guilds of ravnica
the ten guilds are the lifeblood of the great cities, making up the foundation of their society, the guilds are voluntary associations led by guild masters in each city
azorius senate is the executive, judicial, and legislative guild
boros legion is the air force, army, and navy guild
house dimir is the intelligence, secret police, and espionage guild
gruul clans is the defend, scout, and tame the border guild
izzet league is the civil and private engineering and maintenance guild
simic combine is the biological research and development guild
orzhov syndicate is the religious, banking, and supply guild
cult of rakdos is entertainment, rest, and recreation guild
selesnya conclave is the agricultural, water, and environmental maintenance guild
golgari swarm is the sanitation, reclamation, and waste disposal guild
citizens of the great cities aren’t born into guilds, an individual can choose to belong to any guild — or no guild at all
guild membership
you establish your character’s membership in a guild by choosing that guild’s background
the guildless
the guilds might be considered the heart and soul of the great cities, but they are a small minority of what makes up the city, most citizens choose not to join a guild, the numbers of the guildless include people engaged in a wide variety of trades and services that aren’t managed and regulated by the guilds, from baking to cartography, university professors, guides, traders, and bartenders might all be guildless, criminal gangs set themselves up as rivals to the guilds and even military forces operate independent of guild control, serving as neighborhood police forces or mercenaries for hire, about five-sixths of a great city’s population is guildless
azorius senate
as the executive, judicial, and legislative guild, the azorius senate brings order from chaos, without the extensive legal code crafted and enforced by the azorius, society would crumble, transforming the great cities into a field of rubble where the savages can do as they please
inside the senate
the azorius senate is supported by three branches, called columns, each led by an capitals, the capitals of the three columns form the triumvirate , which advises their guildmaster, the supreme executive in each city
the sova column consists of judges and the extensive legal apparatus surrounding them, it is tasked with adjudicating and arbitrating the effects of the law, the column employs legal aides, pages, librarians, experts on precedent, advocates for the accused, public prosecutors, and judges
the jelenn column writes and enacts the laws of the great cities, involving the efforts not just of the designated legislators but also a network of bureaucrats: aides, writers, researchers, lobbyists, clerks, and so on.
the lyev column enforces the law as a police force, the many-leveled hierarchy of the lyev column includes arresters, enforcers, investigators, officers, and law mages
rank and renown
by gaining renown as a member of the azorius senate, you can advance within the guild, promotion through the ranks requires the approval of a superior officer, advancement is a reward for services rendered to the guild, rather than an automatic consequence of increased renown but that definitely helps
rank 0: recruit
prerequisite: renown 0 or higher in azorius senate
your specific title depends on your role in the guild
in the sova column you assume the title of solicitor recruit
in the lyev column you become an officer recruit
in the jelenn column you become a scribe recruit
most of the time you are just called recruit or just fng
you earn a living at a poor rate when you chose to work
rank 1: members
prerequisite: rank 0 and renown 5 or higher in azorius senate
your specific title depends on your role in the guild
in the sova column you assume the title of solicitor
in the lyev column you become an officer
in the jelenn column you become a scribe
in most cases you run a unit of ten recruits of your type
you gain an azorius charm at the start of each mission you undertake on the senate’s behalf
you earn a living at a modest rate when you chose to work
rank 2: official
prerequisite: rank 1 and renown 9 or higher in azorius senate
your specific title depends on your role in the guild
in the sova column you assume the title of senior solicitor
in the lyev column you become a senior officer
in the jelenn you become a senior scribe
as an azorius official, you can call on your section of 10 members for official duties
you earn a living at a comfortable rate when you chose to work
rank 3: authority
prerequisite: rank 2 and renown 13 or higher in the azorius senate
your new title depends on your broader interests as they relate to one of the three columns of the
if you were a senior solicitor you become a judge
if you are an senior officer, you become a marshal
if you are a deputy scribe, you become a legislator
as an authority, you can call on 10 officials of your column for official duties
you earn a living at a wealthy rate when you chose to work
rank 4: director
prerequisite: rank 3 and renown 17 or higher in the azorius senate
regardless of your column you become a director
as a director you can call on ten authority for official duties
you earn a living at a noble rate when you chose to work
rank 5: capital
prerequisite: rank 4 and renown 21 in the azorius senate, speak, read, and write daelkyr
there are six capitals in the lyev column, three capitals in the jelenn column and one capital in the sova column
as a director you can call on ten directors of your column for official duties
you earn a living at a royat rate when you chose to work
rank 6: exective
prerequisite: rank 5 and renown 25 in the azorius senate, speak, read, and write daelkyr
there are six exectives in the lyev column, three exectives in the jelenn column and one exective in the sova column
as a exective you can call on ten capitals of your column for official duties
you earn a living at a semi-divine rate when you chose to work
rank 7: supreme executive
prerequisite: rank 5 and renown 29 in the azorius senate, speak, read, and write daelkyr, only 1 per great city
as a supreme executive you can call on all ten capitals for official duties
you earn a living at a divine rate when you chose to work
boros legion
clad in shining armor the soldiers of the boros legion take up steel against the forces that gnaw at the walls of civilization, from garrisons in civilization disciplined, stalwart soldiers are dispatched to stand firm against the enemies of the great cities
