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House Dimir

The Tenth Guild, The Unseen

A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground and his eyes reflected light like a cat's. He floated effortlessly down from the upper reaches of the chamber, and alighted on the chamber floor near the two of them...

AGuild made of secrecy, manipulation, and underhanded deals.

Table of Contents




A shadowy organization operating behind the scenes to twist the world to its own ends. The guild provides espionage, smuggling, burglary, counter-intelligence, assassination and other illegal services for the 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 Cult of Rakdos . The guild is so secretive that even its own agents often do not know who they truly work for.


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.


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 one of the few guilds to 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 Swarm 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.
"I'm on to something. I keep finding patterns in these old documents down in the archives. I don't know what they're for, but I swear they're leading me to something. See? Look at these passages, and if you take the first letter of every second sentence you'll get... Why would I be joking?"
— Last words of an Azorius Lawmage before his disappearance.

House Dimir's Agenda

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 own gain. Conversely, the house holds its own 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. Nobody but the leader of the guild knows what this means exactly. Lazav is mysterious enough as it is, and he is possibly taking the guild to the direction of what the original Parun Szadek originally wanted, or maybe to his own personal liking.  

A rendition of a rumor from a friend of a friend who may have known what Duskmantle looks like.



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. He lusted for control and power over the other guilds, and despised the idea of such a document. Nevertheless, he signed the pact with the crucial clauses of the Guildpact was that none of the signatories (including Szadek) could reveal the existence of the Dimir to the world's people, protecting the guild's anonymity while forcing it to remain hidden. This planted a seed of destruction that would eventually render the Guildpact broken.


Szadek continued to bide his time and remain in the shadows for thousands of years, controlling his house out of sight and plotting and preparing to seize control of the major cities. His plans would eventually lead him to attack during the Decamillennial ceremony and, with the aid of his Lupul and Sarvra, nearly managed to do so. In the end, he was arrested by Agrus Kos and put on public trial as the rules of the Guildpact stated, but by putting Szadek on trial and exposing House Dimir to the world, the Azorius Senate inadvertently created a paradox and annulled the Guildpact entirely, ending the ten-thousand-year agreement between the guilds.


Szadek was secretly executed by Agrus Kos after his arrest and not long after a new Guildpact was formed. This new pact wasn't bound by magic and thus taken far less seriously by the other guilds. House Dimir is not recognized as an official guild, however it is more than active under the leadership of Lazav. Even still, there have been whisperers between guild members that Szadek still influences the guild as a phantom, possibly making the guild stronger as a result.
"That's why this play is a tragedy—it's not a triumph of Kos and the Boros over Szadek and Augustin—it's a tragedy. It is the destruction of the greatest creation ever put on paper. The greatest spell ever cast."
— Gorev Hadszak to his nephew during a play about the end of the Guildpact



Duskmantle, the Dimir guildhall, fell into disrepair after Szadek's fall from power, as the knowledge of how to find it was lost. Duskmantle has been restored deep within the Ravnican undercity, shielded by memory wards so no one really knows if it exists, let alone remembers its exact location.  


One of the Dimir's major locations is well known throughout Ravnica: the officially guildless Ismeri Library. The library is open to all citizens and is run exclusively by Dimir guild members. Many guilds—namely the Azorius, Orzhov, and Boros—all know there must be something going on within the library walls, but they have not been able to figure out what. The thought of crimes being committed in plain sight drives them mad as they try to decipher and detect what the Dimir are up to. The Ismeri Library is one of the centers of Dimir communication. Messages are magically hidden within the hundreds of thousands of books stored here. Dimir agents use the library to trade messages, gathering message fragments taken from across several documents. Ravnican citizens never know if the book or scroll they're reading might contain encrypted messages that spell out Dimir assignments, directives, or assassination targets.  


On the rooftop of a massive building known as the Dinrova, the highest-ranked guildmages of the Dimir hold counsel. Normally, the rooftop is closed. During the nocturnal rites, though, the roof panels open, revealing the Dinrova's bat-like architecture, as typical of the Dimir. Specters and other unspeakable horrors patrol the skies above the Dinrova to ward off any prying eyes or unwanted visitors.  


