Given that the entire plane of Ravnica is one massive city, there's only one real place to expand, and that is up. What this means is that there is a massive undercity that extends beneath it. Sewers and tunnels lead down into the depths of Ravnica, and the waste of the city - garbage, rubble, and the bodies of the dead - all wind up sinking down into this hidden realm. While the Dimir and Rakdos certainly have their presences in this Undercity, it is the Golgari Swarm who have made it their kingdom.
The Golgari believe strongly in the churn of life and death. The cycle is the core of their ethos, and in practice, that means that they are undergoing constant upheaval. Its leadership changes on a regular basis, and the Swarm actually embraces the usually-contradictory magics of life and necromancy with equal fervor.
Practically speaking, the Golgari are the waste management of the city, recycling everything that falls into their domains into food and other useful materials. Employing swarms of insects both large and small as well as zombies and ghouls, the Golgari also foresee the upheaval of Ravnica in general, and expect that their growing underground empire will one day take over the surface.
Alignment:
The Golgari fit quite well into a Neutral Evil or Chaotic Evil role, but certainly in their eyes they probably consider themselves to be True Neutral. Despite their dangerous ambitions, the Golgari perform an indispensable role for the city, and thus there might be some Golgari who feel drawn to the guild out of a sense of responsibility and even love for their fellow citizens.
On the other hand, do they serve the equivalent of Soylent Green to the city's population? Yes.
In Magic, the Golgari colors are Green and Black. Typically, Green represents life while Black represents death, but the Golgari view these as merely two sides of the same coin, and that dichotomy is something they strive to embody. Furthermore, Green can sometimes represent a sort of detached view of hierarchies and individuals. Black is a color of selfishness, but that allows the Golgari to go through constant reshuffling of who is in power. Notably, both colors are good at dealing with the dead and discarded, and the Golgari excel at that.
The Classes:
Barbarian:
I wouldn't say no to Golgari Barbarians, but I don't know that I'd say they're quite the right fit. Playing up the necromancy angle of the guild could help with a Ancestral Guardian Barbarian, but you might need to "re-skin" it slightly.
Bard:
College of Whispers could work here, given the Golgari's penchant for backstabbing, but they're probably not a terribly Bard-oriented guild.
Cleric:
The Golgari Swarm might actually be the one guild in which Life, Death, Grave, and Nature Clerics all make a lot of sense. Because they see Life and Death as part of the same cycle, there's no contradiction there. While Grave clerics are usually opposed to the undead, you could imagine that the Grave clerics are more focused on the recycling aspects of the guild while Death clerics work to raise the dead for their forces.
Druid:
In Guildmaster's Guide to Ravnica, there will be a new Druid Circle that is specifically designed for the Golgari - the Circle of Spores, which gives the Druid the ability to raise zombies using fungal spores. This is obviously your best choice for a Druid circle, but if you're able to find a darker angle on the other existing ones, they could fit here.
Fighter:
While no fighter subclass jumps out to me as obviously Golgari in nature, none seems totally disqualified. Given the constant backstabbing that goes on in the Swarm, some of the powerful guild members would probably want some trusted bodyguards.
Monk:
Way of the Long Death and Way of Shadow are both pretty good options here, given both the Golgari's necromantic tendencies and its shadowy domain.
Paladin:
Oath of Conquest, with its emphasis on following whoever is strongest, is actually a really good fit here. A dark-themed Oath of Ancients could also work. Oathbreakers as well would fit quite well here.
Ranger:
Gloomstalkers make a ton of sense here, given the Undercity environment. I could also see Monster Slayers being useful given the things hiding under the city (many of which might be products of Golgari magic.)
Rogue:
Rogues of all stripes will probably work within the Golgari, except maybe Swashbucklers.
Sorcerer:
Shadow Sorcerers work pretty well here. I'd put them as my top pick.
Warlock:
Archfey and Undying (from Sword Coast Adventurer's Guide) are both good picks. The Golgari are known to have a fair number of powerful liches, which could serve as a patron for the later type.
Wizard:
Necromancy is probably the top one here - few guilds wield necromancy as much as the Golgari, and so I think this should be your first pick if you want a Golgari Wizard.
For the Swarm!
The Golgari have a symbiotic relationship with the rest of the city, but whether it's parasitic or mutually beneficial probably changes from day to day.
As a member of the Golgari, you might be counting the days until you rise up and take over the city, but you might also feel cynical about that ever happening, as the leadership changes within the Guild happen so frequently that you doubt that day will ever come.
You also might not be that malevolent, instead eager to do your duty and make sure that the city's poor are able to survive on the food your guild provides. Yes, they might be squeamish if they knew what (who) it was made from, but it's all just part of the natural cycle, isn't it?
Intrigue and in-fighting within the Golgari could be a very good story hook - the party could be allied with one faction in the guild against another one. And these conflicts could potentially spill out into the surface world. Having a big army of undead under the city is probably something that the citizens should keep an eye out for...
Thursday, October 18, 2018
Discovery at Any Cost in the Izzet League - Class Options in Ravnica
There are, admittedly, two guilds for mad scientists in Ravnica. The Simic Combine produces strange creatures with its biomancy. But the Izzet League is less about gradual (even if it's accelerated) evolution and more about big, exploding catastrophes from which knowledge can be gleaned.
This is the guild that likes explosions and crazy magical experiments, and has a magical steam-punk aesthetic to it. If you like Gnomes or Goblins in World of Warcraft, this guild will probably appeal to you. It might be the silliest guild, but that doesn't mean it isn't dangerous.
At its center is Niv-Mizzet, the guild's Parun (its original founder and guildmaster,) who is a dragon wizard who is so brilliant that he basically has the biggest ego on the plane. The guild maintains the city's infrastructure and its buildings, including the maintenance of steam pipes that provide Ravnica with heating and power.
Alignment:
I might call the Izzet Chaotic Neutral or Chaotic Good, but I'd want to make it clear that chaos is not their intent - it's more that they use chaos as a tool, and that they are somewhat indifferent to the dangers that their experimentation might unleash. Their ethos is really based around discovery.
In Magic, the Izzet colors are Red and Blue, which are both classic spellcaster colors. From Blue, it gets its intellectual curiosity and abstract thinking abilities. From Red, the Izzet get their reckless passion and outside-the-box thinking. Both colors are capable of doing weird stuff, which in this case includes the creation of quasi-elemental beings called Weirds.
The Classes:
Barbarian:
The only Barbarian option I can think would fit for the Izzet is Storm Herald, perhaps gaining one's powers through an experiment gone wrong (or right!)
Bard:
There's no really obvious place for Bards within the Izzet League, but I could imagine maybe a College of Lore Bard getting their start as some kind of note-taking assistant.
Cleric:
While not religious generally, Tempest clerics might be a decent fit given the guild's obsession with electricity and storms. Knowledge and Arcana clerics (the latter from Sword Coast Adventurer's Guide) might also fit, as less spiritual and more intellectual clerics.
Druid:
The more scientifically-oriented druids are probably going to fit better with the Simic guild, but on the other hand, if you want to focus less on beasts and fey creatures and more on a Druid's elemental magic, I'm sure the Izzet wouldn't mind having some druids to call on storms when they needed a big source of electricity.
Fighter:
Eldritch Knights I think fit really well with the Izzet League as guards who actually know some magic. A full-on battlemage would probably be a great opportunity for the Izzet to test experimental armor. Arcane Archers could also fit here for similar reasons.
Monk:
The main Monk way I could see working here is Four Elements. The other types aren't really flashy enough for the Izzet.
Paladin:
The Izzet League is probably not going to draw many Paladins to it, to be frank.
Ranger:
Less concerned with the wilds (such as they are in Ravnica,) I could maybe see a Monster Slayer or Horizon Walker, but again, I think you're probably better going elsewhere.
Rogue:
While subtlety is not something that the Izzet are known for, simply having magic might make an Arcane Trickster work for them. Swashbucklers might also be a fun option if you imagine them swinging from the rigging of airships as lightning crashes around them.
Sorcerer:
The Izzet do tons of experiments, many of which I'm sure imbue their subjects with magical power. Wild Magic and Storm Sorcery work great here, and I think that Dragon Ancestry could potentially be imbued in people by experimenting directly with Niv-Mizzet (I'm certain that he's tried replicating his own essence.)
Warlock:
Most of the options for patrons here aren't going to work terribly well for the Izzet, though I could see one of their experiments accidentally opening a portal to a Great Old One. I don't think the Izzet would actively recruit those who already have made a pact.