inside the boros legion
the boros legion actively defends civilization against all opposition, while not the only military force in civilization, the boros legion is the backbone of the great cities’ military forces, at any given time the legion is much larger than the nominally listed numbers as troops drift off and off of duty, duty away from the city in either an away army or navy is considered a prime assignment as the opportunity for pillage is always high
rank 0: name based on special role
prerequisite: renown 0 or higher in boros legion
you earn a living at a poor rate when you chose to work
this is in addition to the benefits of legion station
camp follower (special role)
prerequisite: renown 0 or higher in the boros legion
camp followers can requisition a mule, dagger, and spear, all marked with the legion's mark
you follow the legions doing whatever is required
you are only expected to fight in defense of the camp where you are expected to die in its defense
auxiliaries (special role)
prerequisite: renown 0 or higher in the boros legion
auxiliaries can requisition scalemail, and a tower shield, a short and spear all marked with the legion's mark, or no shield and a light crossbow and sixty crossbow bolts or other ranged weapons based on proficiency and a short sword, all marked with the legion's mark
if you can wear medium armor, want to fight, and don’t qualify for any other special role you are placed in the auxiliaries
equites (special role)
prerequisite: renown 0 or higher in the boros legion, proficient in animal handling and athletics, whatever other requirements your other role require
equites can requisition their mount marked with the legion's mark, equites are issued shields instead of tower shields
if you are an equites you must also fill an additional special role (other than sailor) as well, equites Legionnaires for instance
embermage (special role)
prerequisite: renown 0 or higher in the boros legion, spellcaster
embermages can requisition a dagger marked with the legion's mark
if you are a spellcaster preferring combat magic you can find a place as an embermage
legionnaire (special role)
prerequisite: renown 0 or higher in the boros legion
legionnaires can requisition chainmail, tower shield, and either a battleaxe, longsword, or warhammer all marked with the legion's mark
to be a legionnaire you must be proficient in heavy armor, spellcasters in heavy armor can become legionnaires, legionnaires draw an additional 1/3 pay when they chose to work
medic (special role)
prerequisite: renown 0 or higher in the boros legion
medics often have one or two additional special roles
medics can requisition dagger and a healer's kit all marked with the legion's mark
spellcasters preferring healing magic become medics
swiftblades (special role)
prerequisite: renown 0 or higher in the boros legion
swiftblades can requisition leather, dagger and spear all marked with the legion's mark
the swiftblades function as commandos, guerrillas, or scouts
to be a swiftblade you must be proficient in stealth and not have disadvantage on stealth checks
druids and rangers are often swiftblades
sailor (special role)
prerequisite: renown 0 or higher in the boros legion, whatever other requirements your role requires
sailors can not requisition equipment but can always book working passage on navel and most private vessels
if you are a sailor you must also fill an additional special role (other than equites, unless you have a fly speed) as well, sailor legionnaires for instance
all sailors with a swim speed or the ability to function underwater for at least a limited time draw an additional 1/3 pay when they chose to work
sunhome guard (special role)
prerequisite: rank 0, renown 3 or higher in the boros legion, legionnaire, lawful alignment
sunhome guard can requisition plate, tower shield, and either a battleaxe, longsword, or warhammer all marked with the legion's mark
members of the sunhome guard are responsible for the defense of sunhome, the boros guildhall in each great city
the motto of the sunhome guard is “no retreat and no surrender!”, with permanent exile from civilization being the punishment for violating it except in time of war then it is undead servitude for 200 years then death by disintegration
the sunhome guard is under one consul with ten armies of strictly legionaries
all members of the the sunhome guard draw pay at one lifestyle higher
rank 1: decanus
prerequisite: rank 0 and renown 5 or higher in the boros legion, you cannot be a camp follower
you command a squad of eight similar troops (legionnaires, auxiliaries, swiftblades, medics, embermages) including yourself, and two camp followers who never leave the camp
at this rank, you gain a boros charm at the start of each mission you undertake on the legion’s behalf
you earn a living at a modest lifestyle when you chose to work, this is in addition to the benefits of legion station
wojek (special role)
prerequisite: rank 1 or higher in the boros legion
the wojek league is responsible for policing the ranks of the legion, when members get carried away and abuse their authority, the wojek take on the tasks of investigating, apprehending, and punishing the malefactors, similarly, if members of the legion disappear (involuntarily or otherwise), wojek agents are typically the ones called to investigate
rank 2: centurion
prerequisite: rank 1 and renown 9. or higher in the boros legion, you cannot be an embermage, or medic, if you are a sailor you must be proficient with navigator’s tools
you lead a century of ten decanus with you acting as the first decanus
you earn a living at a comfortable rate when you chose to work, this is in addition to the benefits of legion station
rank 3: tribune
prerequisite: rank 2 and renown 13 or higher in the boros legion, you cannot be not an auxiliary
you have a cohort, ten centuries, under your command or their naval equivalent
you earn a living at a wealthy rate when you chose to work, this is in addition to the benefits of legion station
rank 4: legate
prerequisite: rank 3 and renown 17 or higher, you must be an equites or sailor
you have a legion, 10 cohorts, under your command or their navel equivalent
you earn a living at a noble rate when you chose to work, this is in addition to the benefits of legion station
