemingly for no reason, always thinking outside the proverbial box.
Common Themes: Intelligence. Experimentation. Fire. Members of the Izzet League are driven by unpredictability and experimentation above all and are constantly after new ideas to chase down their technological experiments. Frequently, Izzet guildmembers will gather together to work on new ideas. Some of your downtime may include forced involvement in a community project with your fellow Izzet Scientists, but oftentimes such group projects are for matters of extreme societal importance. Izzet League outfits feature the colors red and blue prominently.
Orzhov Syndicate
Suggested Races: Human
Suggested Classes: Cleric, Fighter, Rogue, Wizard
Goals: The Orzhov Syndicate is dedicated to the quest for power. It sees the value in an organized, structured, law-abiding community because it is adept at exploiting laws and structures for its own gain. It sees itself, in a perfect world, as the arbiter and enforcer of a social order that keeps everyone in their place and the Orzhov in the highest place. To boost their profits in a vacillating economy, the Orzhov has begun offering protection services, promising to shield their “customers” from both physical harm and fiscal disaster. These operations amount to racketeering, bringing with them the underlying threat that those who refuse to pay for protection become targets of Orzhov’s thugs and enforcers.
Common themes: Corrupt Religion, financial overlords, undeath. As a member of the Orzhov Syndicate, you are well aware of their use of the undead as both servants and leaders. Even in undeath, you may serve the Syndicate well, and your eternal servitude will be compensated. Members of the Syndicate run the gamut from wealthy oligarchs to penniless citizens deeply indebted to the guild. As a member of the Orzhov guild, you are a member of an undead mafia, and that’s not a secret. Orzhov Guild members feature the colors white and black prominently in their outfits.
Cult of Rakdos
Suggested Races: Human, goblin
Suggested Classes: Barbarian, Bard, Fighter, Warlock
Goals: The Cult of Rakdos is centered on a demon lord who exemplifies the concepts of chaos and evil. At its worst, the cult is driven by a lust for power, extreme selfishness, and a lack of compassion. Cultists take delight in causing pain to others to make sure they know their place, which is subservient to the powerful adherents of this self-centered philosophy. The cult’s chaotic nature fuels its passion, impulsiveness, and obsession with freedom. A guild of unbridled hedonism, it does what it wants, driven by base desires and a strong streak of cruelty.
Common themes: Carnivals, entertainers, dramatics. Common uniforms for the Rakdos follow a theme more than a specific dress code, with all of their outfits being inspired by carnival attire, and favoring a red and black color scheme. As a member of the Cult of Rakdos, you likely have a type of performance you specialize in and may sometimes do so for fun - Though, often, Rakdos Performances are a front for mayhem and chaos as always.
Selesnya Conclave
Suggested Races: Human, Centaur, Elf (wood), Half-Elf, Loxodon
Suggested Classes: Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Warlock
Goals: Despite the growing tensions that now grip the world, in the long view of the Selesnya Conclave, not much has changed. Ravnica is troubled, but Ravnica has always been troubled. The Guildpact has vanished, but the Guildpact comes and goes. The Worldsoul has not changed, nor has the will of Mat’Selesnya; the conclave’s main goal is to grow, as it has always been. Its strength lies in its numbers. Selesnya strives always for peace and harmony, but at all times is ready to strike out at anything that threatens its harmony.
Common Themes: Harmony. Nature. Peace. Members of the Selesnya conclave strive to be at one with themselves and nature, with all of their architecture, armor, weapons, and clothing revolving around that fact. Selesnya strives to always be at one with nature. They are very similar to Wood Elves in most fantasy settings. Their most frequent colors are green and white.
Simic Combine
Suggested Races: Human, Elf (High), Simic hybrid, Vedalken
Suggested Classes: Druid, Fighter, Monk, Wizard
Goals: Two philosophical principles, in tension with each other, combine to give the Simic Combine its unique approach to science and nature. In traditional Simic thought, these principles are called the Holdfast and the Upwelling.
The Holdfast principle, named for the biological mechanism that keeps kelp and sponges anchored to the sea floor, advises members of the simic combine never to stray so far from nature that they become “adrift”.
The Upwelling principle, named for the phenomenon of nutrient-rich water rising to the ocean surface, advocates that the new and enlivened should replace the old and depleted in an unending cycle, bringing constant refreshment and renewal.
Common Themes: Perfect. Evolve. Combine. Members of the Simic Combine often wear loose cloth robes that allow for freedom of movement. Additionally, with the Simic’s close relationship to the oceans of Ravnica, their primary colors (green and blue) often feature on their clothes and mix into more of an aqua.