Wizard:
There is a new Wizard school that is coming in Guildmaster's Guide to Ravnica that I believe is explicitly designed for the Izzet - the School of Invention, which allows you to cast random spells and wear cool steampunk armor. This is the obvious choice here, but I think Evocation, Transmutation, and possibly Conjuration are all good choices for the guild as well.
Living in Up in the League:
Playing an Izzet character is a great opportunity to be an absent-minded professor type. You're probably going to be either easily distracted by new discoveries or laser-focused on something and thus missing everything that's going on around you (seems a low Wisdom score works pretty well here.)
The Izzet don't really have a moral stance, but I think you could play them as good or neutral. Good Izzet characters are optimistic about the progress of science and are trying to solve the city's problems. Neutral ones don't really care about the end benefits so much as just the information gained. Izzet generally aren't going to be malevolent, but you could play a jealous and secretive Izzet researcher who wants to hog the glory of their discoveries for themselves and maybe looks down on everyone else as idiots.
As instigators to plots, the Izzet are great, as their constant experiments can easily unleash horrors and monsters and maybe open up gateways to other planes. A particularly bad disaster might prompt them to cover it up, or perhaps you might see the Izzet getting framed for some catastrophe that was really the work of some more sinister guild like the Dimir or the Rakdos.
This is the guild that likes explosions and crazy magical experiments, and has a magical steam-punk aesthetic to it. If you like Gnomes or Goblins in World of Warcraft, this guild will probably appeal to you. It might be the silliest guild, but that doesn't mean it isn't dangerous.
At its center is Niv-Mizzet, the guild's Parun (its original founder and guildmaster,) who is a dragon wizard who is so brilliant that he basically has the biggest ego on the plane. The guild maintains the city's infrastructure and its buildings, including the maintenance of steam pipes that provide Ravnica with heating and power.
Alignment:
I might call the Izzet Chaotic Neutral or Chaotic Good, but I'd want to make it clear that chaos is not their intent - it's more that they use chaos as a tool, and that they are somewhat indifferent to the dangers that their experimentation might unleash. Their ethos is really based around discovery.
In Magic, the Izzet colors are Red and Blue, which are both classic spellcaster colors. From Blue, it gets its intellectual curiosity and abstract thinking abilities. From Red, the Izzet get their reckless passion and outside-the-box thinking. Both colors are capable of doing weird stuff, which in this case includes the creation of quasi-elemental beings called Weirds.
The Classes:
Barbarian:
The only Barbarian option I can think would fit for the Izzet is Storm Herald, perhaps gaining one's powers through an experiment gone wrong (or right!)
Bard:
There's no really obvious place for Bards within the Izzet League, but I could imagine maybe a College of Lore Bard getting their start as some kind of note-taking assistant.
Cleric:
While not religious generally, Tempest clerics might be a decent fit given the guild's obsession with electricity and storms. Knowledge and Arcana clerics (the latter from Sword Coast Adventurer's Guide) might also fit, as less spiritual and more intellectual clerics.
Druid:
The more scientifically-oriented druids are probably going to fit better with the Simic guild, but on the other hand, if you want to focus less on beasts and fey creatures and more on a Druid's elemental magic, I'm sure the Izzet wouldn't mind having some druids to call on storms when they needed a big source of electricity.
Fighter:
Eldritch Knights I think fit really well with the Izzet League as guards who actually know some magic. A full-on battlemage would probably be a great opportunity for the Izzet to test experimental armor. Arcane Archers could also fit here for similar reasons.
Monk:
The main Monk way I could see working here is Four Elements. The other types aren't really flashy enough for the Izzet.
Paladin:
The Izzet League is probably not going to draw many Paladins to it, to be frank.
Ranger:
Less concerned with the wilds (such as they are in Ravnica,) I could maybe see a Monster Slayer or Horizon Walker, but again, I think you're probably better going elsewhere.
Rogue:
While subtlety is not something that the Izzet are known for, simply having magic might make an Arcane Trickster work for them. Swashbucklers might also be a fun option if you imagine them swinging from the rigging of airships as lightning crashes around them.
Sorcerer:
The Izzet do tons of experiments, many of which I'm sure imbue their subjects with magical power. Wild Magic and Storm Sorcery work great here, and I think that Dragon Ancestry could potentially be imbued in people by experimenting directly with Niv-Mizzet (I'm certain that he's tried replicating his own essence.)
Warlock:
Most of the options for patrons here aren't going to work terribly well for the Izzet, though I could see one of their experiments accidentally opening a portal to a Great Old One. I don't think the Izzet would actively recruit those who already have made a pact.
Wizard:
There is a new Wizard school that is coming in Guildmaster's Guide to Ravnica that I believe is explicitly designed for the Izzet - the School of Invention, which allows you to cast random spells and wear cool steampunk armor. This is the obvious choice here, but I think Evocation, Transmutation, and possibly Conjuration are all good choices for the guild as well.
Living in Up in the League:
Playing an Izzet character is a great opportunity to be an absent-minded professor type. You're probably going to be either easily distracted by new discoveries or laser-focused on something and thus missing everything that's going on around you (seems a low Wisdom score works pretty well here.)
The Izzet don't really have a moral stance, but I think you could play them as good or neutral. Good Izzet characters are optimistic about the progress of science and are trying to solve the city's problems. Neutral ones don't really care about the end benefits so much as just the information gained. Izzet generally aren't going to be malevolent, but you could play a jealous and secretive Izzet researcher who wants to hog the glory of their discoveries for themselves and maybe looks down on everyone else as idiots.
As instigators to plots, the Izzet are great, as their constant experiments can easily unleash horrors and monsters and maybe open up gateways to other planes. A particularly bad disaster might prompt them to cover it up, or perhaps you might see the Izzet getting framed for some catastrophe that was really the work of some more sinister guild like the Dimir or the Rakdos.
Bringing it Together in the Selesnya Conclave - Class Options in Ravnica
In a big city - and there's no city bigger than Ravnica - it can get lonely. It's an irony - despite being surrounded by people, an individual can fall into the cracks. The Selesnya offer belonging and community. They are united by a common purpose - to do the will of the world's spirit (a being they call Mat-Selesnya) and to ensure harmony and communion.
Practically, the Selesnya maintain the parks and gardens of the city, which serve an extra-important purpose given that this plane-sized city has no true rural areas to grow crops to feed people. Not only are the Selesnya's parks and public spaces crucial to give people some respite from the daily grind, but they also allow nature to harmonize with the city itself.
Alignment:
Generally speaking, the Selesnya are going to skew toward Lawful Good and Neutral Good. While not particularly focused on the bureaucratic aspects of Law, they do place a very strong emphasis on community, to the point where one's individual needs are always going to be secondary to the need of the collective.
At its creepiest, the Selesnya begin to resemble a sort of cult in which individual thoughts are subsumed by the guild's consensus, but generally speaking, it's mostly just a welcoming and inclusive organization that tries to do right by its members. That being said, the Selesnya are far from being pacifists, and maintain a military-like force to protect their sacred spaces.
In Magic, Selesnya is the Green and White guild. Both of these colors often tend toward the good and heroic side of things, and I think that this is a good choice of a guild if you want to play a good guy. Its Green aspects focus on its respect for nature and harmony, and its White aspects highlight its focus on the community and the collective, with little room for selfishness or personal greed - though White also gives it its regimented structure - this is not an anarcho-syndicalist commune, even if its members are the most hippy-like, because they do believe in authority.
The Classes:
Barbarian:
Barbarians of a more spiritual bent will likely do well in this guild. Totem Warriors and Spirit Guardians are both probably pretty good choices.
Bard:
Given their tendency to help others in the party, Bards make good sense for the Selesnya as well. Glamour college bards would fit well, given the guild's psychic communion elements, but Lore and Valor are also pretty good options.
Cleric:
This is a pretty Cleric-heavy guild, and Life and Nature domains are both quite appropriate options. I could also see Grave domain Clerics working - not that there's an obsession with death, but more that they're there to ensure the cycle of life continues. Light and Tempest are probably also decent choices here.
Druid:
Likewise, this is a pretty Druid-heavy guild as well. I think just about every Druid circle could work here, and you could play the more benevolent, conventional Druid as Selesnya. The new Circle of Spores (in Guildmaster's Guide to Ravnica) is probably the one Druid circle that really doesn't work for them (we'll see the guild that that's built for later.)
