The Plane
Ravnica is a worldwide cityscape; an ecumenopolis consisting of a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework. Law magic and the metaphysics of hierarchy are deeply woven into the very fabric of the plane, enabling cooperating leaders to achieve feats of greatness. Of the world's countless civic centers, one looms large above all others: the City of Ravnica, a metropolis so vast that its name has long since become synonymous with the entire plane. Centuries of Ravnican business—powered in many cases by Izzet boilerworks and other guilds’ foundries—have saturated Ravnica's atmosphere with all manner of industrial pollution. While much of its surface is urbanized, subterranean oceans exist.Guilds
- The Azorius Senate is the police force, legislative and judicial body of Ravnican bureaucracy.
- The Boros Legion is a standing army that protects as the official peacekeepers of the City of Ravnica.
- House Dimir was recently thought extinct, and provides illegal but necessary services, while openly serving as couriers, investigators, reporters, and archivists.
- The Cult of Rakdos is considered a necessary evil by some and is composed of thrill-killers who provide the heavy labor force and entertainment of the plane.
- The Golgari Swarm manages food production and organic waste disposal.
- The Gruul Clans have fallen from their former glory as the keepers of Ravnica's wilds and now are nothing but a loose affiliation of berserker clans who seek to wipe civilization from the plane.
- The Izzet League is responsible for the world-city's civil engineering works and new magical developments.
- The Orzhov Syndicate was originally the most widespread religion of Ravnica. Now it regulates trade and banking, among other activities such as law.
- The Selesnya Conclave promotes what is now the strongest, nature-based religion of Ravnica.
- The Simic Combine provides medical assistance and performs biological research.
Geography
The original City of Ravnica was made up of 10 districts, named in simple numerical order. No correlation exists between the ten guilds and the ten districts, all guilds are active in every district. The Tenth District, in particular, is a hotbed of activity where all the guilds maintain their primary headquarters. Beyond the core are countless other districts that originated as outlying cities that eventually melded into the expanding metropolis. The Tenth is the hub of the most important activity on Ravnica, and this is reflected in grander architecture, busier markets, and wilder traffic in the streets. To be governed effectively, the Tenth District is broken into six precincts, each the size of a small city.- Precinct One (also known as the Guildpact Precinct) is the hub of the wealthy and powerful
- Precinct Two is populated by businesses.
- Precinct Three (the Greenbelt), nature has encroached on the urban environment
- Precinct Four is a proving ground for soldiers and marauders alike
- Precinct Five is characterized by its many schools, libraries, and laboratories
- Precinct Six is the workers' district with warehouses, docks, and factories.
Plazas
- Gateway Plaza
- Plaza East, home to many government officials and diplomats.
- Plaza West, known for its nightclubs and restaurants.
- Plaza South, (the Downside). Hub of commerce in Precinct One.
Guild Territory
Azorius - Outside District 10
- Old Prahv, the former guildhall. Now a wilderness preserve.
Azorius - Precinct 2
- Within New Prahv, the guildhall, runes library, pavilion of justice, halls of reason, old laws library, historical archives
- Whitestone, an orderly neighborhood named for its rows of alabaster houses.
- Griffin Heights, a neighborhood with two-story houses. Rife with political corruption.
- Uzdec, maximum-security prison.
- Exner, a new prison under construction that's supposed to dwarf Uzdec.
- Empty Cup Row, an abandoned block of buildings used by the Izzet and Boros for experiments.
Boros - Precinct 2
- Augustin Station, the main airship station for the Tenth District.
- Agrus Kos has become a meeting place for veterans
Boros - Precinct 4
- The Grand Courtyard.
- Sunhome, the guildhall, and headquarters.
- Horizon Military Academy
- Centerfort, headquarters of the elite Wojek League.
- The Bulwark, low-rent apartments and shops.
- Sawtooth Prison
Boros - Precinct 6
- Kamen Fortress, the garrison that guards the Smelting District
Orzhov - Precinct 1
- Orzhova, the guildhall
- The Vizkopa Bank, the center of Orzhov commerce
- The Grand Library
- La Basilica, Opera House and Club
Orzhov - Precinct 6
- Medori Park, is a neighborhood with warehouses and rife with the undead at night.
- Coiner's Row, the business district
- The Harmony Basilica
- Kalnika Quarter
- The Dome of Black Dove
- Karlov Cathedral
- Vitu-Ghazi, guildhall of the Selesnya Conclave
- The Canopy, a neighborhood covered in trees with buildings around them and on the largest branches
- The Ivory Oaks, a stand of massive trees guarded by an order of albino Loxodon warrior-priests
- Sumala, a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry
- The Great Concourse. This is a massive series of interwoven roadways that are elevated through and high above the forest canopy.
- Beast Haven, a neighborhood where beasts are trained for labor and sold to customers from around the city.
Izzet - Precinct 4
- Nivix, the guildhall
- The Mizzium Foundry, the only place on Ravnica that manufactures Mizzium
- The Smoking Wreckage, an infamous bar
Izzet - Under Precinct 4
- The Boilerpits, a series of underground passageways formed by intertwined high-pressure metal pipelines.
- Ovitzia, a district full of mansions of the wealthy.
- Construction Site Zurzic, a mysterious building under construction said to be the new site of Izzet's most top-secret experimentations
Simic - Precinct 5
- Zonot Seven, originally a simple lake before the expansions of the underground seas feeding the other 6 subterranean zonots
- Zameck, guildhall of the Simic Combine.
Dimir - Precinct 1
- Dinrova Heights, a massive building used as a meeting place for the high-ranking guild mages of the Dimir
- Bane Alley, a street where "illegal" services like assassination, extortion, or graft are offered by Dimir agents
Dimir - Precinct 5
- The Ismeri Library, an officially guildless public library under Dimir control used as a major communication center of the guild
Dimir - Under Precinct 6
- Duskmantle, the restored guildhall protected by memory wards
- Nightveil, the sprawling residences of the Dimir elites with an extensive system of natural caverns which house high-walled mansions
Rakdos - Precinct 6
- Gore House, a notorious club
- The Demon's Vestibule, a staircase down from the Smelting Quarter. Veins of lava run down the wurm-carved walls
- Hellhole Quarter, housing for Rakdos.
- Rix Maadi, Rakdos guildhall
- The Broken Toybox, a Rakdos tavern and torture club
Golgari - Precinct 6
- Deadbridge Chasm, a large sinkhole, used as a public disposal for corpses. The massive platform that spans it is supported by stone arches that are buttressed by vines, fungi, and bonewood
- Wayport, a trading zone located on a pillar in the chasm
- Benzer's Bridge, the main thoroughfare for cargo traveling to and from Districts beyond the Tenth
Golgari - Under Precinct 1
- Korozda, the Maze of Decay. New guildhall of the Golgari.
- Penvar, the hanging keep is a castle fixed upside down on the ceiling above the entrance of Korozda
- House of the Ochran, headquarters of the Golgari assassins
- Stonefare maintenance hub, primary building for a network of ancient brick tunnels that wind through the 10th District polluted with sticky slime, fungi, and cobwebs and lined with petrified bodies of gorgon victims
- The Felden Pipe Entrance, drop-off point for corpse haulers
Neutral Territory
- Prism University, a center of learning that concentrates on magical theory and application
- The Blistercoils
- The Smelting Quarter is the center of Ravnica's industry also home to numerous unguilded
- The Undersea, rivers, lakes, and oceans run deep below the surface of Ravnica, Several of them connect to the Simic zonots. They are used as thoroughfares by aquatic races and monsters. This area has traditionally been home to Ravnica's merfolk and a variety of marine life
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