For those who have asked the right people and greased the right palms, Bane Alley is most likely the final destination to gain access to the tip of Dimir's massive network of extortion, intimidation, murder, and graft. Many a Ravnican with a problem has wound up in Bane Alley only to walk away several hundred coins lighter, without a clue where he or she just was. But when the person returns home the problem has mysteriously been solved.  


The precinct of Nightveil is where the Dimir elite reside. Built on a tract of land that has among its features an elaborate natural system of caverns, Nightveil is an urban adventurer's paradise if one can get past the patrolling spectral guardians. Tunnels and gates twist and turn, leading to sunken crypts and high-walled mansions all in the Dimir style of architecture. Although there is great suspicion about the involvement of the residents of Nightveil in various shady plots, somehow they escape all attempts to pin any wrongdoings on them. This is due to the Dimir's painstaking erasing of any and all memory trails to them but also to their numerous agents planted in the various guilds involved with prosecuting criminal endeavors. Orzhov lawmages, Azorius barristers, and Wojek commanders all have agents of House Dimir among them.


Gaining membership is as elusive and unknown as the Guild itself. Many members seem to recall having always been in the guild, other's can't seem to remember how they joined in the first place. Perhaps once initiated, a higher ranking member wipes their memory as a precaution, or maybe all members are taken from shortly after birth to be raised as these deadly agents.


A Dimir insignia, three small knives, a set of dark-colored common clothes and a disguise kit.  


You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.

Whenever you choose, you can drop this identity and blend into the guildless masses of the city. Consider why you're embedded in the secondary guild. Create a story with your GM.  



As an independent agent, you have considerable latitude in the way you choose to implement your mission goals. You acquire a spies' murmur—a magic device that allows you to communicate telepathically with other Dimir agents who wear similar items. If this item is lost or destroyed, it's up to you to secure a replacement.


By the time you reach this level of renown in House Dimir, you are amassing a significant collection of secrets about the people and places around you. You know the location of a hidden safe house where you can take shelter in case of dire need. At the DM's discretion, you might also know (or be able to find out) a secret about a person or group who lives or operates in a neighborhood you're familiar with. The secret is typically a person's flaw or details about a dark episode in a group's past. Whatever it is, the secret is a weakness that can be used to manipulate the person or group to assist you or your associates.


At this level of renown, you are responsible for coordinating the activities of several other Dimir agents. You still receive orders from the usual source, but you're given broad goals and wide latitude in how to carry them out, including delegating specific tasks to other Dimir agents of lesser renown. You are also increasingly trusted with important secrets.


Few members of House Dimir ever encounter Lazav, and those who do are often unaware that they are dealing with the guildmaster. You have been admitted to his circle of confidants. He has entrusted you with a wide network of Dimir agents under your command, but you also bear tremendous responsibility for the success of the missions they undertake.


What the guild offers its more loyal and trusted members. Upon reaching that status, members may be given one of the following gifts.


The guild member can transmute an item into another item of similar properties, such as transmuting a small block of iron into a key, or a simple wooden stick into a crafted arrow. The item being transmuted into must be of relative size, shape, and material of the former item. The guild member must expend a magic point to do this and can only transmute three times per day. Transmute can only work on small or medium sized objects and cannot be cast on living creatures.


The guild member imbues a weapon with a magical spell. Once imbued, the member cannot cast that spell again until the weapon is properly disenchanted. Instead, whenever the member's weapon makes contact with an enemy, that spell is activated. Every activation costs the member Magic Points equal to half the spell's original cost. Once the member runs out of Magic Points, the spell cannot be cast. The member may disenchant the weapon's Cipher at any time. The guild member cannot imbue the weapon with multiple spells, doing so simply replaces the previous spell.


The guild member can glimpse into the future to see the outcome of his or others actions and decide whether or not to try and alter the fates. Once per day, the guild member may spend half their magic points to do this. They cannot use this again until all their magic points are regained. Their mind is filled with images of the near future, and if they focus on a particular action they can see its potential outcome. With this knowledge, the guild member can attempt to go ahead with the action if they are satisfied, or try to change it otherwise.