rank 5: praetor
prerequisite: rank 4 and renown 21 in the boros legion, speak, read, and write daelkyr
as the head of an army/navy of the boros legion you have 10 legate and their legions and/or navies, at your command
you earn a living at a royal rate when you chose to work, this is in addition to the benefits of legion station
rank 6: consul
prerequisite: rank 5 and renown 25 in the boros legion, speak, read, and write daelkyr
you have 10 praetor and their legions and/or navies, at your command
you earn a living at a semi-divine rate when you chose to work, this is in addition to the benefits of legion station
rank 7: dictator
prerequisite: rank 6 and renown 29 in the boros legion, speak, read, and write daelkyr
as the head of the boros legion you have 10 consul and their legions and/or navies, at your command
you earn a living at a divine rate when you chose to work, this is in addition to the benefits of legion station
rules of the boros legion
when activated you must report for duty and fight as ordered
all lost, stolen, or damaged gear must be replaced if not lost in the line of duty
the recovery and return of boros legion property is considered a sacred duty
most other laws covered under roman legion discipline
cult of rakdos
as laid out in the guildpact, the cult of rakdos is intended to fulfill the great cities’ need for entertainment, rest, and relaxation, the guildpact prohibits the cult’s extermination, and its entertainments — even as dark and destructive as they sometimes are — hold broad appeal, from rowdy mobs who love to see the rakdos skewer the powerful elites to decadent socialites who come to the rakdos for even more illicit amusements, most of the great cities’ people don’t really want the rakdos to go away, as much as they might publicly protest otherwise
inside the cult
stages for rakdos performances appear on streets and plazas throughout the great cities every night, and they’re gone by morning — carried to and fro on the backs of of those with powerful builds, permanent establishments that cater to dark desires are tucked away in the both the seediest and the best neighborhoods of the great cities under the cult's protection and control
rank and renown
the performers who are well known within the guild also tend to be well known outside the guild, which means larger audiences, renown in the cult of rakdos is the difference between being a bit player in someone else’s performance and being the ringmaster of your own shows
rank 0: roadie
prerequisite: renown 0 or higher in cult of rakdos
you are part of the pack train that carries the stages and provides security along with other step and fetch duties
you earn a living at a wretched rate when you chose to work
rank 1: stagehand
prerequisite: renown 5 or higher in cult of rakdos
Just as it says, you set up and tear down stages along with other step and fetch duties
when needed you can get 3 roadies to help you
your status also means that you can venture into the depths of rix maadi, the lair of the cult of rakdos, to petition for a rakdos charm, the cult of rakdos can grant a charm with barely a thought, but your station in the guild doesn’t guarantee safe passage to or from the meeting
you earn a living at a squalid rate when you chose to work
rank 2: extra
prerequisite: renown 9 or higher in the cult of rakdos
really just a stagehand that has earned a place on the stage, but that’s the thrill of live theater!
when needed you can get 3 stagehand to help you
you earn a living at a poor rate when you chose to work
rank 3: sideshow act
prerequisite: rank 2 and renown 13 or higher in the cult of rakdos
you have gained a reputation within the cult of rakdos though you are still a long way from achieving top billing
you can get 3 extras to help you
you earn a living at a modest rate when you chose to work
rank 4: star performer
prerequisite: rank 3 and renown 17 or higher in the cult of rakdos
when you perform, you’re a star of the show, and often the climax of a night of revelry
when needed you can get 3 sideshow acts to help you.
you earn a living at a comfortable rate when you chose to work
blood witch (special role)
prerequisite: rank 4 or higher in the cult of rakdos
the spellcasting or pact magic class feature helps but is not technically required
as a blood witch, you are to torment a particular enemy of the guild, this enemy can be an individual, a family, an organization, or even an abstract concept
no matter what your rank becomes, being a blood witch increases your earnings by one lifestyle
rank 5: ringmaster
prerequisite: rank 4 and renown 21 or higher in the cult of rakdos
the show is yours to command
a troupe of 3 star performers are at your service
you earn a living at a wealthy rate when you chose to work
rank 6: producer
prerequisite: rank 6 and Renown 25 in the cult of rakdos
a circus of 3 ringmasters are at your service
you earn a living at a noble rate when you chose to work
rank 7 executive producer
prerequisite: rank 6 and Renown 29 in the cult of rakdos
the executive producer is the top rank in the cult of rakdos but it is said there are 666 of them in each great city
3 producers are at your service
you earn a living at a royal rate when you chose to work
gruul clans
the gruul clans are a savage people defending civilization from the savages, a loose affiliation of bands that squat on the fringes of civilization, they shun that which they see as a source of oppression and weakness, and instead haunt the ruins on the border of the wilderness, they don’t want to see the edifice of civilization torn down causing the world to revert to the pure wilderness that thrived before the cities grew, they understand the true order of nature can be an unbridled and brutal state in which only the strong survive and the strongest rule, constant ritualistic warfare reverberates among the clans and the savages, every skirmish reinforcing their doctrine of the survival of the fittest, they frequently send sorties into the civilized areas to secure goods — and some much needed rest and relaxation
inside the clans
as a collection of disparate clans, the gruul have no single leader and no single headquarters, but the gruul respect strength and are willing to follow a strong individual who points them in a direction they want to go anyway, here are descriptions of the clans:
burning tree