Fighter:
While peace-loving, the Selesnya do have some military-like forces at their disposal to protect their grounds. In particular, the Cavalier option works well here, given the Selesnya's famous wolf-riding knights, though Arcane Archers could also work pretty well, given the elvish, tree-based environments they have.
Monk:
Monks actually fit quite well into the Selesnya vibe, with their communal living and emphasis on the good of the collective. As a more light-side guild I might steer away from Shadow or Long Death monks, but the others are all probably pretty good (Four Elements might not totally jive with their magical style, though.)
Paladin:
This is basically the guild that Oath of the Ancients was built for, with its emphasis on protecting nature. Oath of Redemption is also a pretty good fit for the guild, while Devotion, being kind of the "standard" Paladin oath is also not a bad idea. I might steer away from Vengeance, Conquest, and Oathbreakers.
Ranger:
Finally, we've got a guild where Rangers make a ton of sense. Someone's got to patrol the parks and safeguard the green spaces of the city. Just about every Ranger type makes sense, though I'd say the Hunter and Beast Masters are the best fits.
Rogue:
The Selesnya are not the types to go in much for assassination and subterfuge, so I'd say you're better off with Scouts or possibly Swashbucklers.
Sorcerer:
Wild magic is a pretty good fit here, and I'd say good-aligned Divine Soul sorcerers make sense as well. While there are other guilds that fit Storm Sorcery a bit better, I'd allow it here.
Warlock:
Archfey and Celestial patrons make pretty good sense here, but I'd steer away from the other patrons for this guild.
Wizard:
While likely not big on arcane magic, I could see Abjuration wizards helping to protect people or maybe Conjuration to bring in various elementals (like Saprolings) to aid the guild. Enchantment might also work.
Convocations of the Conclave:
Selesnya is a great option for an optimistic, good character, not to mention naive ones. You don't have to be naive to be Selesnya, though, as their purpose in the city is very clear.
If you want to play up the more sinister angle of the guild, you can focus on its collectivist demands, where individual freedom and even individual thought has to kind of take a back seat to your responsibilities to the Conclave. You might be a rebel, straining your relationship with your community, or perhaps you're trying to recruit more, believing that it's just that those who haven't joined are sad fools who don't realize how great it is.
Given the acceptance that the Selesnya have for anyone who wants to join, it's possible you have a dark past you're trying to leave behind. What drew you to the Conclave, and what secrets might you have kept out of fear of rejection?
Practically, the Selesnya maintain the parks and gardens of the city, which serve an extra-important purpose given that this plane-sized city has no true rural areas to grow crops to feed people. Not only are the Selesnya's parks and public spaces crucial to give people some respite from the daily grind, but they also allow nature to harmonize with the city itself.
Alignment:
Generally speaking, the Selesnya are going to skew toward Lawful Good and Neutral Good. While not particularly focused on the bureaucratic aspects of Law, they do place a very strong emphasis on community, to the point where one's individual needs are always going to be secondary to the need of the collective.
At its creepiest, the Selesnya begin to resemble a sort of cult in which individual thoughts are subsumed by the guild's consensus, but generally speaking, it's mostly just a welcoming and inclusive organization that tries to do right by its members. That being said, the Selesnya are far from being pacifists, and maintain a military-like force to protect their sacred spaces.
In Magic, Selesnya is the Green and White guild. Both of these colors often tend toward the good and heroic side of things, and I think that this is a good choice of a guild if you want to play a good guy. Its Green aspects focus on its respect for nature and harmony, and its White aspects highlight its focus on the community and the collective, with little room for selfishness or personal greed - though White also gives it its regimented structure - this is not an anarcho-syndicalist commune, even if its members are the most hippy-like, because they do believe in authority.
The Classes:
Barbarian:
Barbarians of a more spiritual bent will likely do well in this guild. Totem Warriors and Spirit Guardians are both probably pretty good choices.
Bard:
Given their tendency to help others in the party, Bards make good sense for the Selesnya as well. Glamour college bards would fit well, given the guild's psychic communion elements, but Lore and Valor are also pretty good options.
Cleric:
This is a pretty Cleric-heavy guild, and Life and Nature domains are both quite appropriate options. I could also see Grave domain Clerics working - not that there's an obsession with death, but more that they're there to ensure the cycle of life continues. Light and Tempest are probably also decent choices here.
Druid:
Likewise, this is a pretty Druid-heavy guild as well. I think just about every Druid circle could work here, and you could play the more benevolent, conventional Druid as Selesnya. The new Circle of Spores (in Guildmaster's Guide to Ravnica) is probably the one Druid circle that really doesn't work for them (we'll see the guild that that's built for later.)
Fighter:
While peace-loving, the Selesnya do have some military-like forces at their disposal to protect their grounds. In particular, the Cavalier option works well here, given the Selesnya's famous wolf-riding knights, though Arcane Archers could also work pretty well, given the elvish, tree-based environments they have.
Monk:
Monks actually fit quite well into the Selesnya vibe, with their communal living and emphasis on the good of the collective. As a more light-side guild I might steer away from Shadow or Long Death monks, but the others are all probably pretty good (Four Elements might not totally jive with their magical style, though.)
Paladin:
This is basically the guild that Oath of the Ancients was built for, with its emphasis on protecting nature. Oath of Redemption is also a pretty good fit for the guild, while Devotion, being kind of the "standard" Paladin oath is also not a bad idea. I might steer away from Vengeance, Conquest, and Oathbreakers.
Ranger:
Finally, we've got a guild where Rangers make a ton of sense. Someone's got to patrol the parks and safeguard the green spaces of the city. Just about every Ranger type makes sense, though I'd say the Hunter and Beast Masters are the best fits.
Rogue:
The Selesnya are not the types to go in much for assassination and subterfuge, so I'd say you're better off with Scouts or possibly Swashbucklers.
Sorcerer:
Wild magic is a pretty good fit here, and I'd say good-aligned Divine Soul sorcerers make sense as well. While there are other guilds that fit Storm Sorcery a bit better, I'd allow it here.
Warlock:
Archfey and Celestial patrons make pretty good sense here, but I'd steer away from the other patrons for this guild.
Wizard:
While likely not big on arcane magic, I could see Abjuration wizards helping to protect people or maybe Conjuration to bring in various elementals (like Saprolings) to aid the guild. Enchantment might also work.
Convocations of the Conclave:
Selesnya is a great option for an optimistic, good character, not to mention naive ones. You don't have to be naive to be Selesnya, though, as their purpose in the city is very clear.
If you want to play up the more sinister angle of the guild, you can focus on its collectivist demands, where individual freedom and even individual thought has to kind of take a back seat to your responsibilities to the Conclave. You might be a rebel, straining your relationship with your community, or perhaps you're trying to recruit more, believing that it's just that those who haven't joined are sad fools who don't realize how great it is.
Given the acceptance that the Selesnya have for anyone who wants to join, it's possible you have a dark past you're trying to leave behind. What drew you to the Conclave, and what secrets might you have kept out of fear of rejection?
Tearing it Up with the Cult of Rakdos - Class Options in Ravnica
Living in a world that is just one enormous, packed city requires a careful, cooperative kind of civility - whether it's the intricate protocols of law practiced by the Azorius, the shared struggle of the Gruul, or the fraternal bonds of the Boros.
The Rakdos has no use for civility. As a guild more or less entirely controlled by the id, it can, in some ways, serve as a pressure valve for city life. But it can also be a horrifying menace. The point is that the Rakdos provide a means for Ravnica's people to let go of their moral and ethical concerns and just blow off some steam and go crazy for a bit.
Functionally, the Cult of Rakdos is actually Ravnica's primary source of entertainment. But their dark carnivals take the idea of transgressive entertainment all the way into hedonistic, blood-soaked debauchery.
Alignment:
In most cases, the Cult of Rakdos and its members fall very easily into the Chaotic Evil alignment. Their macabre carnivals sometimes involve actual torture and death, and its members are not above performing assassinations and property destruction. It makes sense, given that their Parun (founding Guildmaster) is a giant demon lord.
Still, things are more nuanced with Magic's color wheel, and while Rakdos is definitely going to skew pretty strongly toward the Chaotic Evil end of things, they do perform an important service in keeping the populace entertained. An idealistic Rakdos member might simply be drawn to the artistic side of the guild.