Novices of this skill can only see one step ahead if they Surveil, however, those who have mastered the art can often times see many steps into the future, or see multiple variations of the same action. Of course, the future is not always set in stone, and changing the course of fate may lead to worse outcomes than intended. If the member chooses to accept the outcome, then any action they take is a guaranteed success.


Rules that members must adhere to.

• Every task must be carried out to the letter. No exceptions
• Leave no evidence. No witnesses.
• Exposing yourself, or anyone else as a guild member, or even shedding light on the guild itself is punishable by death.
• You are a member for life.


A Dimir vampire

Species and Races

Species and races typically associated with House Dimir include:


The mind of a Drake is more similar to that of an animal than that of true dragons. It is often thought that drakes were descendants of the losers of the Elder Dragon War, like the wurms, but this is not true, for their ancestry can also be traced to the surviving Elder Dragons. By and large, the difference between drakes and dragons is that dragons have wings in addition to their limbs, while drakes have one set of their limbs replaced by their wings, like birds or bats. Some exceptions exist, though. Drakes are especially vulnerable to aether vortexes.


The most prevalent species in Ravinca. They are four-limbed bipedal primates of the mammalian class.


Fiends and beings that defy normal descriptions. Horrors originate from different sources such as nightmares, scientific experimentation and hellish planes. The Dimir employ Horrors like the Abyssal Nocturnus, the Dinrova Horror, the Consuming Aberration and Horror of the Dim, who are created from a combination of necromancy and mind magic with the intend to guard their secrets.


Shapeshifters are a loosely-defined group of beings capable of assuming other shape and forms, often imitating other beings. Lupul is a name derived from the Old Ravi word for "lurker". Found solely in Ravnica, Lupuls are shapeshifters that follow the vampire Szadek. In their natural forms, they have the form of a mass of blue-white worms that can move as a single creature with surprising speed and dexterity. In this form they are similar to insects and as such those akin to the bugs can communicate with them and to some extent control them, one such example is Jarad the devkarin hunter. They shapeshift by consuming others, and once they have consumed a living thing in their natural form, they can later change into that creature's form whenever they choose. Lupuls are extremely stealthy and nearly impossible to catch.


Ravnican spirits come in several variants, some mirroring the species they were in life, others twisted into near animalistic forms. Since the spirits of the departed usually stay active on the plane, the denizens have learned to cope with their existence, usually by leaving them small offerings to avoid their wrath. Others find themselves molested by goblins. Ways to ensure a spirit does not rise is to pay the exorbitant fee for a Proper Burial conducted by the guilds. The Dimir use them as spies and infiltrators, often turning to those spirits that are so ancient that their names are all but forgotten.


Vampires are a dangerous type of undead. Whilst humans are the most common victims of vampirism, it can infect other species as well, including hounds and even dragons. The most defining characteristic of vampires is their hunger for the blood or lifeforce of others, despite not having any blood of their own. Other traits of vampires can include unnatural physical strength, enhanced healing powers and the ability to fly, with the method of flight being through either natural or magical means. Many vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of the creatures means that they all prefer the cover of darkness. Vampires can range from being mindless predators to sophisticated and intelligent nobles. The appearance of vampires is similarly varied, although they all have at least two elongated fangs and the more feral ones have bat-like qualities.

Foreign Relations

Azorius Senate

They can't be allowed to monopolize the flow of knowledge. Clog their networks with misinformation. To stop someone from discerning the truth, drown them in plausible untruths.

Cult of Rakdos

They've turned pointless activity into an art form, but their performances nevertheless make very useful distractions. Let them be bright and loud, drawing all attention, while we slip quietly through the dark

Gruul Clans

They've always been convenient scapegoats, but their recent aggressiveness threatens to become a larger problem. We must thin their numbers-selectively and without confrontation. Catch them alone in the dark, and take them out one by one.