the burning tree clan is the most famous of the gruul clans, as well as the largest and most diverse, the fear and awe inspired by them unifies its diverse membership, the populace regards the symbol of the burning tree clan as the symbol for the entire gruul guild
ghor
the ghor clan is mostly goblins, hobgoblins, and others that speak goblin, led by hobgoblins, of all the clans, the ghor carry out the most frequent and vicious assaults on the savages, the clan is known for its audacity in forging encampments close to heavily populated savage settlements and far from civilization
scab
members of the scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbor within themselves, the clan has grown in influence in recent years, but the leader of the scabs, has not gone so far as to challenge the burning tree clan, you must have the tough feat to be a part of the scab clan
slizt
the slizt clan is a clutch of sly, skittish warriors, consisting largely of reptilian and amphibian humanoids, along with a few wily others that speak draconic, this clan survives by taking up hiding places and ambushing its enemies with ranged attacks, other gruul regard the slizt as skulkers, cowards, and cannibals, but nonetheless all are cautious when entering their areas, you must be able to speak and understand draconic to be a part of the slizt clan
gravel hide
the Gravel Hide clan believes that it alone is the truest measure of gruul strength, though a relatively new clan, its members have already earned a reputation for carrying off everything in sight, to qualify for the gravel hide clan you must have the powerful build racial trait
zhur-taa
the zhur-taa clan advocates an extreme interpretation of the old ways, zhur-taa druids are adept at summoning and training beasts as war-companions and mounts, and the clan’s warriors wade into battle alongside giant boars and other beasts, even wurms or hydras, you must be proficient in animal handling to be part of the zhur-taa clan
bolrac
the most selective of all the gruul clans, the bolrac clan denies membership to all without some form of darkvision, in the darkness the clan’s leadership appears to change frequently — sometimes daily, since battles for supremacy are as common as meals
trogs
some wandering nomads, known as trogs, find even the continual company of a clan to be too suffocating, so they spend most of their days alone in the wild places, these individuals are fierce, independent warriors who traverse the wilderness as apex predators, occasionally, they heed the call of the guildmaster to join in riots or festivals, but far more often they conduct their own ceremonies and celebrations in private
rank and renown
renown among the gruul could also be called glory — when you prove yourself in battle, you earn the respect of your fellows, with glory comes acceptance of your leadership and warriors willing to follow you into battle
rank 0: trog
prerequisite: renown 0 or higher gruul clan
you earn a living at a wrenched rate when you chose to work
rank 1: anarch
prerequisite: rank 0 and renown 5 or higher in gruul clan
when you carry out a mission on the guild’s behalf, a druid of your clan gives you a gruul charm at the start of the mission
you lead 3d6 trog in clan battles
you earn a living at a squalid rate when you chose to work
rank 2: proven
prerequisite: rank 1 and Renown 9 or higher in gruul clan
you lead 3d6 anarch and 3d6 trog in clan battles
you earn a living at a poor rate when you chose to work
rank 3: celebrated
prerequisite: rank 2 and renown 13 or higher in gruul clan
you lead 3d6 proven, 3d6 anarch, and 3d6 trog in clan battles
you earn a living at a modest when you chose to work
rank 4: chieftain
prerequisite: rank 3 and renown 17 or higher in gruul clan
you lead 3d6 celebrated, 3d6 proven, 3d6 anarch, and 3d6 trog in clan battles
you earn a living at a comfortable rate when you chose to work
rank 5: clan chieftain
prerequisite: rank 4 and Renown 21 or higher in gruul clan
you lead 3d6 chieftain, 3d6 celebrated, 3d6 proven, 3d6 anarch, and 3d6 trog, in clan battles
you earn a living at a noble rate when you chose to work
rank 6: great chieftain
prerequisite: rank 5 and renown 25 or higher in gruul clan
you lead 3d6 clan chieftain, 3d6 chieftain, 3d6 celebrated, 3d6 proven, 3d6 anarch, and 3d6 trog, in clan battles
there are 3d6 great chieftains in each tribe including the trog
you earn a living at a royal rate when you chose to work
golgari swarm
the teeming masses that compose the golgari swarm see themselves as pragmatic above all else, the original mandate of the golgari swarm was to maintain the great cities’ cleanliness as well as manage its waste, up to and including disposing of the dead, it is often said “eventually everyone goes to the golgari”
inside the swarm
the golgari swarm recognizes an unlimited number of monstrous as guild masters with and equally unlimited number of matkas supporting them, this is because assassination is seen as a perfectly valid means of effecting political change as is killing and eating ineffective leaders, the golgari swarm celebrates the growth and vibrancy of the natural world, but gives equal attention to nature’s facets of destruction, decay, and death, it finds allies and agents in the form of fungi, oozes, insects, diseases, and other unsavory aspects of nature, and it uses the power of nature to actively defend its place in the world, but the golgari have also learned patience from nature; they are content to work from the shadows, harnessing the energy that comes from decay while the civilization of the great cities slowly erodes and destroys itself, however, the golgari are neither surprised nor panicked by this, for they believe that all things eventually rot and die, and from this decay, new life blooms, as such, the golgari see the looming conflict as a necessary final push to bring about a new era, the golgari are always preparing for upheaval, they have sealed many of the passages leading into the undercity, making their territory seem like an impregnable subterranean fortress, within it, the golgari domain retains its grandeur, a mysterious and wondrous kingdom, the rare visitors who stumble into it are awed by its beauty and its aura of ancient power, palatial architecture fills cavernous sewer chambers, and luminescent spores float through the air to shed an otherworldly light on the moss-covered masonry, entering golgari territory feels like stepping into a secret world of dangerous beauty.