In Magic, Rakdos is Red and Black. Red's rejection of order in favor of chaos and Black's rejection of morality make the Rakdos a profoundly transgressive guild. They are maybe the least predictable guild. They are also definitely the most kinky.
The Classes:
Barbarian:
Barbarians fit pretty well with these guys given their propensity for starting riots. Berserkers and evil-aligned Zealots (probably drawing their divine power from Rakdos himself) are great options.
Bard:
Given their role as entertainers, Bards of all stripes work quite well amongst the Rakdos. I might leave College of Glamours out, but even they could work. A knife-juggling College of Swords Bard would work quite well here.
Cleric:
The guild is a cult, after all. If your DM allows it, Death Clerics would be a good fit, but I also think that War, Trickery, and possibly Forge domains could all work.
Druid:
I could maybe see an emphasis on the feral nature of, say, the Circle of the Moon working here, but it's a stretch.
Fighter:
There appears to be a new Fighter type in the Guildmaster's Guide to Ravnica called the Brute. I could see this being more specifically for the Gruul Clans (coming in a later post,) but given Rakdos' use of armed thugs, this could works quite well. Indeed, I could see Champions and even Eldritch Knights that focus on offensive magic working with the Rakdos.
Monk:
Drunken Master could work quite well here, as could Shadow or Four Elements. As someone who can reliably start and prevail within a brawl, you could make it work, even if monastic training doesn't line up terribly well with the Rakdos ethos.
Paladin:
Even Conquest Paladins skew lawful, so I think the only Paladin type likely to work for Rakdos would be Oathbreakers.
Ranger:
I think Rakdos members are more likely to be getting chased by a Ranger than being one themselves. If you wanted to be some kind of wilderness-capable assassin, it might work. Alternatively, you could be some kind of animal handler for their circuses.
Rogue:
Assassins would play very nicely with the Rakdos, as would Swashbucklers. Rakdos members are often brought on as hired killers, and you might even make your role as an entertainer part of the ruse to make your target lower their guard.
Sorcerer:
Wild Magic, Shadow Sorcery, and possibly a Divine Soul with Rakdos as your evil-aligned divine source might all work pretty well here.
Warlock:
Rakdos would make an excellent fiendish patron. I could also maybe see a Hexblade patron working here as well, though really you don't get much more fiendish than red and black.
Wizards:
While most Rakdos are probably not going to spend the time to crack the spine of a book, a number of wizardly schools might serve pretty well. Evocation for explosions, Illusion for literal stage magic, perhaps the more direct bodily harm aspects of Necromancy, and certainly the potential for chaos that you get through Conjuration magic all work decently here.
The Cult Puts on a Hell of a Show:
Rakdos might be the ideal guild if you really just want to play a murder-hobo. But I think that there's opportunity for some really interesting ideas when you consider the Rakdos role as entertainers.
Naturally, with all of its torture and murder, ending shows by having performers explode in showers of gore (and sometimes doing the same to the audience,) it might be hard to think of the Rakdos as being anything other than just totally insane and evil.
And to a large extent, that's probably the right read.
But one could imagine (and I suspect that the book will elaborate on this) that such displays are not the typical way one interacts with the guild. Presumably most Rakdos performances merely play at the idea of being dangerous. And the Rakdos are free to express themselves in ways that other guilds would never allow.
So yes, there is a narrow sliver even in the Rakdos for you to play a good character. You might be drawn to the magical and transgressive world that they create, flaunting convention and giving people an opportunity to indulge in their desires and maybe work through their issues through cathartic art and expression.
But most of the time it's going to be a horror-show.
The Rakdos has no use for civility. As a guild more or less entirely controlled by the id, it can, in some ways, serve as a pressure valve for city life. But it can also be a horrifying menace. The point is that the Rakdos provide a means for Ravnica's people to let go of their moral and ethical concerns and just blow off some steam and go crazy for a bit.
Functionally, the Cult of Rakdos is actually Ravnica's primary source of entertainment. But their dark carnivals take the idea of transgressive entertainment all the way into hedonistic, blood-soaked debauchery.
Alignment:
In most cases, the Cult of Rakdos and its members fall very easily into the Chaotic Evil alignment. Their macabre carnivals sometimes involve actual torture and death, and its members are not above performing assassinations and property destruction. It makes sense, given that their Parun (founding Guildmaster) is a giant demon lord.
Still, things are more nuanced with Magic's color wheel, and while Rakdos is definitely going to skew pretty strongly toward the Chaotic Evil end of things, they do perform an important service in keeping the populace entertained. An idealistic Rakdos member might simply be drawn to the artistic side of the guild.
In Magic, Rakdos is Red and Black. Red's rejection of order in favor of chaos and Black's rejection of morality make the Rakdos a profoundly transgressive guild. They are maybe the least predictable guild. They are also definitely the most kinky.
The Classes:
Barbarian:
Barbarians fit pretty well with these guys given their propensity for starting riots. Berserkers and evil-aligned Zealots (probably drawing their divine power from Rakdos himself) are great options.
Bard:
Given their role as entertainers, Bards of all stripes work quite well amongst the Rakdos. I might leave College of Glamours out, but even they could work. A knife-juggling College of Swords Bard would work quite well here.
Cleric:
The guild is a cult, after all. If your DM allows it, Death Clerics would be a good fit, but I also think that War, Trickery, and possibly Forge domains could all work.
Druid:
I could maybe see an emphasis on the feral nature of, say, the Circle of the Moon working here, but it's a stretch.
Fighter:
There appears to be a new Fighter type in the Guildmaster's Guide to Ravnica called the Brute. I could see this being more specifically for the Gruul Clans (coming in a later post,) but given Rakdos' use of armed thugs, this could works quite well. Indeed, I could see Champions and even Eldritch Knights that focus on offensive magic working with the Rakdos.
Monk:
Drunken Master could work quite well here, as could Shadow or Four Elements. As someone who can reliably start and prevail within a brawl, you could make it work, even if monastic training doesn't line up terribly well with the Rakdos ethos.
Paladin:
Even Conquest Paladins skew lawful, so I think the only Paladin type likely to work for Rakdos would be Oathbreakers.
Ranger:
I think Rakdos members are more likely to be getting chased by a Ranger than being one themselves. If you wanted to be some kind of wilderness-capable assassin, it might work. Alternatively, you could be some kind of animal handler for their circuses.
Rogue:
Assassins would play very nicely with the Rakdos, as would Swashbucklers. Rakdos members are often brought on as hired killers, and you might even make your role as an entertainer part of the ruse to make your target lower their guard.
Sorcerer:
Wild Magic, Shadow Sorcery, and possibly a Divine Soul with Rakdos as your evil-aligned divine source might all work pretty well here.
Warlock:
Rakdos would make an excellent fiendish patron. I could also maybe see a Hexblade patron working here as well, though really you don't get much more fiendish than red and black.
Wizards:
While most Rakdos are probably not going to spend the time to crack the spine of a book, a number of wizardly schools might serve pretty well. Evocation for explosions, Illusion for literal stage magic, perhaps the more direct bodily harm aspects of Necromancy, and certainly the potential for chaos that you get through Conjuration magic all work decently here.
The Cult Puts on a Hell of a Show:
Rakdos might be the ideal guild if you really just want to play a murder-hobo. But I think that there's opportunity for some really interesting ideas when you consider the Rakdos role as entertainers.
Naturally, with all of its torture and murder, ending shows by having performers explode in showers of gore (and sometimes doing the same to the audience,) it might be hard to think of the Rakdos as being anything other than just totally insane and evil.
And to a large extent, that's probably the right read.
But one could imagine (and I suspect that the book will elaborate on this) that such displays are not the typical way one interacts with the guild. Presumably most Rakdos performances merely play at the idea of being dangerous. And the Rakdos are free to express themselves in ways that other guilds would never allow.
So yes, there is a narrow sliver even in the Rakdos for you to play a good character. You might be drawn to the magical and transgressive world that they create, flaunting convention and giving people an opportunity to indulge in their desires and maybe work through their issues through cathartic art and expression.
But most of the time it's going to be a horror-show.
Wednesday, October 17, 2018
Evolving with the Simic Combine - Class Options in Ravnica
The Simic Combine is one of two Ravnica guilds that focuses a great deal on research. It's really the nature of the research and the attitude of that research that distinguishes them. The Simic are biomancers, meaning that they manipulate life with magic. Their goal is not to circumvent nature, but rather to push nature and evolution faster and faster - to create the perfect life forms, and the Simic are eager not to be left behind.
