Ravnica

Ravnica (pronounced /RAV-nih-kuh/ IPA: /ˈɹæv.nɪ.kə/) is a plane whose main planet is covered in a large city, eponymously known as Ravnica. It takes its flavor from that of Eastern Europe and Slavic folklore, most notably 15th-century Prague. Ravnica is the setting of the Ravnica block, Return to Ravnica block, Guilds of Ravnica, Ravnica Allegiance, War of the Spark and Murders at Karlov Manor expansions.
==Description==
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.Planes of Existence: Ravnica It is one of the most densely populated planes in the Multiverse. 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. From the Signing of the Guildpact, the city and plane of Ravnica, ruled by the Ravnican guilds, was governed by the Guildpact. This lasted for more than ten millennia, until the events of Dissension.
While much of its surface is urbanized, subterranean oceans exist.
Ravnica's Worldsoul is the Selesnya parun Mat'Selesnya.
===Ravnica and the Multiverse===
As a plane, Ravnica was affected by the Rift Crisis on Nexus of the Multiverse, Dominaria. As a consequence, it became isolated from the rest of the Multiverse, in a seal similar to the Shard of the Twelve Worlds, but with Ravnica as the only plane.Cory Herndon (2006), Dissension. Wizards of the Coast.Future Sight Player's GuideCasually upending a popular lore belief that the Guildpact was the source. On the surface of this 'micro-shard' appeared a blister, a piece of folded aether that trapped all Ravnican souls upon death, forcing them to become spirits and ghosts that manifested themselves on Ravnica's physical plane as the of Agyrem.Dissension, Chapter 8 The separation might also have improved the lifespan of its inhabitants; for example, Agrus Kos was a normal human, who was over 120 years old, an age likely roughly equivalent to 65–70 years on Earth.
After the Mending the Ravnican ghost-world anomaly was dissolved, and the trapped spirits were able to pass on to the aether.In Agents of Artifice onward, there is no mention of the Agyrem still overlaying Ravnica. Ravnica's dead can still materialize as ghosts on the plane. Most people who are going to return as ghosts don't do so immediately upon their deaths. Loss of the physical body causes disorientation, and adapting to an insubstantial, spectral existence causes even more. The more powerful the magic and will of the deceased, the more quickly they are likely to adapt. It's standard practice for high-ranking Orzhov to ward their souls to keep their rivals from calling them back and binding them after they die.
==History==
For millennia, cities covered the plane's surface, until eventually, they ran together into one vast megalopolis.(2005). Ravnica: City of Guilds Player's Guide. Wizards of the Coast.
===The Erstwhile===
A delicate and sophisticated race of elves known as the Erstwhile once was an important faction in Ravnica. They were laid to rest in coffins in Umerilek, Mausoleum of the Erstwhile. They returned as Zombie <c title="Attendants of Vraska">Attendant of Vraska</c>. Their leader is Storrev.
===Government and law: Guildpact===
Almost ten thousand years before the events of Ravnica, the plane of Ravnica boasted untold violence and brutality, with various factions constantly waging centuries-long war against each other. Realizing that this neverending war would ultimately destroy everything, a council between ten factions was held, where the leader Azor I suggested establishing a living, breathing enchantment that would end the violence and ensure the survival of the factions. While some of the order-phobic factions had initial disagreements, the other nine leaders eventually concurred that such a pact was the best chance of survival. Each of the ten factions signed the Guildpact, and over time, these factions became the ten guilds of Ravnica.
The power of the Guildpact was subtle; it prevented any guild from dabbling into the business of any other guild or disturbing the stable power balance among the ten by twisting circumstance and coincidence to nullify the disruptive guild's actions. While the Guildpact was credited with bringing relative peace and prosperity to the plane, sporadic clashes between guilds still occurred. Despite any conflicts between the guilds at a particular time though, the anniversary of the Guildpact's signing was celebrated every year with a day-long festival, where all the people laid down their weapons and made merry. This celebration was called The Festival of the Guildpact.
Not all of Ravnica's citizens are a member of a guild; about half of the population is guildless. However, the guilds are a required part of daily life, and their presence is felt everywhere on Ravnica.
===The Decamillennial===
During the Decamillennial Celebration of 10,000 ZC, the Guildpact was broken. The ancient balance was shattered, and Ravnica was thrown into chaos.
===The Interregnum===
In the novel Agents of Artifice, it came to pass that the guilds were officially disbanded. Many of the guilds were forcefully torn down due to the long-simmering unrest the guildless held towards their masters. There were, however, remainders of the guilds present.
===Return of the guilds===
The former guilds, however, were not long to rest, and they reestablished, many under new leadership. Some adopted a new purpose, as the original Guildpact had bound them to a specific task for over ten thousand years, and the Guildless had grown weary of some of their morally questionable activities. Most guilds, however, follow the same basic structure they always had, as habit and traditions are forces at least as strong as the Guildpact.
===The Guildpact reinstated===
In 10,075 ZC, the Izzet guildmaster discovered that Azor I had created a contingency plan that would take effect if the magic of the Guildpact was ever broken. An intricate network of leylines sprawled across the districts Ravnica called the Implicit Maze, offered a test to the guilds. If they would cooperate to solve the maze, they would secure the power of a new Guildpact. That power was eventually bestowed upon Jace Beleren, who became the Living Guildpact. Any law that he verbally confirms becomes legally binding.
