Finder’s Archive – Azorius Guildgate

Copyright Wizards of the Coast

Hi everyone, and welcome back to the Finder’s Archives.

In this column, we take some of the lands from Magic: The Gathering and turn them into something you can use for your fantasy games.

The stats given in each entry assumes that you’re using Pathfinder 2 for your games, but they can easily be converted over into any fantasy system. This week we take to the courts, and it’s time to seek entrance at the Azorius Guildgate.

Azorius Guildgate

Where the Azorius run their chanceries on each world (the article on those is last week’s installment of this series), their headquarters are at the guildgate. It is a huge building, crafted from the stone and metal from hundreds of worlds. It is where all the members of the Azorius judiciary learn their craft, understanding of the laws of the various worlds in the multiverse, and even train in the arts of war.

Lay of the Land

The guildgate is an enormous building, rising hundreds of feet into the air, and stretching across several acres of land. Each section of the building is dedicated to a new world, with more constantly being added, as the worlds are discovered, or falling into disrepair as the world is destroyed, abandoned or becomes inaccessible to the Azorius. Within, one can look up into the roof of the building and see the sky as it would appear in the air above the Azorius chancery on that world, exactly as it looks at that time. So, if it’s raining there, there will be rain in the guildgate section. It’s worth noting though that the weather and sky is illusory, so will have no real impact on the people below.

Each section has a distinct hall of justice, where hundreds of tomes on law stand side by side, instructing those that are scheduled to go to that world in the various laws. Only after at least a year of intense study, and a grueling exam, will a candidate be sent to their world, through a portal located in the middle of that world’s section.

Dangers

No one, who is not associated with the Azorius is allowed into the guildgate. Anyone who is caught sneaking in is summarily executed. For members, the guildgate is safe, at least as far as the inhabitants go. Three paragons guard the entrance to the guildgate, one from each Upper or Lower plane, representing the three extremes of alignment: Lawful Good, Lawful Neutral, and Lawful Evil. Who these three are varies according to a complex schedule, but they will normally be one strong, one average, and one minor strength one (for example a pit fiend might be paired with a lawful neutral clockwork golem, and a lantern archon). These three are usually outsiders, though any creature who has distinguished itself can become one of the guards. They challenge and check all entrants into the guildgate, ensuring that only the Azorius or those worthy of become members of the Azorius, are allowed inside.

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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