Within the city, the Simic are responsible for the waterways of Ravnica - ensuring that the populace has enough to drink and that it is safe and clean. All in all, they are the maintainers of biological health and diversity within the city, and much of their motivation for experimenting with biological forms is to ensure that there is life that can survive in this vast urban landscape.
Additionally, the Simic are the city's physicians and healthcare professionals, combating disease in the dense metropolis.
Alignment:
The Simic are probably the best example of a True Neutral guild in Ravnica. They aren't particularly interested in good or evil, nor are they drawn particularly to law or chaos. There is a sort of fatalism to their philosophy, even if they profoundly don't know what the future holds for life on the plane - one could sum up that philosophy as "the only constant is change."
In Magic, the Simic colors are Blue and Green. Blue is a cerebral and intellectual color, which explains their eagerness to experiment and prod along their projects, while green represents nature, instinct, and evolution. While both colors have often produced good-aligned characters, they are also both capable of a kind of detached view of things - green merely watches nature take its course and blue merely observes and gathers data. Despite being opposed along the instinct/intellect axis, this detached, even indifferent stance is reinforced by their fusion within the Simic.
The Classes:
Barbarians:
The source of a Simic Barbarian's rage is likely some kind of experimental adrenaline enhancement. You could flavor many Barbarian paths with this, but I think that Berserker and Totem Warrior both work quite well (with the Totem Warrior, you could say that you've literally been infused with the power of your totem animals.)
Bards:
There might not be that many great fits for Bards with the Simic.
Cleric:
While their interests are less faith-based, I could imagine Life, Knowledge, Nature, and Arcana (Sword Coast Adventurer's Guide) domains functioning pretty well for the Simic.
Druid:
You're going to find some unconventional Druids in this guild, but it's actually a pretty good fit, especially focusing on animal forms and, well, animals. So Circle of the Moon and the Shepherd (the latter is in Xanathar's) are probably both good fits.
Fighter:
Like the Barbarian, you could flavor your Fighter as having been enhanced in some way through experimentation. Eldritch Knights actually work pretty decently here.
Monk:
Given their fascination with taking things apart to see how they work, the Way of the Long Death actually works creepily well for the Simic. Other monk paths could work as well given the focus on perfecting one's body.
Paladin:
Paladins might be a bit of a stretch for the Simic, though I could maybe see an Oath of the Ancients paladin fitting in (though we'll get to a guild that matches that Oath really well later on.)
Ranger:
Playing up the nature-magic side of the Ranger is not a bad call if you want to go Simic. Beast Masters and Monster Slayers are probably both good fits, though nearly every Ranger type probably works.
Rogue:
While not likely to employ assassins and spies in the field very much, the Simic are probably fascinated by any natural ability to strike silently and deadly as a predator. So Assassins and Thieves both might be of interest to them.
Sorcerer:
Sorcerers are probably a very common thing amongst the Simic, most likely the result of some kind of mutation. Dragon Soul, Wild Magic, and maybe Storm Sorcery all work quite well here. Indeed, the Simic might even prefer the inherent nature of sorcerers over the laboriously-acquired skills of a wizard (though Wizards might be the ones who started the experiments in the first place.)
Warlock:
In the pursuit of knowledge, I doubt the Simic would blink an eye at Warlocks in their midst, though I imagine Archfey patrons might fit the best cosmetically. As a story hook, one could imagine a Great Old One that is actually something that has not yet come to be, and that it is reaching back in time hoping that the Simic will ultimately lead to its own creation. But I'm just spitballing here.
Wizard:
While intellectual research is important to the Simic, there's not really any given school of magic that fits particularly well for them. Still, while the Simic would probably prefer that eventually everyone is some kind of sorcerer, they'll need to employ some smart wizards to keep the research going.
Combining Things in the Combine:
There's a good chance that you've done a little self-experimentation if you're in the Simic, and there's a certain recklessness that doesn't easily fit into the chaotic or lawful continuum. As a Simic member, you're probably going to be pretty enthusiastic about discovering every new life form you can.
There's also a big potential for arrogance among the Simic; as a group that is pushing evolution - both of its members and its creations, to the extent that there's even a distinction there - you might see members of other guilds as needlessly stubborn and, well, unevolved. When you see other mortal races, do you think of them as merely species that will one day go extinct?
Granted, you can also have a much more optimistic and altruistic view of things - you might see things like poverty and disease as something that will one day be overcome by the march of evolution and progress. You might not be terribly sentimental about individuals, but have high hopes for Ravnica as a whole. Likewise, you might not know what the future looks like, but you do have faith that Ravnica will be better as time goes on.
Likewise, given that you probably associate with many hybrid creations - mixes of human, elf, vedalken, and maybe fish, lizard, and other creatures - you might have a great tolerance for diversity and be in a better position to interact with beings that are very different from you.
Within the city, the Simic are responsible for the waterways of Ravnica - ensuring that the populace has enough to drink and that it is safe and clean. All in all, they are the maintainers of biological health and diversity within the city, and much of their motivation for experimenting with biological forms is to ensure that there is life that can survive in this vast urban landscape.
Additionally, the Simic are the city's physicians and healthcare professionals, combating disease in the dense metropolis.
Alignment:
The Simic are probably the best example of a True Neutral guild in Ravnica. They aren't particularly interested in good or evil, nor are they drawn particularly to law or chaos. There is a sort of fatalism to their philosophy, even if they profoundly don't know what the future holds for life on the plane - one could sum up that philosophy as "the only constant is change."
In Magic, the Simic colors are Blue and Green. Blue is a cerebral and intellectual color, which explains their eagerness to experiment and prod along their projects, while green represents nature, instinct, and evolution. While both colors have often produced good-aligned characters, they are also both capable of a kind of detached view of things - green merely watches nature take its course and blue merely observes and gathers data. Despite being opposed along the instinct/intellect axis, this detached, even indifferent stance is reinforced by their fusion within the Simic.
The Classes:
Barbarians:
The source of a Simic Barbarian's rage is likely some kind of experimental adrenaline enhancement. You could flavor many Barbarian paths with this, but I think that Berserker and Totem Warrior both work quite well (with the Totem Warrior, you could say that you've literally been infused with the power of your totem animals.)
Bards:
There might not be that many great fits for Bards with the Simic.
Cleric:
While their interests are less faith-based, I could imagine Life, Knowledge, Nature, and Arcana (Sword Coast Adventurer's Guide) domains functioning pretty well for the Simic.
Druid:
You're going to find some unconventional Druids in this guild, but it's actually a pretty good fit, especially focusing on animal forms and, well, animals. So Circle of the Moon and the Shepherd (the latter is in Xanathar's) are probably both good fits.
Fighter:
Like the Barbarian, you could flavor your Fighter as having been enhanced in some way through experimentation. Eldritch Knights actually work pretty decently here.
Monk:
Given their fascination with taking things apart to see how they work, the Way of the Long Death actually works creepily well for the Simic. Other monk paths could work as well given the focus on perfecting one's body.
Paladin:
Paladins might be a bit of a stretch for the Simic, though I could maybe see an Oath of the Ancients paladin fitting in (though we'll get to a guild that matches that Oath really well later on.)
Ranger:
Playing up the nature-magic side of the Ranger is not a bad call if you want to go Simic. Beast Masters and Monster Slayers are probably both good fits, though nearly every Ranger type probably works.
Rogue:
While not likely to employ assassins and spies in the field very much, the Simic are probably fascinated by any natural ability to strike silently and deadly as a predator. So Assassins and Thieves both might be of interest to them.
Sorcerer:
Sorcerers are probably a very common thing amongst the Simic, most likely the result of some kind of mutation. Dragon Soul, Wild Magic, and maybe Storm Sorcery all work quite well here. Indeed, the Simic might even prefer the inherent nature of sorcerers over the laboriously-acquired skills of a wizard (though Wizards might be the ones who started the experiments in the first place.)
Warlock:
In the pursuit of knowledge, I doubt the Simic would blink an eye at Warlocks in their midst, though I imagine Archfey patrons might fit the best cosmetically. As a story hook, one could imagine a Great Old One that is actually something that has not yet come to be, and that it is reaching back in time hoping that the Simic will ultimately lead to its own creation. But I'm just spitballing here.