Selesnya Conclave

Strength without guile is perhaps the most dangerous kind. One can't bluff the player who can't conceive of bluffing. Currently, the covert war plays to our strengths; we must ensure that the conclave never becomes conscious of the advantages they possess.

Orzhov Syndicate

We're amused at how well they've used their hierarchy to mask the corruption oftheir organization, but their need for the public's trust gives us an edge. They can be manipulated by playing on their fear of the people discovering their ruse.

Izzet League

Even an overloaded, sizzled clock is still right twice a day. When lzzet experiments succeed, they can have unpredictable consequences for active missions. Their activities must be monitored at all times.

Golgari Swarm

We once appreciated them for their ability to make a corpse disappear, but we found that too many of our victims rose up to face us again. Now we use the city's fear of the swarm to keep them in their place. The more the Golgari try to rise from the mire of their reputation, the more we make them wallow in it.

Boros Legion

Not inherently dangerous. The true danger is that they'll drag down all we've worked for while chasing some romantic crusade. Continue to direct their righteous fury toward our strongest enemy-until the Boros threaten to become the strongest.

Simic Combine

They are never short of intriguing surprises, so we know they are gearing up for something. Keep eyes inside their organization to see what their efforts are leading to-but don't be tempted to partake of their enhancements.

An emblem of a secret guild, the Dimir insignia is only seen by its own members — and the doomed

Guild, Assassins


Skills held important by the organization which it both teaches and may require as part of the promotion process.

Standard Skills

Athletics, Conceal, Deceit, Influence, Insight, Perception, Stealth  

Professional Skills

Acting, Acrobatics, Disguise, Lockpicking, Mechanisms, Sleight, Streetwise  

Combat Styles

Combat Style Hidden Weapons
Combat Style Ranged Assassin
Combat Style Assassin  

Dimir Assassin

A Dimir agent about to assassinate their target.  


Magic related to, or often times exclusive to a particular guild which can be taught to members for a small fee. Not all spells are available right away, many might be reserved for more skilled, loyal, and/or trusted members.

Folk Magic

Folk Magic Spells


Allows shamans to summon Bane Spirits, Death Spirits, Haunts, and Predator Spirits. This guild also allows the use of Fetches.


Way of Shadows Abilities
Augment Perception
Augment Stealth
Augment Unarmed
Augment Assassin Weapon Style
Invoke Adhesion
Invoke Dark Sight
Invoke Life Sense
Enhance Movement

Silver Tongue Abilities
Augment Conceal
Augment Deceit
Augment Influence
Augment Sleight
Augment Willpower
Invoke Night Sight
Invoke Indomitable
Enhance Movement

Scorpion's Venom Abilities
Augment Perception
Augment Stealth
Augment Combat Style: Assassin
Invoke Focus Battle Aura
Invoke Instant Reflex
Invoke Piercing Dragon Tusk(Element) (Poison)
Enhance Damage Modifier


Infiltrator's Code Spells
Animate(Substance) (Darkness)
Diminish(Characteristic) (SIZ)
Sense(Object, State or Substance) (Humanoid)

Witch's Touch Spells
Animate(Substance) (Fog)
Conjure (Substance) (Poison)
Abjure (Substance/Process) (Breath)
Bybass Armor
Wrack (Substance or Harm) (Venomous Stings)

Misinformation Campaign Spells
Diminish(Characteristic) (INT)
Neutralize Magic
Phantom(Sense) (Sight)
Encode Thoughts




Erebos, God of the Dead

Bind Ghost
Dismiss Magic
Elemental Summoning (Death Elemental) Excommunicate
Heart Seizure
Rain of(Substance) (Blood)
Raise Undead
Soul Sight

Phenax, God of Deception

Beast Form
Cloud Call
Dismiss Magic

Kefnet, God of Knowledge

Cure Malady
Cure Sense
Dismiss Magic
Heal Mind
Heal Wound
Lay to Rest
Dimir Ex1
An idea of what a Dimir agent in an organized uniform might look like.