rank and renown
every member of the golgari swarm has its place, and every role is important to the proper functioning of the guild, your renown within the golgari is a direct measure of a guild master’s knowledge of you, its confidence in your abilities, and its interest in your activities
rank 0: shovel
prerequisite: renown 0 or higher in the golgari swarm
no one knows your name, so no one can say where you are or what you are doing
you earn a living at a wretched rate when you chose to work
rank 1: reclaimer
prerequisite: renown 5 or higher in the golgari swarm
you have distinguished yourself from the masses
when needed you can call in the aid of 3d6 shovels
you receive a golgari charm at the start of each mission you undertake on the guild’s behalf
you earn a living at a squalid rate when you chose to work
rank 2: agent
Prerequisite: Rank 1 and Renown 9 or higher in the golgari swarm
you can be trusted
when needed you can call in the aid of 3d6 reclaimer, and 3d6 shovel
you earn a living at a poor rate when you chose to work
ochran (special role)
prerequisite: rank 1 or higher in the golgari swarm, speak, read, and write kraul.
the ochran are assassins used to further the swarm's goals, most are dhampir
you can go up in rank earning two levels higher in lifestyle but losing all followers
rank 3: matka's favor
prerequisite: rank 2 and renown 13 or higher in the golgari swarm, the support of a matka
when needed you can call in the aid of 3d6 agents, 3d6 reclaimers, and 3d6 shovels
you earn a living at a modest rate when you chose to work
rank 4: advisor
Prerequisite: Rank 3 and Renown 17 or higher in the golgari swarm
when needed you can call in the aid of 3d6 matka's favors, 3d6 agents, 3d6 reclaimers, and 3d6 shovels
you earn a living at a comfortable rate when you chose to work
rank 5: high chancellor
prerequisite: Rank 4 and renown 21 or higher in the golgari swarm
when needed you can call in the aid of 3d6 advisors, 3d6 matka's favors, 3d6 agents, 3d6 reclaimers, and 3d6 shovels
you earn a living at a wealthy rate when you chose to work
rank 6: matka
prerequisite: rank 5 and Renown 25 or higher in the golgari swarm
when needed you can call in the aid of 3d6 high chancellors, 3d6 advisors, 3d6 matka's favors, 3d6 agents, 3d6 reclaimers, and 3d6 shovels
you earn a living at a noble rate when you chose to work
rank 7: monstrous
prerequisite: rank 6 and renown 29 or higher in the golgari swarm
when needed you can call in the aid of 3d6 matka, 3d6 high chancellors, 3d6 advisors, 3d6 monstrous favors, 3d6 agents, 3d6 reclaimers, and 3d6 shovels
while there are commonly over a hunhred or more monstrous in each great city, it is said the golgari kill and eat the monstrous on a fairly regular basis
you earn a living at a royal rate when you chose to work
house dimir
house dimir is civilization’s intelligence agency, secret police, and espionage masters, behind its facade of respectability lurks an association of spies, cops, and assassins, ss an intelligence agency its only official duty is to gather information and protect civilization’s secrets, in the name of doing that not even the azorius senate can interfere, secrecy is house dimir's best weapon, best defense, and way of life
inside the house
house dimir’s clandestine aspect is hidden from all but its most important members, the guildmaster, and his direct contacts guide and manipulate the covert operations of the guild, members of house dimir ultimately receive their orders from this source without having any idea of who issued the order or why
rank and renown
as you gain renown within house dimir, you will be rewarded with missions of increasing importance, at the start of your career, your orders include step-by-step instructions — or they consist of just a single task, you receive these instructions from your guild contact
rank 0: dimir informant
prerequisite: renown 0 or higher in house dimir
you receive a 21 cp per week stipend
rank 1: dimir operative
prerequisite: renown 5 or higher in house dimir
you gain a dimir charm at the start of each mission you undertake on the guild’s behalf
you are in charge of two dimir informants in the same faction as you
you receive a 63 cp per week stipend
rank 2: independent agent
prerequisite: renown 9 or higher in house dimir
you are in charge of two dimir operative in the same faction as you
you receive a 21 sp per week stipend
rank 3: collector of secrets
prerequisite: renown 13 or higher in house dimir
you are in charge of two dimir independent agents in the same faction as you
you acquire a spies’ murmur — a magic device that allows you to communicate telepathically with other dimir agents, if this item is lost or destroyed, it’s up to you to secure a replacement
you receive a 63 sp per week stipend
rank 4: inner circle
prerequisite: renown 17 or higher in house dimir
you are in charge of two dimir collector of secrets in the same faction as you
you receive a 21 gp week day stipend
rank 5: confidant
prerequisite: renown 21 or higher in house dimir
you are in charge of two dimir inner circle in the same faction as you
you receive a 63 gp week day stipend
rank 6: deputy director
Prerequisite: Renown 25 and Rank 5 or higher in house dimir
you are in charge of two dimir confidant in the same faction as you
you receive a 21 pp per week stipend
rank 7: director
prerequisite: renown 29 and rank 6 or higher in house dimir
you are in charge of two dimir deputy directors in the same faction as you
you receive a 63 pp per week stipend
rank 8: executive director
prerequisite: renown 32 and rank 7 or higher in house dimir
you are in charge of two dimir directors in the same faction as you
you receive a 210 pp per week stipend
rank 9: master director
prerequisite: renown 36 and rank 8 or higher in house dimir
you are in charge of two dimir master directors in the same faction as you
but you still have a dimir contact you answer to