Wizard:
While intellectual research is important to the Simic, there's not really any given school of magic that fits particularly well for them. Still, while the Simic would probably prefer that eventually everyone is some kind of sorcerer, they'll need to employ some smart wizards to keep the research going.
Combining Things in the Combine:
There's a good chance that you've done a little self-experimentation if you're in the Simic, and there's a certain recklessness that doesn't easily fit into the chaotic or lawful continuum. As a Simic member, you're probably going to be pretty enthusiastic about discovering every new life form you can.
There's also a big potential for arrogance among the Simic; as a group that is pushing evolution - both of its members and its creations, to the extent that there's even a distinction there - you might see members of other guilds as needlessly stubborn and, well, unevolved. When you see other mortal races, do you think of them as merely species that will one day go extinct?
Granted, you can also have a much more optimistic and altruistic view of things - you might see things like poverty and disease as something that will one day be overcome by the march of evolution and progress. You might not be terribly sentimental about individuals, but have high hopes for Ravnica as a whole. Likewise, you might not know what the future looks like, but you do have faith that Ravnica will be better as time goes on.
Likewise, given that you probably associate with many hybrid creations - mixes of human, elf, vedalken, and maybe fish, lizard, and other creatures - you might have a great tolerance for diversity and be in a better position to interact with beings that are very different from you.
Fighting for the Boros Legion - Class Options in Ravnica
Moving on from the Dimir to a guild that is more or less the direct opposite (they don't share any Magic colors, though that could also be said of the Selesnya and the Gruul,) the Boros Legion is one of the most visible guilds in Ravnica.
As an army on what is essentially a politically-unified plane, the Boros really act more as a police force - but one that is backed not only by a fully-armed military corps, but also flights of angels. The Boros are zealous in fighting evil, which of course means that they can sometimes become overenthusiastic.
Alignment:
The Boros are going to fit very strongly into the Lawful Good alignment. To what extent you want to skew lawful or good is up to you - at its best, Boros is the most classically "good guy hero" guild you can join in Ravnica. But being heavily-armed law enforcement also means that there's a potential for abuse and brutality.
In Magic, the Boros colors are White and Red. Boros' White affiliations - with law and order and moral fortitude - are pretty obvious, but it's important to remember the zealous passion that Red brings to the table, not to mention the destructive power that the Boros are willing and eager to employ against their foes.
The Classes:
As with any guild, some classes will probably make less sense with the Boros, though you and your DM will ultimately be the ones to decide whether it fits.
Barbarian:
The zealous nature of the Boros makes a Path of the Zealot Berserker (Xanathar's Guide to Everything) an obvious fit for the guild. But Berserkers also work quite well, as the Boros are happy to recruit anyone who wants a good fight.
Bard:
I'd flavor a Boros Bard as something like a military drummer or fife-player - someone who gets the troops riled up. Colleges of Valor, Lore, and Blades probably all work here to varying extents.
Cleric:
War domain is a pretty solid choice here, though I think Light and Forge domains also work quite well. The Boros are to a certain extent religious (they are led by Angels after all) and so Clerics are probably welcome members of any Boros platoon. While the Order domain, coming in Guildmaster's Guide to Ravnica, is probably more for the Azorius, it could probably fit here as well.
Druid:
Druids probably don't fit terribly well within the Boros Legion (mentioning the Magic colors again, this is probably going to be the case for any non-Green guild.)
Fighter:
Boros is a great place for Fighters, considering how much they value martial aptitude. The only ones I might not include are the magic-based Fighters - the Eldritch Knight and Arcane Archers. Boros magic is largely divine in nature, and these two are more arcane. Battlemasters are maybe the most appropriate choice here, given the Boros' emphasis on tactics and coordination.
Monk:
With the dedication to martial service, most Monks probably work very well for the Boros. In particular, I think that the Sun Soul path monks are very on-brand for this guild. But Open Fist, Four Elements, and Kensai probably all work for it as well. I'd stay away from Shadow and Long Death monks, though.
Paladin:
Much as Dimir is the Rogue guild, Boros is the Paladin guild. We're talking about marching armies led by angels. I'd say that most Paladin oaths work here, but Devotion, Vengeance, and the Crown (Sword Coast Adventurer's Guide) are probably the best fits. On the other hand, Conquest is probably too dark, Redemption might be too pacifistic, and Oathbreakers would probably have been kicked out of the guild.
Ranger:
I could maybe imagine a Ranger serving as some kind of special investigator or bounty hunter, but I think that a Dex-based fighter will probably fit better with the Boros than a Ranger if you want to fight with a bow.
Rogue:
Not exactly known for their subtlety, most Rogues are probably not going to fit terribly well with the Boros. If you want to play up the beat-cop angle of the Boros, Inquisitives might be a good option. Swashbucklers and Scouts could also possibly fit.
Sorcerer:
Generally I think Boros would steer away from most arcane magic, though I could see a Dragon Soul Sorcerer working, and certainly a Divine Soul one as well. Other types might fit better in other guilds.
Warlocks:
Generally, making secret deals with powerful entities is not really standard operating procedure for the Boros, but I could see a Celestial Patron providing assistance to a Boros Warlock. The other patrons probably don't really work as well.
Wizards:
Ok, maybe I'm not quite right about the type of magic. But in terms of what kinds of spells they cast, I do think the Boros are not very into subtlety. That means Evocation or Abjuration would both be great options for them. War Magic (Xanathar's) would also work quite well.
The Legion Marches On:
The Boros are probably the easiest guild in which to play a straight-up heroic good guy. But there's some nuance there that you can mine for interesting character choices. For one thing, are you a soldier or a cop? The Boros kind of blur the distinction there, and that can complicate matters.
The Boros seem to rarely question if they're right, and that can lead to catastrophic mistakes. Another element to consider is that if you're one of the Boros, you probably have a tight-knit relationship with your comrades in arms. You've fought alongside members of other races, and that might put you in unconventional pseudo-families.
Are you in it for glory, to do the right thing, or just because this is a more socially acceptable way to unleash your violent urges?
You can certainly play your Boros character as a bit Lawful Stupid, but there's also a lot of room for clever investigator types, or grizzled military veterans. You can even be something of a noir-ish detective. Your badge signifies authority, but you're expected to enforce that authority.
As an army on what is essentially a politically-unified plane, the Boros really act more as a police force - but one that is backed not only by a fully-armed military corps, but also flights of angels. The Boros are zealous in fighting evil, which of course means that they can sometimes become overenthusiastic.
Alignment:
The Boros are going to fit very strongly into the Lawful Good alignment. To what extent you want to skew lawful or good is up to you - at its best, Boros is the most classically "good guy hero" guild you can join in Ravnica. But being heavily-armed law enforcement also means that there's a potential for abuse and brutality.
In Magic, the Boros colors are White and Red. Boros' White affiliations - with law and order and moral fortitude - are pretty obvious, but it's important to remember the zealous passion that Red brings to the table, not to mention the destructive power that the Boros are willing and eager to employ against their foes.
The Classes:
As with any guild, some classes will probably make less sense with the Boros, though you and your DM will ultimately be the ones to decide whether it fits.
Barbarian:
The zealous nature of the Boros makes a Path of the Zealot Berserker (Xanathar's Guide to Everything) an obvious fit for the guild. But Berserkers also work quite well, as the Boros are happy to recruit anyone who wants a good fight.
Bard:
I'd flavor a Boros Bard as something like a military drummer or fife-player - someone who gets the troops riled up. Colleges of Valor, Lore, and Blades probably all work here to varying extents.
Cleric:
War domain is a pretty solid choice here, though I think Light and Forge domains also work quite well. The Boros are to a certain extent religious (they are led by Angels after all) and so Clerics are probably welcome members of any Boros platoon. While the Order domain, coming in Guildmaster's Guide to Ravnica, is probably more for the Azorius, it could probably fit here as well.
Druid:
Druids probably don't fit terribly well within the Boros Legion (mentioning the Magic colors again, this is probably going to be the case for any non-Green guild.)
Fighter:
Boros is a great place for Fighters, considering how much they value martial aptitude. The only ones I might not include are the magic-based Fighters - the Eldritch Knight and Arcane Archers. Boros magic is largely divine in nature, and these two are more arcane. Battlemasters are maybe the most appropriate choice here, given the Boros' emphasis on tactics and coordination.
Monk:
With the dedication to martial service, most Monks probably work very well for the Boros. In particular, I think that the Sun Soul path monks are very on-brand for this guild. But Open Fist, Four Elements, and Kensai probably all work for it as well. I'd stay away from Shadow and Long Death monks, though.
