Orzhov Syndicate
The Orzhov Syndicate is a sprawling network of orga-
nized crime that operates behind a facade of legitimate
banking, robed in the trappings of religion. Adventures
involving the Orzhov often include some combination
of fighting their criminal activities, interacting with
their wealth, and dealing with the haunting spirits and
sinister monsters that make up a significant part of the
guild's leadership.
GRAND BASILICA
Combining the guild's interests in organized crime,
banking, and religion, Orzhov properties are ornate
basilicas as grand as any cathedral, though the business
conducted within them is driven by greed and lust for
power rather than altruistic motives. Each location in-
cludes a grand space used not for purposes of worship,
but to ensure that petitioners feel small and abased be-
fore the Orzhov oligarchs. Its lower level contains vaults
to store the ill-gotten riches of its leaders. as well as
crypts that hold the corpses of family members whose
spirits might still be active above.
GRAND BASILICA ADVENTURES
An adventure in an Orzhov basilica, like the one
shown in map 4.7, can feel like the action in a gangster
movie. a bank heist, or the exploration of a haunted
house. The Grand Basilica Adventures table provides
some examples.
GRAND BASILICA ADVENTURES
d12 Adventure Goal
Steal (or recover) a magic item from the vaults
below the basilica.
2 Put an end to nightly visitations by finding and
confronting the haunting spirit in the basilica.
3 Survive a night trapped inside the basilica.
4 Deliver a warning to an Orzhov pontiff in the
basilica and get out alive.
5 Rescue a prisoner being held in the basilica's spire
or crypts.
6 Escape from captivity in the basilica's spire or
crypts.
7 Destroy a dangerous weapon stored in a vault
beneath the basilica.
8 Acquire or destroy some incriminating evidence
held by an Orzhov blackmailer.
9 Retrieve a precious item held as collateral by an
Orzhov loan shark.
10 Get information from a spirit who knew something
important in life.
11 Find concrete evidence of the syndicate's illegal
activities.
12 Discover the fate of someone who was last seen
entering the basilica a week ago.
0RZHOV BASILICA MAP
The Orzhov basilica is a huge church with the primary
function of intimidating those who come to confess,
atone, borrow, or pay. The nave features lofty archways,
towering statues of proud oligarchs, and a huge central
statue that depicts the Ghost Council surrounded by
supplicants. A pair of tall doors behind the statue leads
to an sanctuary where minor treasures- worth more
than most citizens will ever see in their lives, but less
than the true treasures hidden in the vaults-are put
on display to e ncourage devotion. Another statue of a
patron oligarch (usually the basilica's founder) stands at
the end of this room, flanked by spiral staircases leading
up into the spire and down to the crypts. The stairs are
secured behind ornate wrought iron gates.
The three levels of the spire hold luxurious apart-
ments whe re living oligarchs dwell. The doors can be
locked from the outside, making them also suitable for
holding valuable prisoners.
The crypts and vaults below the basilica hold the
bones of ancient oligarchs and their most cherished
treasures. Some crypts contain just bones, others just
valuables, and some hold both. A security station kee ps
watch on the entire level, and the guards there are typ-
ically the only ones who have keys to open the metal
portcullises that obstruct the hallway.
0RZHOV VILLAINS
Examples of Orzhov villains appear in the Orzhov
Villains table.
0 RZ HOV VIL LAINS
d8 Villain
A powerful pontiff is using the spirits of dead
relatives to intimidate members of other guilds.
2 An angel defected from the Boros Legion, bringing
a magic sword with her that the Boros want back.
3 An Orzhov knight is trying to collect an overdue
debt incurred by one of the adventurers' ancestors.
4 A pontiff is running an extortion racket, promising
local businesses protection from thugs that are
also in the Orzhov's employ.
5 A blood d rinker vampire (see chapter 6 for the stat
block) is holding prisoners as a food supply in a
bank vault.
6 An advokist is exploiting legal loopholes to win the
freedom of several criminals from Azorius prisons.
7 A desperate spirit tries to frighten people into
paying its debts so it can pass on.
8 An unusually quick-witted Orzhov giant (see
chapter 6 for the stat block) with grand visions of
starting a criminal gang interferes with the flow of
protection money.
0RZHOV AS CAMPAIGN VILLAINS
Orzhov villains often scheme co achieve immortality (if
they are still alive and have been denied the prospect
of becoming a spirit after death), to gain influence. and
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