Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
activities has made it vulnerable to Azorius enforce-
ment. So far, the Azorius have demonstrated more inter-
est in cracking down on the chaotic activity of the Gruul
and the Rakdos, but Azorius arresters also routinely
shut down Orzhov protection rackets and take enforc-
ers into custody. To make matters worse, the Azorius
Senate's increasing use of precognitive magic is proving
difficult for the Orzhov to work around.
So far, the syndicate's most effective tactic has been
to increase the layers of separation between the day-to-
day criminal operations of the guild and the leadership,
ensuring that no matter how many street-level thugs and
syndics are apprehended to fill the Azorius prisons, the
guild's leadership remains intact. Contact between the
oligarchs and lower-ranking members of the guild is
increasingly rare in this situation, and even the pontiffs
find it ever more difficult to arrange a hearing with their
superiors.

ORZHOV CHARACT E RS


Alignment: Usually lawful, often evil
Suggested Races: Human
Suggested Classes: Cleric, fighter, rogue, wizard
You might enjoy playing a character who belongs
to the Orzhov Syndicate if any of the following sen-
tences are true:


  • You want to move through the corrupt underbelly
    of society and make respectable people squirm in
    your presence.
    You enjoy playing fearsome or decadent characters.

  • You want to strive for wealth, lavish beauty, or both.


j OINING THE 0 RZHOV SYNDICATE
At the beginning of your association with the Orzhov,
you are regarded as a borrower. Whether you are the
wealthy scion of an oligarch family or a penniless citi-
zen deep in debt to the guild, your status is functionally
equivalent: you owe everything you have, even your life,
to the Orzhov. Your only hope of improving your status
is through your service to the guild. As you acquire re-
nown, you can rise above this debased position in the
guild hierarchy. Choose one of three parallel tracks of
advancement, depending on your capabilities: advokist,
enforcer, or priest.

ADVOKIST

If you are a spellcaster (perhaps a wizard specialized in

the School of Abjuration, Divination, or Enchantment),
you can aspire to be an advokist-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. Some clerics of the Or-
der Domain also choose to pursue th is path.
Many advokists draw on the power of law magic to e n-
force regulations and contracts to the advantage of the
guild. They use their magic to draw out the truth from
debtors and those who dare to break their contracts
with the guild, to ensure that petitioners approach with
the proper humility, and to punish those who offend
them or violate their contracts. Some advokists (partic-

72 CHAPTER 2 GUlLDS OF R \ N!CA


ularly specialists in the School of Abjuration) also deal
in encrypting texts, warding vaults and secret meeting
rooms, fortifying structures, and cloaking important
personages in magical protections.

ENFORCER
Enforcers guard Orzhov property and protect the guild's
bureaucrats, administrators, and aristocrats. You might
be the muscle who collects protection money and debt
payments from the syndicate's clients, or an assassin
(euphemistically called a euthanist) who brings speedy
ends to lives deemed to have gone on too long. Most
Orzhov enforcers are fighters. Rogue enforcers typically
e mulate the Thief or Assassin archetype.

PRIEST
ff you are cleric (most likely of the Order Domain), you
can aspire to serve an important function in the Orzhov
Syndicate, which continues to maintain the outward
appearance of a religious institution. Once you earn a
position of respect in the syndicate, you will hear confes-
sions and dole out penance (which is always of a finan-
cial nature). Your "calling" centers on collecting mone-
tary tithes and offerings in a wide range of forms. Your
spellcasting ability comes from the collective power of
the spirits that rule the guild, not from a god.
You might even be a most unusual priest for the syndi-
cate-one who thinks the guild's wealth should be used
to ease the suffering of the downtrodden. You might
also believe in the inspiration and delight that beautiful
pageantry can offer to the world. If you seek to distribute
wealth and share beauty, rather than hoard them, you
must do so discreetly to avoid the ire of the Obzedat.

BACKGROUND: 0 RZHOV
REPRESENTATIVE
The prospect of immense wealth is the promise of
membership in the Orzhov Syndicate. All of the guild's
endeavors channel wealth from Ravoican society into
the ranks of the Orzhov- and concentrates the spoils
at the top of the hierarchy. As a functionary in that sys-
tem, your best hope is to claim as much as possible of
the money that passes through your hands on its way
up, so that you can work your way into a more promi-
nent position.
Regardless of your past and the wealth of your family.
your initial status with the guild is near the bottom, until
you have proven your value.
Skill Proficien cies : Intimidation, Religion
Languages: Two of your choice
Equipme nt: An Orzhov insignia, a foot-long chain made
of ten gold coins, vestments, a set of fine clothes,
and a belt pouch containing 1 pp (an Orzhov-minted
10-zino coin)

FEATURE: LEVERAGE
You can exert leverage over one or more individuals
below you in the guild's hierarchy and demand their
help as needs warrant. For example, you can have a
message carried across a neighborhood, procure a short
carriage ride without paying, or have others clean up a
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