Paladin:
Much as Dimir is the Rogue guild, Boros is the Paladin guild. We're talking about marching armies led by angels. I'd say that most Paladin oaths work here, but Devotion, Vengeance, and the Crown (Sword Coast Adventurer's Guide) are probably the best fits. On the other hand, Conquest is probably too dark, Redemption might be too pacifistic, and Oathbreakers would probably have been kicked out of the guild.
Ranger:
I could maybe imagine a Ranger serving as some kind of special investigator or bounty hunter, but I think that a Dex-based fighter will probably fit better with the Boros than a Ranger if you want to fight with a bow.
Rogue:
Not exactly known for their subtlety, most Rogues are probably not going to fit terribly well with the Boros. If you want to play up the beat-cop angle of the Boros, Inquisitives might be a good option. Swashbucklers and Scouts could also possibly fit.
Sorcerer:
Generally I think Boros would steer away from most arcane magic, though I could see a Dragon Soul Sorcerer working, and certainly a Divine Soul one as well. Other types might fit better in other guilds.
Warlocks:
Generally, making secret deals with powerful entities is not really standard operating procedure for the Boros, but I could see a Celestial Patron providing assistance to a Boros Warlock. The other patrons probably don't really work as well.
Wizards:
Ok, maybe I'm not quite right about the type of magic. But in terms of what kinds of spells they cast, I do think the Boros are not very into subtlety. That means Evocation or Abjuration would both be great options for them. War Magic (Xanathar's) would also work quite well.
The Legion Marches On:
The Boros are probably the easiest guild in which to play a straight-up heroic good guy. But there's some nuance there that you can mine for interesting character choices. For one thing, are you a soldier or a cop? The Boros kind of blur the distinction there, and that can complicate matters.
The Boros seem to rarely question if they're right, and that can lead to catastrophic mistakes. Another element to consider is that if you're one of the Boros, you probably have a tight-knit relationship with your comrades in arms. You've fought alongside members of other races, and that might put you in unconventional pseudo-families.
Are you in it for glory, to do the right thing, or just because this is a more socially acceptable way to unleash your violent urges?
You can certainly play your Boros character as a bit Lawful Stupid, but there's also a lot of room for clever investigator types, or grizzled military veterans. You can even be something of a noir-ish detective. Your badge signifies authority, but you're expected to enforce that authority.
Serving House Dimir - Class Options in Ravnica
Guildmaster's Guide to Ravnica is coming in less than a month (or slightly more if you aren't getting it at a game store) and I'm ridiculously excited. This is probably the setting beside my own homebrew (or my friend's homebrew setting) I'm most excited to run something in, because Ravnica has been a big influence on me (along with all of Magic.)
As an exercise, I figured I'd go through each of the guilds and talk about what options would make sense for various classes. While I usually like to save my favorites for last, I decided to just rip the band-aid off and talk about my favorite guild first - House Dimir.
Note that the book itself will probably have some suggestions on what classes to play in which guild, and I don't have access to the specific mechanics behind these guild affiliations. But it's clear that certain character types work better for certain guilds. Let's explore! But first, let's talk House Dimir.
Lore of the House:
When the original Guildpact was written, there were nine guilds mentioned. House Dimir, founded by the psychic vampire Szadek, was part of that magical accord, but it was left out of any documentation. And that is because secrets, more than anything, define House Dimir. Many agents are not even aware that they work for the House, and those who do exist in heavily compartmentalized cells, knowing only as much as they need to know so that they cannot spill the secrets of the guild.
In more recent years, the Dimir have come out of the shadows to an extent, providing service as couriers and librarians within the city. Dimir hoards information like other guilds might hoard gold. But one can probably feel confident that the Dimir are still hard at work behind the scenes.
Alignment:
Magic's color wheel (something the books will ignore in favor of D&D-style alignment) is a bit more nuanced when it comes to good and evil, but in general I think one could describe House Dimir as Neutral Evil, with an emphasis on neutral. Your character might skew more toward the evil side or more toward the neutral or even possibly good side. The main thing is that the Dimir do not trust the other guilds to keep Ravnica safe. At its most wicked, the Dimir wish to control everything. At their most altruistic, they believe themselves the only ones capable of identifying insidious threats that could spell doom for the plane.
In Magic, Dimir is the Blue and Black guild. While Black is going to cover much of the assassination and thought-destruction the Dimir employ, the Blue aspect to the guild is equally important - the obsession with information and using intelligent tricks and traps to evade detection.
The Classes:
Dimir, being obsessed with subtlety, are not going to make a great amount of sense with some classes. That being said, because they employ agents everywhere, you can always make the very reasonable argument that you have apparent membership in one guild but are in fact an undercover Dimir agent, meaning every option is open to you (except maybe Paladin oaths where you can't lie.)
Barbarian:
This is one class that will struggle hard to fit in with the Dimir. House Dimir's greatest value is subtlety, and Barbarians are anything but. I might consider an Ancestral Guardian Barbarian as a possibility, using the House's many ghostly spirits as the spirits that aid the Barbarian, but even this is a stretch.
Bard:
The College of Whispers, from Xanathar's Guide to Everything, is about as Dimir as you can get. Addling the mind with Bardic magic and stealing peoples' shadows to imitate them is all very on brand. The College of Glamour could also fit to a lesser extent.
Cleric:
Here I think Knowledge and Trickery domains both work fairly well. If your DM allows Death domain, that could also work. Clerics are probably not going to be found as frequently in the Dimir, though.
Druid:
Generally there's very little overlap between Druids and the Dimir.
Fighter:
Once again, you might need to stretch things a little to justify a Fighter. An Arcane Archer who works as an assassin could be a pretty good option, but most melee-built Fighters are probably not going to be subtle enough to really work for the Dimir.
Monks:
Shadow Monks are a natural fit here, though I'd also argue that the Drunken Master, which is an inherently deceptive monastic tradition, actually works quite well. The Way of the Long Death from Sword Coast Adventurer's Guide could also work well here.
Paladins:
Like Barbarians, Paladins are rarely subtle, which would generally not make them a terribly good fit. That said, if your DM allows Oathbreaker Paladins, you could easily be some former Boros or Azorius member who has maybe been blackmailed or corrupted by your Dimir handler.
Ranger:
Rangers in general I actually think fit decently, but none so good as a Gloomstalker. You could easily flavor your Ranger as some kind of bounty-hunter or private investigator, a service that the Dimir would be happy to employ.
Rogue:
House Dimir is essentially the Rogue guild, so just about every option would work here. Mastermind is probably the best roguish archetype for the guild's flavor, but Assassins, Thieves, and Arcane Tricksters are also pretty strong choices. The only one I'd hesitate to take is Swashbuckler, which again, is not terribly subtle in style.
Sorcerer:
I could possibly see a Shadow sorcerer as a good option for the Dimir, but given their focus on knowledge and the acquisition of information, you'll probably want to go more in the Wizard direction for pure spellcasters.
Warlock:
Given the use of "horrors," as a creature type and a tendency to muck around in peoples' minds, I think that the Great Old One patron makes a lot of sense for the Dimir. Undying might also work - your patron could be the now-ghostly vampire Szadek. Mask of Many Faces is practically a must as far as invocations go.
Wizard:
The schools of Illusion, Divination and Enchantment are probably the most obvious fits here. Again, being able to muck with peoples' minds is going to be a strong choice for any Dimir Wizard, as well as being able to gather information. One could also go Necromancy, as the Dimir are known to employ skeletal and ghostly spies.
The House Always Wins:
Some RP suggestions I might have for Dimir players: One is to not tell the other party members which guild you're in. Perhaps your wizard claims to be an Izzet researcher, or your Rogue puts on the manic frenzy of a Rakdos thug.
I also think you should work out with your DM some alternative goal that you're supposed to accomplish that you don't share with the rest of the party. Maybe the Azorius have hired your party to recover some stolen relic, but your actual mission from your Dimir superiors is to instead hide it away in one of their hidden vaults.
I would also emphasize that the Dimir really do think they know best. The entire mindset of an illuminati world-controlling conspiracy like what the Dimir strive to be is that they don't just do it out of greed or lust for power - a Good-aligned Dimir character might simply believe that if they don't control everything, the world will fall apart, giving you some interesting potential character flaws as well as more sympathetic motivations.