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11 Dec, 2018 09:41

This looks really good and intriguing. A lot of work has gone into this, so don't forget you can specify in the Preference tab what kind of comment feedback it is you are after. It'll help you get the critique you are after. :)   "despite the chill underground. and his eyes reflected light like" - A rogue period seem to have snuck its way into the sentence.   "The Dimir also practice necromancy, creating Undead minions such as skeletons and wights to carry out missions." - Is this a big deal in the setting? Or is Necromancy just another school of magic? Does it set them apart as a faction willing to really do *anything*?   "To House Dimir, knowledge is power." and " gathering the knowledge they need to remake Ravnica to their advantage." are intriguing tidbits, but they don't tell us what that remaking would mean. Is it a secret? Or do you want to share what it is they want to remake, and who is doing that remaking? :)   Out of curiosity, what RPG system are you using?

Creator of Araea, Megacorpolis, and many others.
11 Dec, 2018 09:50

Damn those roguish periods. Always slithering their way into my sentences. Good questions though, I'll be sure to address them within the article.   The RPG system is called "Mythras" formally known as "Runequest"

11 Dec, 2018 09:53

I look forward to seeing it! Keep on WorldEmbering! <3

Creator of Araea, Megacorpolis, and many others.
11 Dec, 2018 13:45

First off, your formatting is wonderful. Great use of BBcode to really make this article stand out, even without custom CSS. I rarely see articles that use WA-default so well.  

  • Love that icon and the caption. The design is nice, it draws the eye immediately and the context caption really helps set the tone of the whole article.
  • Nice quotes. The opening one is a good scene setter. The quote about the Lawmage is interesting, though I did wonder how this quote would 'get out' if he disappeared afterwards. I understand that is just me being nitpicky though. The rest of your quotes are also great flavour text for each section. I'm an avid fan of liberally sprinkling things with quotes, so you have my approval.
  • Does the guild leader have a title? It felt a tad off for there not to be one mentioned in the Operatives section. Even if its a pseudonym, just having him be called 'the leader' broke me out of the flow a bit. Especially when immediately after, Necrosages have a custom name.
  • Who are the Golgari? They're mentioned a couple of times, but without context. They're not linked either.
  • Typo in "plotting preparing". Perhaps should read "plotting and preparing" or one of these words should be removed.
  • "Azorius Senate inadvertently created a paradox and annulled the Guildpact entirely". I was quite confused by this point. We need context on the Guildpact here. I understand its probably explained somewhere in your world. But to the average reader, every article needs to stand on its own, and as a result of there being no real context to this statement, I felt a bit lost here.

11 Dec, 2018 23:03

Awesome, thank for you for the feedback, I'll be sure to have all the answers within in the article itself. Every guild leader is called a Parun. The Golgari are another Guild, focused on agriculture. The Guildpact was a magically binding contract that made peace for all the guilds. The Azorious, another guild, accidentally broke the guildpact with a paradox

Sage Dejers
Dejers Garth
11 Dec, 2018 15:04

Hey this is a really cool approach to Ravnica's guilds I don't have a lot of experience reading about them, but love the idea of a guild that just barely exists on the outsides of others, riding their coattails while seeking out the secrets everyone wants locked away!   Are there any who survive House Dimir? And does anyone believe potential rumors of the existence of Dimir?   Thanks for sharing this cool article!

11 Dec, 2018 23:04

I'm not sure what you mean with your first question. Do you mean are there guild members who survive within the guild, or targets of Dimir who actually survive any assassination attempts? To the average person Dimir is nothing but a myth, but many higher ranking people among the other guilds do have an idea that Dimir is still lurking in the shadows.

Sage Dejers
Dejers Garth
14 Dec, 2018 22:03

Survive the assassination attempts. :D

22 Jan, 2019 23:16

Lovely article! <3 ...I might have missed it but why are these races connected to the house? It's a pretty long article, maybe add a Table of contents, and jump to the top links?

22 Jan, 2019 23:30

Some of the races have a specific reason for the Dimir to use them, but I suppose I haven't given all of them a reason yet. I also had no idea that you could do a ToC, so thank you for that I'll be sure to add one.

23 Jan, 2019 12:32