The guilds are seeking him out or helping him as well. The heroes are hunting for a notorious goblin crimeboss, Krenko, to bring him to justice. Krenko’s Way is a short 1st level adventure which introduces characters to the world and multiple guilds. You could easily get a lot of mileage off this chapter alone. There are lots of random tables to roll or select from, then a section on each guild with some plot hooks, as well as fantastic maps by Dyson Logos for generic but distinct locations, such as a Boros Legion Garrison. While the book does a good job explaining the world, this chapter provides plot hooks to really help you delve into Ravnica. The chapter on creating adventures is a must-have, at least for me. rThe simple maps within are really gorgeous as well, though not necessarily useful for the tabletop, as they mostly just look like piles of buildings. There being six precincts, you could definitely set up a session by having the players roll a d6 to determine what precinct they’ll be in that session, then rolling on the rumor table there to generate the adventure. It’s a great resource for designing your own neighborhoods in cities. This section is also really useful if you aren’t playing in Ravnica, because it provides tables for random people you may find and different events and rumors. You get a close-up view of these precincts, while also keeping them open for you to add a lot of your own material. This section is really substantial, establishing who these guilds are, what they do, and how they should be played.Īs I said before, the book focuses on the Tenth District, which has six precincts within it, each with a different role and flavor. The game also has really great mechanics for rank and renown that would work in any D&D setting, giving benefits to characters who rise in the ranks of their particular guilds. There are also new subclasses, and guides explaining what subclasses work best for particular guilds. The game establishes the races available in Ravnica, some of which are in the PHB, such as Elf and Human, while others are new, such as Centaurs, Goblins, Loxodons (giant elephant men), Minotaurs, Simic Hybrids (scientific experiments merging races together), and Vedalken (blue-skinned humans who are partially amphibious). The book does a very good job of explaining these guilds, providing character backgrounds for each, and helping players determine what guild they will choose based on their class, race, and personality. Each person in Ravnica chooses the Guild they will align themselves with based on their beliefs and goals in life. Each runs a particular sector of society, from government and military to scientific research and crime. There are Ten Guilds, all tied together through a thing known as the Guildpact, keeping them at peace. The Guilds are the primary focus of the book. The book focuses on the Tenth District, a hub of all Guild activity. The city extends across the entire plane. Ravnica is a setting different than many others, in that it’s a bit of a fantasy Coruscant. This is the first time, however, we’re getting an official D&D setting book in MTG’s 25-year history. Of particular note, I really enjoy Innistrad, a horror setting you could easily run Curse of Strahd in, or Ixalan, where I had previously suggested you set Tomb of Annihilation. For a couple of years, Wizards has been publishing PDF supplements called Planeshift, providing content for players to run games of D&D within the worlds of Magic the Gathering. In the newest supplement from Wizards of the Coast, Dungeons & Dragons finally visits a plane of Magic: The Gathering. From the heights of the Aeire of the Firemind to Duskmantle in the Undercity, the wonders of the city are innumerable. Ravnica is a plane-spanning city, stretching far beyond imagination.
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