House Dimir Organization in Ravnica | World Anvil
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House Dimir

https://mtg.gamepedia.com/House_Dimir

History

House Dimir is a guild of secrecy, manipulation and underhanded deals, a shadowy organization operating behind the scenes to twist Ravnica to its own ends.[2][3][4] The guild provides espionage, smuggling, burglary, counter-intelligence, assassination and other illegal services for the Ravnican populace, although its patrons are unaware that they are in fact employing the guild, instead thinking they are employing guildless mercenaries or another guild such as the Rakdos. The guild is so secretive that even its own agents often do not know who they truly work for. House Dimir was founded by the ancient vampire Szadek. The vampire was one of the ten paruns that signed the Guildpact and remained in charge of the guild for the subsequent 10,000 years. One of the crucial clauses of the Guildpact was that none of the signatories (including Szadek) could reveal the existence of the Dimir to Ravnica's people, protecting the guild's anonymity while forcing it to remain hidden. This created a flaw in the Guildpact's structure that would eventually allow it to be broken. For a long time. the guild officially didn't exist. The Ravnican people generally believed that there were only nine guilds and that if there ever was a tenth, it had dissolved thousands of years ago. The name Dimir was not known by most people and those that did know it believed it to be a myth, children's story or a paranoid conspiracy theory. This misinformation was actively propagated by the Dimir themselves as a method for avoiding suspicion. The Guildpact's spell was finally broken when Agrus Kos arrested Szadek, which exposed him and House Dimir to the public. The guild operates on a strictly need-to-know basis on three levels: the overt face of the guild that the general public is allowed to see, the covert inner guild that Ravnicans suspect exists, but rarely see, and a deeper, clandestine level that is hidden even from its own members.[5] 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. The public face of the guild is represented by couriers, librarians, investigators, media reporters and archivists. The Dimir's guildmages use their magic to influence the minds of others. They can send messages to operatives over distances or strike people with amnesia, magically alter memories or even perform lobotomies on victims to cover their tracks. The Dimir also practice necromancy, creating undead minions such as skeletons and wights to carry out missions. Such minions are employed as they are single-minded, easy to create and dispose of, cannot be interrogated in the event of capture and are easily blamed on the Golgari instead. Spirits are also used by the Dimir to pass on messages, carry out surveillance invisibly or even to possess important figures such as judges and senators. Nobody is beyond the reach of House Dimir.

Demography and Population

Drakes, Faeries, Humans, Horrors, Insects, Shapeshifters, Skeletons, Specters, Spirits, Vampires, Zombies

Religion

None
Type
Government, Secret Service
Head of Government
Government System
Dictatorship
Power Structure
Transnational government
Economic System
Command/Planned economy

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