In terms of alignment, while Dimir suggest insidiousness and malevolence, Dimir's "evil" is less born of malice and more born out of a ruthless pragmatism. The Dimir are secretive, but they are also the best-equipped guild for discovering secrets. Indeed, in the latest card set (Guilds of Ravnica at the time of this post,) the Dimir are actually one of the most active "good guys" of the set, as they used their vast network of spies implanted in the other guilds to sabotage the similarly insidious threat of Nicol Bolas, one of Magic's primary "big bad" antagonists that span the 25-year history of the game.
Now that they're officially confirmed as a real guild after the events of the original Ravnica block, House Dimir serves a city function like the other guilds, in this case often acting as couriers, librarians, and reporters. You could easily have a heroic Dimir journalist character who uses the guild's resources to infiltrate corrupt institutions and discover what crimes are being held from the public. As a Dimir Operative, you're perfectly positioned to be the one who first discovers the plots of your campaign's big bad and bring it to the attention of your party or even the general public.
If you want a character with such noble intentions but you still want to retain the guild's edge, you can simply have them use unscrupulous means to do so. If you're a caster, enchantment magic might give you a creepier vibe than, say, illusion magic, though you're probably going to be using a mix of both. If you're not a caster (in which case I'd guess you're a rogue,) you might spend a long time gathering information on a target location, perhaps shadowing someone who works there and either intimidating or coercing them in some way into giving you access.
As an exercise, I figured I'd go through each of the guilds and talk about what options would make sense for various classes. While I usually like to save my favorites for last, I decided to just rip the band-aid off and talk about my favorite guild first - House Dimir.
Note that the book itself will probably have some suggestions on what classes to play in which guild, and I don't have access to the specific mechanics behind these guild affiliations. But it's clear that certain character types work better for certain guilds. Let's explore! But first, let's talk House Dimir.
Lore of the House:
When the original Guildpact was written, there were nine guilds mentioned. House Dimir, founded by the psychic vampire Szadek, was part of that magical accord, but it was left out of any documentation. And that is because secrets, more than anything, define House Dimir. Many agents are not even aware that they work for the House, and those who do exist in heavily compartmentalized cells, knowing only as much as they need to know so that they cannot spill the secrets of the guild.
In more recent years, the Dimir have come out of the shadows to an extent, providing service as couriers and librarians within the city. Dimir hoards information like other guilds might hoard gold. But one can probably feel confident that the Dimir are still hard at work behind the scenes.
Alignment:
Magic's color wheel (something the books will ignore in favor of D&D-style alignment) is a bit more nuanced when it comes to good and evil, but in general I think one could describe House Dimir as Neutral Evil, with an emphasis on neutral. Your character might skew more toward the evil side or more toward the neutral or even possibly good side. The main thing is that the Dimir do not trust the other guilds to keep Ravnica safe. At its most wicked, the Dimir wish to control everything. At their most altruistic, they believe themselves the only ones capable of identifying insidious threats that could spell doom for the plane.
In Magic, Dimir is the Blue and Black guild. While Black is going to cover much of the assassination and thought-destruction the Dimir employ, the Blue aspect to the guild is equally important - the obsession with information and using intelligent tricks and traps to evade detection.
The Classes:
Dimir, being obsessed with subtlety, are not going to make a great amount of sense with some classes. That being said, because they employ agents everywhere, you can always make the very reasonable argument that you have apparent membership in one guild but are in fact an undercover Dimir agent, meaning every option is open to you (except maybe Paladin oaths where you can't lie.)
Barbarian:
This is one class that will struggle hard to fit in with the Dimir. House Dimir's greatest value is subtlety, and Barbarians are anything but. I might consider an Ancestral Guardian Barbarian as a possibility, using the House's many ghostly spirits as the spirits that aid the Barbarian, but even this is a stretch.
Bard:
The College of Whispers, from Xanathar's Guide to Everything, is about as Dimir as you can get. Addling the mind with Bardic magic and stealing peoples' shadows to imitate them is all very on brand. The College of Glamour could also fit to a lesser extent.
Cleric:
Here I think Knowledge and Trickery domains both work fairly well. If your DM allows Death domain, that could also work. Clerics are probably not going to be found as frequently in the Dimir, though.
Druid:
Generally there's very little overlap between Druids and the Dimir.
Fighter:
Once again, you might need to stretch things a little to justify a Fighter. An Arcane Archer who works as an assassin could be a pretty good option, but most melee-built Fighters are probably not going to be subtle enough to really work for the Dimir.
Monks:
Shadow Monks are a natural fit here, though I'd also argue that the Drunken Master, which is an inherently deceptive monastic tradition, actually works quite well. The Way of the Long Death from Sword Coast Adventurer's Guide could also work well here.
Paladins:
Like Barbarians, Paladins are rarely subtle, which would generally not make them a terribly good fit. That said, if your DM allows Oathbreaker Paladins, you could easily be some former Boros or Azorius member who has maybe been blackmailed or corrupted by your Dimir handler.
Ranger:
Rangers in general I actually think fit decently, but none so good as a Gloomstalker. You could easily flavor your Ranger as some kind of bounty-hunter or private investigator, a service that the Dimir would be happy to employ.
Rogue:
House Dimir is essentially the Rogue guild, so just about every option would work here. Mastermind is probably the best roguish archetype for the guild's flavor, but Assassins, Thieves, and Arcane Tricksters are also pretty strong choices. The only one I'd hesitate to take is Swashbuckler, which again, is not terribly subtle in style.
Sorcerer:
I could possibly see a Shadow sorcerer as a good option for the Dimir, but given their focus on knowledge and the acquisition of information, you'll probably want to go more in the Wizard direction for pure spellcasters.
Warlock:
Given the use of "horrors," as a creature type and a tendency to muck around in peoples' minds, I think that the Great Old One patron makes a lot of sense for the Dimir. Undying might also work - your patron could be the now-ghostly vampire Szadek. Mask of Many Faces is practically a must as far as invocations go.
Wizard:
The schools of Illusion, Divination and Enchantment are probably the most obvious fits here. Again, being able to muck with peoples' minds is going to be a strong choice for any Dimir Wizard, as well as being able to gather information. One could also go Necromancy, as the Dimir are known to employ skeletal and ghostly spies.
The House Always Wins:
Some RP suggestions I might have for Dimir players: One is to not tell the other party members which guild you're in. Perhaps your wizard claims to be an Izzet researcher, or your Rogue puts on the manic frenzy of a Rakdos thug.
I also think you should work out with your DM some alternative goal that you're supposed to accomplish that you don't share with the rest of the party. Maybe the Azorius have hired your party to recover some stolen relic, but your actual mission from your Dimir superiors is to instead hide it away in one of their hidden vaults.
I would also emphasize that the Dimir really do think they know best. The entire mindset of an illuminati world-controlling conspiracy like what the Dimir strive to be is that they don't just do it out of greed or lust for power - a Good-aligned Dimir character might simply believe that if they don't control everything, the world will fall apart, giving you some interesting potential character flaws as well as more sympathetic motivations.
In terms of alignment, while Dimir suggest insidiousness and malevolence, Dimir's "evil" is less born of malice and more born out of a ruthless pragmatism. The Dimir are secretive, but they are also the best-equipped guild for discovering secrets. Indeed, in the latest card set (Guilds of Ravnica at the time of this post,) the Dimir are actually one of the most active "good guys" of the set, as they used their vast network of spies implanted in the other guilds to sabotage the similarly insidious threat of Nicol Bolas, one of Magic's primary "big bad" antagonists that span the 25-year history of the game.
Now that they're officially confirmed as a real guild after the events of the original Ravnica block, House Dimir serves a city function like the other guilds, in this case often acting as couriers, librarians, and reporters. You could easily have a heroic Dimir journalist character who uses the guild's resources to infiltrate corrupt institutions and discover what crimes are being held from the public. As a Dimir Operative, you're perfectly positioned to be the one who first discovers the plots of your campaign's big bad and bring it to the attention of your party or even the general public.
If you want a character with such noble intentions but you still want to retain the guild's edge, you can simply have them use unscrupulous means to do so. If you're a caster, enchantment magic might give you a creepier vibe than, say, illusion magic, though you're probably going to be using a mix of both. If you're not a caster (in which case I'd guess you're a rogue,) you might spend a long time gathering information on a target location, perhaps shadowing someone who works there and either intimidating or coercing them in some way into giving you access.
Subscribe to:
Posts (Atom)