you receive a 630 pp per week stipend
izzet league
the original mandate of the izzet guild was to provide engineering solutions for public and private works as well as maintenance for said works, the league’s most grandiose experiments typically concern public works projects and elemental experimentation, these efforts use a methodology that relies on unexpected outcomes as all results are informative, even if they completely defy expectations
inside the league
niv-mizzet, is a fifteen-thousand-year-old self editing research text, as it directs experiments throughout the guild it values results over success, accepting and even anticipating that izzet experiments will end in gloriously unpredictable ways, overseeing the daily operations of the guild is the purview of the izmundi, a board of directors that assembles teams from among the rank and file of the izzet league to carry out research according to niv-mizzet directions, the izmagnus is a smaller board with eight members (some members’ identities remain secret) who serve as niv-mizzet closest interpreters in each great city, the izzet league is organized into units designated as laboratories that specialize in certain fields of engineering, though they all operate under the general guidance of the izmundi, each laboratory is typically left alone to conduct its research, new fields of study emerge all the time, but the more established laboratories are each populated by hundreds of mages and their attendants, izzet laboratories function in a constant state of high energy that propels researchers from one experiment to the next, some grand-scale experiments draw on the resources of an entire laboratory, while others are a lone visionary’s labor of love
rank and renown
renown within the izzet league brings with it more responsibility in your chosen field of study, as well as an increasing ability to choose the activities that interest you, this greater responsibility and independence is reflected in a progression of ranks, from that of a mere attendant to a coveted position on the izmagnus
rank 0: izzet intern
prerequisite: renown 1 or higher in the izzet league
.you earn a living at a poor rate when you chose to work
researcher (special role)
prerequisite: rank 0 higher in the izzet league and either the spellcasting or pact magic class feature
scorchbringer (special role)
prerequisite: rank 0 higher in the izzet league
scorchbringer are muscle assigned to protect izzet laboratories and operations
maintenance (special role)
prerequisite: rank 0 higher in the izzet league
maintenance carries out the thankless task of keeping everything in proper working order
rank 1: izzet apprentice engineer
prerequisite: renown 1 or higher in the izzet league
if your director sends you on a mission outside the laboratory, you receive an izzet charm at the start of that mission
you supervise the services of eight interns
you earn a living at a modest rate when you chose to work
rank 2: engineer
prerequisite: rank 1 and renown 5 or higher in the izzet league
at this rank you are given projects that generally require the services of a team of eight izzet apprentice
you earn a living at a comfortable rate when you chose to work
rank 3: lead engineer
prerequisite: rank 2 and renown 9 or higher in the izzet league
whether you’re an accomplished researcher, a scorchbringer, or even a dedicated (and skilled) maintenance, you are eligible for promotion to a supervisor position
you oversee a section in a laboratory of eight engineer
you earn a living at a wealthy rate when you chose to work
rank 5: director
prerequisite: rank 4 and renown 17 or higher in the izzet league
runs a laboratory and directs the efforts of eight supervisors
you earn a living at a royal rate when you chose to work
rank 6: izmundi
prerequisite: rank 5 and renown 21 or higher in the izzet league
each one directs the efforts of eight directors
six to eight members (some members’ identities remain secret) who serve as niv-mizzet closest interpreters in each great city
you earn a living at a semi-divine rate when you chose to work
rank 7: izmagnus
prerequisite: Rank 6 and renown 25 or higher in the izzet league
the effective leader of the izzet league in each city
directs the efforts of eight izmundi plus its own laboratory with eight directors
you earn a living at a divine rate when you chose to work
orzhov syndicate
0rzhov is an organized crime syndicate with its fingers in businesses across every great city, the orzhov original function was to fill religious, financial, and supply with all three functions closely related, as the great cities dominant church, the orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who make tithes and donations, as the great cities principal bank, it stores and secures the riches of the city, collecting interest at high rates to expand its own wealth, as the quartermaster it always fills the people's needs in the slimmest way possible in order to sell even more at marked up prices, but its members truly believe that their work is necessary to the proper functioning of each of the great cities, the ghost council answers to an obzedat, thirteen of which leads the orzhov, founded the guild, and signed the guildpact, but it isn’t clear which members of the original obzedat might have faded from existence since then and which current members have joined since
inside the syndicate
the orzhov are ruled by the iron-fisted obzedat, a council consisting of the oldest and most powerful undead oligarchs. orzhov basilicas, businesses, and temples are scattered across each of the great cities, each one led by a ministrant with a staff of syndics and representatives, advokists maintain basilicas near azorius courts where business is always brisk, enforcers run businesses in ways that keep competition to the minimum, priests tend temples that are banking centers clothed in the trappings of religion, where lowly borrowers come to seek atonement for their sins and it is given in the form of debt and obligation
