House Dimir
The Tenth Guild, The Unseen
A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground and his eyes reflected light like a cat's. He floated effortlessly down from the upper reaches of the chamber, and alighted on the chamber floor near the two of them...
AGuild made of secrecy, manipulation, and underhanded deals.
Table of Contents
Overview
IN THE SHADOWS
OPERATIVES
SECRECY AT ANY COST
"I'm on to something. I keep finding patterns in these old documents down in the archives. I don't know what they're for, but I swear they're leading me to something. See? Look at these passages, and if you take the first letter of every second sentence you'll get... Why would I be joking?"
House Dimir's Agenda
To House Dimir, knowledge is power. The guild hungers to learn everything it doesn't already know, especially the weaknesses of its adversaries, and to exploit those weaknesses for its own gain. Conversely, the house holds its own secrets tightly, because it doesn't want its enemies to turn the tables. The Dimir lurk in the shadows, methodically gathering the knowledge they need to remake Ravnica to their advantage. Nobody but the leader of the guild knows what this means exactly. Lazav is mysterious enough as it is, and he is possibly taking the guild to the direction of what the original Parun Szadek originally wanted, or maybe to his own personal liking.
History
SZADEK
THE PARADOX
THE AFTERMATH
"That's why this play is a tragedy—it's not a triumph of Kos and the Boros over Szadek and Augustin—it's a tragedy. It is the destruction of the greatest creation ever put on paper. The greatest spell ever cast."
DIMIR LOCATIONS
DUSKMANTLE: RESTORED BUT UNDISCLOSED
Duskmantle, the Dimir guildhall, fell into disrepair after Szadek's fall from power, as the knowledge of how to find it was lost. Duskmantle has been restored deep within the Ravnican undercity, shielded by memory wards so no one really knows if it exists, let alone remembers its exact location.THE ISMERI LIBRARY
One of the Dimir's major locations is well known throughout Ravnica: the officially guildless Ismeri Library. The library is open to all citizens and is run exclusively by Dimir guild members. Many guilds—namely the Azorius, Orzhov, and Boros—all know there must be something going on within the library walls, but they have not been able to figure out what. The thought of crimes being committed in plain sight drives them mad as they try to decipher and detect what the Dimir are up to. The Ismeri Library is one of the centers of Dimir communication. Messages are magically hidden within the hundreds of thousands of books stored here. Dimir agents use the library to trade messages, gathering message fragments taken from across several documents. Ravnican citizens never know if the book or scroll they're reading might contain encrypted messages that spell out Dimir assignments, directives, or assassination targets.DINROVA HEIGHTS: MAGE'S MEETING GROUND
On the rooftop of a massive building known as the Dinrova, the highest-ranked guildmages of the Dimir hold counsel. Normally, the rooftop is closed. During the nocturnal rites, though, the roof panels open, revealing the Dinrova's bat-like architecture, as typical of the Dimir. Specters and other unspeakable horrors patrol the skies above the Dinrova to ward off any prying eyes or unwanted visitors.BANE ALLEY
For those who have asked the right people and greased the right palms, Bane Alley is most likely the final destination to gain access to the tip of Dimir's massive network of extortion, intimidation, murder, and graft. Many a Ravnican with a problem has wound up in Bane Alley only to walk away several hundred coins lighter, without a clue where he or she just was. But when the person returns home the problem has mysteriously been solved.NIGHTVEIL
The precinct of Nightveil is where the Dimir elite reside. Built on a tract of land that has among its features an elaborate natural system of caverns, Nightveil is an urban adventurer's paradise if one can get past the patrolling spectral guardians. Tunnels and gates twist and turn, leading to sunken crypts and high-walled mansions all in the Dimir style of architecture. Although there is great suspicion about the involvement of the residents of Nightveil in various shady plots, somehow they escape all attempts to pin any wrongdoings on them. This is due to the Dimir's painstaking erasing of any and all memory trails to them but also to their numerous agents planted in the various guilds involved with prosecuting criminal endeavors. Orzhov lawmages, Azorius barristers, and Wojek commanders all have agents of House Dimir among them.Membership
EQUIPMENT
A Dimir insignia, three small knives, a set of dark-colored common clothes and a disguise kit.FALSE IDENTITY
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.Whenever you choose, you can drop this identity and blend into the guildless masses of the city. Consider why you're embedded in the secondary guild. Create a story with your GM.
