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Those positive associations can bind an adventuring party together. Even though some guild leaders (especially the villainous ones) might talk about exterminating or dominating other guilds, many guild members have family, lovers, friends, and acquaintances among other guilds. The D&D game relies on cooperation among the players, so it’s helpful for the player characters to find common ground that unites them despite their differences in guild affiliation, ideals, and agendas. Let these tables inspire you as you think about the circumstances that bring your party together.Īlthough conflicts among the guilds drive much of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers.
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Those tables describe family relationships, current and former romantic connections, random acquaintances, past rivals, and many other ties that form among people in different guilds. The tables of contacts in chapter 2 can also help you create connections among the characters in your party. The Party Makeup table in this section offers suggestions for how you might compose your party. Or they could be childhood friends who ended up in different guilds, or just a haphazard collection of individuals thrown together by unforeseen circumstances. Conversely, your party can include members of different guilds united by alliances or common principles. The guild descriptions in chapter 2 offer suggestions for what such a party might look like. It’s possible to put together a diverse party of D&D characters drawn from a single guild. Once you’ve chosen your race and class and recorded the benefits you get from them, you can proceed with the remaining steps of character creation as described in the Player’s Handbook. Every subclass in the Player’s Handbook also receives a mention in this chapter, indicating the guilds where characters of those subclasses might find a home. It also presents two new subclass options: the cleric’s Order Domain and the druid’s Circle of Spores. This chapter describes new races you can choose from: centaurs, goblins, loxodons, minotaurs, Simic hybrids, and vedalken. An atypical choice can also motivate your character to adventure independently from the guild. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild - or, more accurately, your superiors might have trouble figuring out what to do with you - but that challenge can be an interesting facet of your character’s development. Some races have strong traditions that direct them toward certain guilds, but exceptions exist. If you want your character to join a guild at a later time, the same guidelines apply as if the person were changing guilds, as described in chapter 2.Įach guild description in chapter 2 provides suggested races and classes for characters belonging to that guild.
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At the DM’s option, you might have contacts within guilds, or the DM can invent contacts for you that aren’t associated with the guilds of Ravnica in any way. Your guildless character can be of any class, race, and alignment. Choose one of the character backgrounds in the Player’s Handbook or another source instead of one of the guild backgrounds in chapter 2. You can play a character who isn’t a member of a guild. To reflect your character’s membership in a guild, you can choose the background included in the guild’s description instead of a background from the Player’s Handbook or some other source. If you’re a Magic player and you already have a favorite guild, create a character from that guild.If you have access to Magic: the Gathering cards from a Ravnica set, find a card that appeals to you and build that character.Guild membership recommendations are provided for each race and class, should one catch your eye. Read the descriptions of races and classes in this chapter.Read the guild descriptions in chapter 2 and choose one that appeals to you.Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Look at the questionnaire, “What’s Important to Me?”, in this chapter.How do you decide what guild you want your character to belong to? You can choose one of these approaches: Chapter 2 describes the ten guilds of Ravnica in detail.