advokist
an advokist is one of the syndicate’s lawyers, with duties that include overseeing contracts, representing clients in azorius courts, and prosecuting those who fail to pay their debts
enforcer
an enforcer guards orzhov property and protect the guild’s business interests
priest
priests serve the orzhov syndicate by continues to maintain the outward appearance of a religious institution while running its banking and commerce empire
rank and renown
the orzhov adhere to a very strict power structure, with increasing rank comes a greater degree of leverage over those who occupy the ranks below you, promotion in the orzhov only happens when a spot opens up which is why so many must turn to undeath to live long enough to be promoted
rank 0: prospect
prerequisite: renown 0 or higher in the orzhov syndicate
you earn a living at a squalid rate five days a week, you would never work on temple day
rank 1: syndic
prerequisite: rank 0 and renown 5 or higher in the orzhov syndicate
each syndic have influence over five prospect
if you are sent on a mission and not just influenced, you receive an orzhov charm at the start of that mission
you earn a living at a wrenched rate five days a week, you would never work on temple day
rank 2: ministrant
prerequisite: rank 1 and renown 9 or higher in the orzhov syndicate
each ministrant has influence over five syndic
you earn a living at a poor rate five days a week, you would never work on temple day
rank 3: confessor
Prerequisite: Rank 2 and renown 13 or higher in the orzhov Syndicate
each confessor has influence over five ministrants
you earn a living at a modest rate five days a week, you would never work on temple day
rank 4: bishop
prerequisite: rank 3 and renown 17 or higher in the orzhov syndicate
each bishop has influence over five confessors
you earn a living at a comfortable rate five days a week, you would never work on temple day
rank 5: cardinal
prerequisite: rank 4 and renown 21 or higher in the orzhov syndicate
each cardinal has influence over five bishops
you earn a living at a wealthy rate five days a week, you would never work on temple day
rank 6: pontiff
prerequisite: rank 5 and renown 25 or higher in the orzhov syndicate, speak kraul
each pontiff has influence over five cardinals
you earn a living at a noble rate five days a week, you would never work on temple day
rank 7: ghoul
prerequisite: rank 6 and renown 29 or higher in the orzhov syndicate, undead, speak kraul
each ghoul has influence over five pontiff
you earn a living at a royal rate five days a week, you would never work on temple day
rank 8: ghost
prerequisite: rank 7 and renown 33 or higher in the orzhov syndicate, undead, speak kraul
your are one of the five undead on the ghost council that answers only to the godfather
each ghost has influence over five ghouls
you earn a living at a semi-divine rate five days a week, you would never work on temple day
rank 9: godfather
prerequisite: rank 8 and renown 37 or higher in the orzhov syndicate, undead, speak kraul
a godfather has influence the five ghosts on the ghost council
you earn a living at a divine rate five days a week, you would never work on temple day
rules of the orzhov
always be available to those with influence over you or have permission to not be
never accept or pay wages for work on temple days
never cooperate with an azorius senate investigation or discuss this thing of ours outside of the syndicate
selesnya conclave
at the signing of the original guildpact, the original mission of the conclave involved the feeding and watering all of civilization as well as providing breathable air where necessary, but its focus has long been on expanding its community, in which all members are cared for and nature is preserved in harmony with civilization
inside the conclave
the selesnya conclave is organized into enclaves called vernadi, which are communes built in tall garden towers, the vernadi are smaller versions of each great city’s guildhall, the great tower called vitu-ghazi, a voda is called forth from each vernadi to be the leader of the community, connecting the vernadi and its devotees with the will of the entire conclave, a voda is accessible to all the guild members in its care, you have regular contact with your voda, who knows your name and has a good idea of your interests, goals, and strengths, and since your voda is linked to the other guild masters, it’s safe to assume that the city’s guildmaster knows who you are as well, in addition to the voda, military and religious leaders in each vernadi regularly communicate with its members, ordinary members of the conclave spend a few hours every day training with a military instructor and studying with a religious teacher, in your search for communion with the worldsoul, you are part of a worldwide community, but you are also part of a smaller local community — an enclave called a vernadi, which is led by a voda, your role in the conclave is specifically oriented toward your vernadi, at least at the start of your career, your voda helps you in your process of discerning the will of the world soul and your place in relation to it, the selesnya conclave is both a community of worshipers and a militia, and thus its leadership includes both military, religious, and political figures
military roles
selesnya looks from the outside like a peaceful community, but it is also an army, unlike in the boros legion though, the conclave’s military units aren’t highly structured as each enclave has its own unique set of forces, a variety of special military roles become available to you as you prove yourself useful to your vernadi and the conclave
rank and renown
as you achieve greater renown in the guild, a variety of special roles become available to you.
