Ravnica
10075
CITY OF GUILDS
In all their fantastic diversity, the cosmopolitan citizens
of Ravnica go about their daily business in bustling markets
and shadowy back alleys. Shambling pack animals
(mammals, reptiles, insects, and bizarre hybrids alike)
carry their loads through the streets, while untamed
wild things lurk in verdant greenbelts, rubble-strewn
ruins, and sewers. And interwoven throughout it all, ten
guilds vie for power, wealth, and influence:
Azorius Senate. The Azorius Senate functions as the
government of Ravnica, built on the three columns of
a legislative, a judicial, and an executive branch under
the leadership of lsperia, the sphinx Supreme Judge.
Boros Legion. Led by the angel Aurelia, the Boros Legion
pursues the cause of justice, not merely law enforcement.
Boros serves as Ravnica's standing army.
House Dimir. House Dimir is in the business of information,
operating an espionage organization behind a
facade of messengers, investigators, and archivists. Its
enigmatic leader, Lazav, wears many faces.
Golgari Swarm. An elf lich named Jarad guides the
Golgari Swarm's masses as they lurk in the undercity,
whe re they p rocess the city's waste and see to the ne w
life that emerges from death a nd d ecay.
Gruul Clans. Raging against civilization and its defilement
of the natural world. the loose alliance of the
Gruul Clans is led by the cyclops Borborygmos.
Izzet League. Led by the dragon Niv-Mizzet, the Izzet
League is a guild of scientists and e ngineers wh o
build and sustain Ravnica's infrastructure while conducting
wild experiments in magic -efforts that usually
involve barely controlled eleme ntal energy.
Orzhov Syndicate. A sinister combination of church,
bank, and organized crim e syndicate, the Orzhov Syndicate
is controlled by the Obzedat, a cabal of ancient
spirits often called the Ghost Council.
Cult of Rakdos.nThe demonic Cult of Rakdos is the
jester in Ravnica's culture, using satire and performance
to skewer the powerful and embolden the
weak. But it is a cruel and bloodthirsty jester, in the
manner of its demonic leader, and it supplements parody
and levity with blood and fire.
Selesnya Conclave. The Selesnya Conclave is led by
Trostani, three dryads who are fused together with
one another and with Mat'Selesnya, a manifestation of
the soul of the world. The guild seeks to bring nature
and the city into balance.
Simic Combine. Under the leadership of Prime
Speaker Zegana, the biomancers of the Simic Combine
apply magic to the life sciences. Striving to create
a harmonious future where creatures of all kinds are
perfectly adapted to their ever-changing environment ,
the Simic magically hasten the process of evolution
and adaptation of life .
These ten guilds stand as the foundation of power on
Ravnica. Each maintains a distinctive identity and civic
function, a diverse collection of creatures, and a subculture
of its own. The guilds' history is a web of wars,
intrigue, and political machinations stretching over the
millennia during which they have vied for control of the
world. Their roles were established thousands of years
ago in a magical treaty called the Guildpact, which not
only assigned each guild a function, but also enforced an
uneasy peace among them.