BoLS logo Today's Tabletop & RPG News
Advertisement

MTG: Lore of the Multiverse – Guilds of Ravnica

6 Minute Read
Aug 9 2024
Advertisement

It takes a lot to keep the greatest city in the Multiverse running. In Ravnica, it requires the combined efforts of the Ten Guilds.

Welcome, Praetors and Planeswalkers, to our ongoing series about the people and places that help make Magic the Gathering incredible. From great heroes and deadly villains to gorgeous locales, the Multiverse constantly evolves to keep the game fresh. Even if you don’t know anything about the story, all the background drives your favorite cards from place to place. You can check out all the previous MTG goodness over here.

Ravnica Set Symbol

The majestic planewide city of Ravnica is a sight to behold. With buildings spanning as far as the eye can see, the average onlooker would not be able to see a city hanging by a thread. The fragile peace and stability in the City of Guilds is held together by ten powerful groups, the Guilds of Ravnica. Established millennia ago by ten powerful individuals called the Paruns, these guilds maintain order through a tenuous agreement called the Guildpact. While each guild has tried to find loopholes to jockey for power, they realize that it is only together that the city prevails. Dissension will only lead to destruction.

Azorius Senate (Blue/White)

Azorius Ravnica

Sitting at the head of Ravnica’s disciplinary community is the Azorius Senate. Founded by a sphinx lawmaker, the modern Azorius senators create and maintain the laws in Ravnica. They have even developed a form of magic that allows them to enforce their will on “lawbreakers.” They have lost many guild masters over the years to both murder and treachery but are currently controlled by the lawmage Lavinia. The Azorius work in a triple power, much like their symbol: one branch creates the laws, one enforces them, and the final punishes those who stray from them.

House Dimir (Blue/Black)

Dimir Ravnica

By all accounts, House Dimir does not exist. Secrets in Ravnica are carefully guarded for fear that “The Tenth Guild” might overhear. For their part, the Dimir prefer it this way. They have worked very hard to not exist, so the less people think about them, the better. The Dimir value secrecy so much, in fact, that the current guild master is unknown even by the guild’s members. They were behind many of the plots that nearly tore apart Ravnica and currently employ a network of spies, assassins, and shapechangers to see their ends met.

Cult of Rakdos (Black/Red)

Rakdos Ravnica

Every city needs menials, those willing to do the jobs no one else wants to do. Unfortunately for the Rakdos guild, one of those tasks is entertaining an ancient demon so he doesn’t destroy Ravnica. The Cult of Rakdos was founded by a demon of the same name, and it is the job of his cult to keep him entertained. Rakdos sleeps for years at a time, but when he wakes, he grows bored quickly. The Cult must perform acts of heightening peril and debauchery to keep him sated, up to and including murder.

Gruul Clans (Red/Green)

Gruul Ravnica

Even a great city like Ravnica has its rabble-rousers. However, unlike simple taggers or street gangs, the Gruul Clans are wild anti-civilization warriors bent on tearing down society. They fit into a precarious piece of the Guildpact of Ravnica: it is their job to keep the city’s expansion in check. The Clans were hoodwinked by Nicol Bolas and nearly destroyed Ravnica for him, but thankfully, their traitorous leader was slain, and the Cyclops Borborygmos retook control. They now await the return of the End-Raze, which will return the city to the wilds.

Selesnya Conclave (White/Green)

Selesnya Ravnica

The guardians of life on Ravnica, the Selesnya Conclave, are tasked with maintaining the plane’s history. They are also the guardians of Ravnica’s worldsoul, given life in their dryad patron. The Selesnya respect life above all things and try to avoid violence whenever possible. That made it all the more troubling when one-third of the symbiotic dryad siblings Trostani began to drive Ravnicans to murder.

Orzhov Syndicate (Black/White)

Orzhov Ravnica

The masters of business, bureaucracy, and coin, the Orzhov Syndicate is also known as the Church of Deals. This is where you go in Ravnica when you need something you can’t get anywhere else. Anything is available through them for the right price, and the Orzhov always collects. Even death doesn’t excuse your debts, and many are the ghosts haunting the street working off a debt to an Orzhov noble. At present, their guild master is dead, and their future is unclear.

Izzet League (Red/Blue)

Izzet Ravnica

When it comes to science and ingenuity on Ravnica, you need to look no further than the Izzet League. Founded by the dragon mage Niv-Mizzet, this group of mages cares for transportation and industry. They keep the city going with powerful machines and run their own experiments to improve their standing. For a while, their guild master was the Living Guildpact, making them the strongest guild on the plane.

Advertisement

Golgari Swarm (Green/Black)

Golgari Ravnica

All things rot, and from rot comes growth. That is the truth that the Golgari Swarm understands. This group of necromancers and shamans supply the poor of Ravnica with sustainable food sources while maintaining the city’s necropolis. Their guild master, an undead plant creature, is merely a figurehead; the real power of the guild has shifted constantly. This makes sense for a guild focused on the cycle.

Boros Legion (Red/White)

Boros Ravnica

While Azorius enforces the law on Ravnica, Boros upholds justice. A guild of soldiers, angels, and loyal spirits, the Boros Legion is Ravnica’s military arm. They follow fiery angels into battle and relish a good challenge. When Phyrexia invaded Ravnica, they were on the front lines. Unfortunately, this passion sometimes leads to impatience, as was the case when their guild master, Aurelia, almost started a war with Rakdos.

Simic Combine (Green/Blue)

Simic Ravnica

One of the strangest guilds on Ravnica, the biomancers of the Simic push the natural world to the next level. Charged with guarding the natural world, they force evolution on the native fauna to make sure it survives the expanding city. They even augment themselves, giving them flight, amphibious breathing, or elevated strength.

What Lore would you like to see next?


Advertisement

Avatar
Author: Clint Lienau
Advertisement
  • MTG: Lore of the Multiverse - Sarkhan Vol, the Man Who Didn't Exist