Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
of modern civilization and the civilized world adapts
to accommodate these creatures. Utopians generally
interpret the Holdfast principle as being about staying
rooted in nature, and the Upwelling as concerned with
slow, predictable, cyclical i mprovement. So they remain
hidden in their subaquatic laboratories, pursuing their
research while isolated from the volatile interrelation-
ships among the other guilds. Prime Speaker Zegana
encourages that isolationist attitude.
At the same time, a growing faction within the Simic
believes that an all-out war among the guilds is inevi-
table, given the growing unrest in the city. These mem-
bers, the Adaptationists, believe that the guilds exist in
a fragile ecosystem in which the slightest imbalance can
have cascading effects. With an absent Living Guild-
pact failing to maintain the balance, only catastrophe
can result. The Simic must change in order to survive,
and slow, small steps in pursuit of an ideal vision aren't
enough. The future of the guild is in imminent danger,
and the Simic need to focus on survival. Adaptationists
tend to interpret the Holdfast as being about defense
and security, and the Upwelling as a call for sudden, dis-
ruptive growth.
As befits members of a guild of scientists, the Adap-
tationists' preparations for war include the creation of
soldiers that a re magically and biologically adapted.
The Guardian Project has yielded hybrids that combine
human, elf, or vedalken stock with the characteristics of
crabs, fish, jellyfish, and a variety of other creatures to
give them natural armor and weapons, gills, venomous
stings, and other combat-focused adaptations.

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Simic Characters

Alignment: Usually neutral
Suggested Races : Human, elf (high), Simic
hybrid, vedalken
Suggested Classes: Druid, fighter, monk, wizard
You might enjoy playing a character who belongs to the
Simic Combine if one or more of the following state-
ments are true:


  • You are drawn to the image of the mad scientist
    tinkering with the fundamental forces of life.
    You like playing curious wizards, druids, or mutants.
    Prying into secrets and mysteries inspires your
    curiosity.

  • You want to make the world a better place
    through research.


JOINING THE SIMIC COMBINE

Many paths lead people to the Simic Combine, all
of them guided by the notion that tomorrow can be
made better than today. All of the guild's efforts strive
to achieve a utopian future that they believe is within
reach. When you join the Simic, choose one of the fol-
lowing roles for your character.

SCIENTIST
If you are a spellcaster such as a wizard or a druid, you
can find a natural home among the Simic as a scientist,
magically manipulating the forces of life and nature
to shift the world toward the guild's utopian ideal.
Most Simic wizards specialize in the School of Trans-
mutation, using their magic to alter living creatures
or alter the natural environment. Simic druids often
choose the Circle of the Land, putting similar magic to
the guild's service. Those who focus on manipulating

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