RANK
INDEPENDENT AGENT
COLLECTOR OF SECRETS
INNER CIRCLE
GUILDMASTER's CONFIDANT
Gifts
Transmute
The guild member can transmute an item into another item of similar properties, such as transmuting a small block of iron into a key, or a simple wooden stick into a crafted arrow. The item being transmuted into must be of relative size, shape, and material of the former item. The guild member must expend a magic point to do this and can only transmute three times per day. Transmute can only work on small or medium sized objects and cannot be cast on living creatures.Cipher
The guild member imbues a weapon with a magical spell. Once imbued, the member cannot cast that spell again until the weapon is properly disenchanted. Instead, whenever the member's weapon makes contact with an enemy, that spell is activated. Every activation costs the member Magic Points equal to half the spell's original cost. Once the member runs out of Magic Points, the spell cannot be cast. The member may disenchant the weapon's Cipher at any time. The guild member cannot imbue the weapon with multiple spells, doing so simply replaces the previous spell.Surveil
The guild member can glimpse into the future to see the outcome of his or others actions and decide whether or not to try and alter the fates. Once per day, the guild member may spend half their magic points to do this. They cannot use this again until all their magic points are regained. Their mind is filled with images of the near future, and if they focus on a particular action they can see its potential outcome. With this knowledge, the guild member can attempt to go ahead with the action if they are satisfied, or try to change it otherwise.Novices of this skill can only see one step ahead if they Surveil, however, those who have mastered the art can often times see many steps into the future, or see multiple variations of the same action. Of course, the future is not always set in stone, and changing the course of fate may lead to worse outcomes than intended. If the member chooses to accept the outcome, then any action they take is a guaranteed success.
Restrictions
• Every task must be carried out to the letter. No exceptions
• Leave no evidence. No witnesses.
• Exposing yourself, or anyone else as a guild member, or even shedding light on the guild itself is punishable by death.
• You are a member for life.
Species and Races
DRAKES
HUMANS
HORRORS
SHAPESHIFTERS
SPIRITS
VAMPRIES
Foreign Relations
Azorius Senate
They can't be allowed to monopolize the flow of knowledge. Clog their networks with misinformation. To stop someone from discerning the truth, drown them in plausible untruths.Cult of Rakdos
They've turned pointless activity into an art form, but their performances nevertheless make very useful distractions. Let them be bright and loud, drawing all attention, while we slip quietly through the darkGruul Clans
They've always been convenient scapegoats, but their recent aggressiveness threatens to become a larger problem. We must thin their numbers-selectively and without confrontation. Catch them alone in the dark, and take them out one by one.Selesnya Conclave
Strength without guile is perhaps the most dangerous kind. One can't bluff the player who can't conceive of bluffing. Currently, the covert war plays to our strengths; we must ensure that the conclave never becomes conscious of the advantages they possess.Orzhov Syndicate
We're amused at how well they've used their hierarchy to mask the corruption oftheir organization, but their need for the public's trust gives us an edge. They can be manipulated by playing on their fear of the people discovering their ruse.Izzet League
Even an overloaded, sizzled clock is still right twice a day. When lzzet experiments succeed, they can have unpredictable consequences for active missions. Their activities must be monitored at all times.Golgari Swarm
We once appreciated them for their ability to make a corpse disappear, but we found that too many of our victims rose up to face us again. Now we use the city's fear of the swarm to keep them in their place. The more the Golgari try to rise from the mire of their reputation, the more we make them wallow in it.Boros Legion
Not inherently dangerous. The true danger is that they'll drag down all we've worked for while chasing some romantic crusade. Continue to direct their righteous fury toward our strongest enemy-until the Boros threaten to become the strongest.Simic Combine
They are never short of intriguing surprises, so we know they are gearing up for something. Keep eyes inside their organization to see what their efforts are leading to-but don't be tempted to partake of their enhancements.An emblem of a secret guild, the Dimir insignia is only seen by its own members — and the doomed
Skills
Skills held important by the organization which it both teaches and may require as part of the promotion process.Standard Skills
Athletics, Conceal, Deceit, Influence, Insight, Perception, StealthProfessional Skills
Acting, Acrobatics, Disguise, Lockpicking, Mechanisms, Sleight, StreetwiseCombat Styles
Combat Style Hidden WeaponsCombat Style Ranged Assassin
Combat Style Assassin
A Dimir agent about to assassinate their target.