rank 0: novice
prerequisite: renown 0 or higher in the selesnya conclave
you earn a living at a poor rate when you chose to work
votary (special role)
prerequisite: rank 0 or higher in the selesnya conclave
votaries are melee weapon armed defenders of the selesnya conclave
sagittar (special role)
prerequisite: rank 0 or higher in the selesnya conclave
sagittar are ranged weapon defenders of the selesnya conclave, , spellcasters other than clerics and druids form up with the sagittar
evangel (special role)
prerequisite: rank 0 or higher in the selesnya conclave
evangel are the cleric and druid defenders of the selesnya conclave
equenaut (special role)
prerequisite: rank 0 or higher in the selesnya conclave, proficiency in animal handling
equenaut are the mounted defenders of the selesnya concave, equenaut have a secondary special role of either votary, sagittar, or evangel
you must own a mount, the mount will get free food and boarding as long as you are a equenaut and draw an additonal 1/3 pay
rank 1: initiate
prerequisite: renown 1 or higher in the selesnya conclave
you can request that the voda of your vernadi bestow a selesnya charm on you before you undertake any mission on the guild’s behalf
leads 12 novices
you earn a living at a modest rate when you chose to work
rank 2: acolyte
prerequisite: rank 1 and renown 5 or higher in the selesnya conclave
leads 12 initiate
you earn a living at a comfortable rate when you chose to work
rank 3: guardian
prerequisite: rank 2 and renown 9 or higher in the selesnya conclave
leads 12 acolytes
you earn a living at a wealthy rate when you chose to work
rank 4: ledve guadians hierach
prerequisite: rank 3 and renown 13 or higher in the selesnya conclave
leads 12 guardians
you earn a living at a noble rate when you chose to work
rank 5: hierach
prerequisite: rank 4 and renown 17 or higher in the selesnya conclave
leads 12 ledev guardians
you earn a living at a royal rate when you chose to work
rank 6: vida
prerequisite: rank 5 and renown 21 or higher in the selesnya conclave
leads 12 hierachs
you earn a living at a semi-divine rate when you chose to work
rank 7: mat’selesyna
prerequisite: rank 6 and renown 25 or higher in the selesnya conclave
a mat’selesyna leads 12 vida with a hierach of loyal followers
you earn a living at a divine rate when you chose to work
simic combine
the mission of the simic combine is to oversee issues of public health and safety, but the simic have come to believe that complete health — of individuals and of society as a whole — depends on the mutual adaptation of nature and civilization to one another, thus, biological experimentation has become among its primary concerns, the simic combine is the national health services of the civilized who's very existence is considered a threat to the dragonmarked house jorasco and its profits
inside the combine
vast laboratories called zonots are the primary geographic divisions among the simic, a zonot is a distinct simic habitat with its own culture and ecosystem, as well as a leader called a speaker, the speakers of all the nine zonots in a great city form the speakers’ chamber, and they elect a prime speaker from among them to serve as the simic guildmaster of the great city, the simic guildhall, zameck, is a huge chamber that serves as the gathering place for all the speakers, as well as a location where non-simic visitors can meet with the prime speaker or other combine emissaries
technician
if you are a partial spellcaster, you can find a natural home among the simic as a technician, magically manipulating the forces of life and nature to shift the world toward the guild’s utopian ideal
guardian
as a nonspellcaster you function is still one of protecting the simic combine with your talents and skills as a guardian
luminary
as a full spellcaster you choose life as a luminary, supporting and protecting the simic combine with your talents, skills, and spellcasting abilities
rank and renown
tiers of responsibility and importance — functional ranks — create a hierarchy among the scientists of the simic combine
rank 0: scientist r0
prerequisite: renown 0 or higher in the simic combine
you earn a living at a poor rate when you chose to work
junior guardian
prerequisite: rank 0 or higher in the simic combine
junior luminary
prerequisite: rank 0 or higher in the simic combine
junior technician
prerequisite: rank 0 or higher in the simic combine
rank 1: scientist
prerequisite: rank 0 and renown 5 or higher in the simic combine
if your work for the guild requires it, a superior can equip you with a simic charm before you undertake a mission or an experiment on the guild’s behalf
you earn a living at a modest rate when you chose to work
guardian
prerequisite: Rank 1 or higher in the simic combine
you lead a group of nine junior guardians
luminary
prerequisite: rank 1 or higher in the simic combine
you lead a group of nine junior luminary
technician
prerequisite: rank 1 or higher in the simic combine
you lead a group of nine junior technicians
rank 2: scientist
prerequisite: rank 1 and renown 9 or higher in the simic combine
you earn a living at a comfortable rate when you chose to work
senior guardian
prerequisite: rank 2 or higher in the simic combine
you lead a group of nine guardians
senior luminary
prerequisite: rank 2 or higher in the simic combine
you lead a group of nine luminary
senior technician
prerequisite: rank 2 or higher in the simic combine
you lead a group of nine technicians
rank 3: project leader
prerequisite: rank 2 and renown 13 or higher in the simic combine
you lead a group of nine of some combination of senior guardian, senior luminary, and senior technicians
you earn a living at a wealthy rate when you chose to work
rank 4: clade leader
prerequisite: rank 3 and renown 17 or higher in the simic combine
you lead a group of nine section leader
you earn a living at a royal rate when you chose to work.
rank 5: speaker
prerequisite: rank 4 and renown 21 or higher in the simic combine
you lead a group of nine clade leaders
you are the speaker of a zonot, the selection of a new speaker (in the event of an existing speaker’s retiring, dying, or otherwise leaving the position) takes place through a combination of popular election, and the input of the nine speakers
you earn a living at a semi-divine rate when you chose to work
rank 7: prime speaker
prerequisite: rank 5 and renown 25 in the simic combine, a speaker of a zonot
the selection of a new prime speaker (in the event of an existing prime speaker retiring, dying, or otherwise leaving the position) takes place through a popular election by the nine current speakers, during each round of voting the speaker or speakers with the lowest vote total is dropped
you lead the group of nine speakers from zameck, the guildhall which is a tenth zonot of which you are the speaker in charge of eight clade leaders but very little actual research
you earn a living at a divine rate when you chose to work