Magic
Folk Magic
Avert
Befuddle
Bladesharp
Bypass
Calm
Coordination
Darkness
Incognito
Mimic
Mindspeech
Mobility
Pierce
Sleep
Ventriloquism
Witchsight
Animism
Allows shamans to summon Bane Spirits, Death Spirits, Haunts, and Predator Spirits. This guild also allows the use of Fetches.Mysticism
Way of Shadows AbilitiesAugment Stealth
Augment Unarmed
Augment Assassin Weapon Style
Invoke Adhesion
Invoke Dark Sight
Invoke Life Sense
Enhance Movement
Silver Tongue Abilities
Augment Deceit
Augment Influence
Augment Sleight
Augment Willpower
Invoke Night Sight
Invoke Indomitable
Enhance Movement
Scorpion's Venom Abilities
Augment Stealth
Augment Combat Style: Assassin
Invoke Focus Battle Aura
Invoke Instant Reflex
Invoke Piercing Dragon Tusk(Element) (Poison)
Enhance Damage Modifier
Sorcery
Infiltrator's Code SpellsDiminish(Characteristic) (SIZ)
Fly
Haste
Holdfast
Sense(Object, State or Substance) (Humanoid)
Teleport
Witch's Touch Spells
Conjure (Substance) (Poison)
Abjure (Substance/Process) (Breath)
Bybass Armor
Hinder
Smother
Wrack (Substance or Harm) (Venomous Stings)
Misinformation Campaign Spells
Diminish(Characteristic) (INT)
Intuition
Neutralize Magic
Phantom(Sense) (Sight)
Telepathy
Encode Thoughts
Theism
Erebos, God of the Dead
MiraclesBehold
Bind Ghost
Consencrate
Corruption
Dismiss Magic
Elemental Summoning (Death Elemental) Excommunicate
Fear
Heart Seizure
Leeching
Rain of(Substance) (Blood)
Raise Undead
Reflection
Soul Sight
Sureshot
True(Weapon)
Phenax, God of Deception
MiraclesAwaken
Backlash
Beast Form
Behold
Chameleon
Cloud Call
Consencrate
Dismiss Magic
Entangle
Enthrall
Excommunicate
Illusion
Madness
Mirage
Reflection
Shield
Kefnet, God of Knowledge
MiraclesAegis
Awaken
Behold
Consencrate
Cure Malady
Cure Sense
Dismiss Magic
Exorcism
Harmonize
Heal Mind
Heal Wound
Lay to Rest
Pacify
Rejuivenate
Shield
Steadfast
This looks really good and intriguing. A lot of work has gone into this, so don't forget you can specify in the Preference tab what kind of comment feedback it is you are after. It'll help you get the critique you are after. :) "despite the chill underground. and his eyes reflected light like" - A rogue period seem to have snuck its way into the sentence. "The Dimir also practice necromancy, creating Undead minions such as skeletons and wights to carry out missions." - Is this a big deal in the setting? Or is Necromancy just another school of magic? Does it set them apart as a faction willing to really do *anything*? "To House Dimir, knowledge is power." and " gathering the knowledge they need to remake Ravnica to their advantage." are intriguing tidbits, but they don't tell us what that remaking would mean. Is it a secret? Or do you want to share what it is they want to remake, and who is doing that remaking? :) Out of curiosity, what RPG system are you using?
Creator of Araea, Megacorpolis, and many others.
Damn those roguish periods. Always slithering their way into my sentences. Good questions though, I'll be sure to address them within the article. The RPG system is called "Mythras" formally known as "Runequest"
I look forward to seeing it! Keep on WorldEmbering! <3
Creator of Araea, Megacorpolis, and many others.