===Outside influence===
As Jace is a planeswalker, his attention never remains focused on Ravnica for long. During his absences, the guilds return to their old habits of fighting with each other over the smallest scraps of influence or territory. Meanwhile an outside influence has taken control over several guilds, for reasons yet unknown. After Niv-Mizzet reveals his knowledge of the existence of other planes, planeswalkers, and the threat of Nicol Bolas, he has Ral Zarek turn Project Lightning Bug into a beacon to call other planeswalkers to help fight Bolas.James Wyatt (January 2019). "The Art of Magic: The Gathering - Ravnica'". Wizards of the CoastDjango Wexler (June 19, 2019). "The Gathering Storm, Chapter One". Del Rey.
===Guild summit===
Ral's efforts to convince the Ravnican guilds to cooperate with Niv-Mizzet's plan were met with resistance from every quarter.Django Wexler (June 19, 2019). "The Gathering Storm, Chapter Three". Del Rey. Even bringing them together for a single meeting seemed next to impossible. Every guild had some members who supported cooperation and others who opposed it. At last, a guild summit was convened at New Prahv to discuss the growing tensions between the guilds. Isperia proposed a radical idea: cooperation.<c>Guild Summit</c> After a contentious discussion, Niv-Mizzet arrived to reveal the real threat they were facing. The Firemind then proposed to implement the "fail-safe" and grant him the power of the Living Guildpact. Although Niv offered to leave the Izzet League and become a guardian of Ravnica, many distrusted his motives. With that, the summit was adjourned until the following morning.
That night, Vraska met Isperia alone in the conference chamber. Simultaneously fulfilling Bolas's demands and achieving personal revenge, Vraska petrified the sphinx.Django Wexler (August 14, 2019). "The Gathering Storm, Chapter Ten". Del Rey. In the morning, the guildleaders reconvened, only to find Isperia turned to stone. All hopes for cooperation now seemed shattered. 
Not long after, Ral Zarek activated the Interplanar Beacon and at the same time Nicol Bolas arrived on the plane.
===War of the Spark===
As the precarious accord among the guilds teetered on the brink of collapse, Domri Rade led the Gruul in a concerted effort to tip the world into chaos. He amassed an enormous mob to rampage through the city streets, making sure that every guild suffered painful losses to keep them at each other's throats. Some members of the Gruul, especially among the Zhur-Taa clan, thought this to be the End-Raze.
The fight between Nicol Bolas and the Gatewatch turns into an all-out planeswalker war. Dozens of powerful planeswalkers, from many disparate realities, unite against the elder dragon, who has claimed dominion over Ravnica and is perilously close to completing the spell that will grant him godhood. As they fight alongside the Gatewatch—led by Chandra Nalaar, Jace Beleren, and Gideon Jura—against Bolas and his relentless army of Eternals, nothing less than the fate of the multiverse is at stake.Greg Weisman (April 2019). "War of the Spark: Ravnica". Del Rey. Little do the Gatewatch suspect that Bolas has not only accounted for their interference, but he is practically relying on it. Bolas arrives and attacks the cityplane, leading to the death of Niv-Mizzet, as well as creating a citadel and a statue of himself. As a reaction, Ral Zarek activates the Interplanar Beacon to call other planeswalkers to Ravnica. Dovin Baan later activates the Immortal Sun to trap the planeswalkers as Bolas unleashes his army of Eternals to conquer the plane and harvest the planeswalkers' sparks. Heavy damage is done to the city, including the destruction of the Vitu-Ghazi and the Chamber of the Guildpact, with much loss of life, both from citizens and planeswalkers. In the end, Bolas was defeated and a resurrected Niv-Mizzet became the new Living Guildpact.
===Phyrexian Invasion and its aftermath===
During New Phyrexia's Invasion of the Multiverse, Vraska led the Phyrexian invasion force against her home plane, first directing Realmbreaker toward the Azorius Senate's guild hall, New Prahv, and the jail in which she once was imprisoned. As vengeance for her fellow gorgons whose eyes were removed, she ordered for Ravnicans to be blinded, letting them scrabble upon the glistening oil-slicked streets. The Golgari were the primary converted force, with the Simic and Izzet foolishly examining the oil. Parts of the Undercity were raised into its streets, exposed to sunlight for the first time in centuries.<c>Undercity Upheaval</c>
Various planeswalkers, notably Teyo Verada and Ral Zarek, helped to repel the invasion, with Zarek able to defeat Vraska and her forces with a sonic weapon attuned against the oil. Bolstered by the power of the Guildpact through the Guildpact Paragons,<c>Guildpact Paragon</c> the guilds and their leaders also fought to defend Ravnica. In the invasion’s destructive wake, Ravnica's balance of power saw a massive shift. Though the Firemind reaffirmed his position as Ravnica’s supreme authority and protector,<c>Niv-Mizzet, Supreme</c> the Golgari were almost totally compleated, the Dimir are rumored to be gone, and distrust of the Simic and Izzet are at an all-time-high.
A year after the invasion, the guilds were still struggling to find a new equilibrium. Some found themselves stretched thin as their depopulated ranks attempted to address the demands of the populace. Others choose instead to turn inward, electing to focus on sorting out their internal issues and all but abandoning their original purposes. Still, others took advantage of the ongoing confusion to advance their agendas. Further complicating an already precarious situation, relationships between the guilds became fractured, leading to disagreements and struggles that tested the fragile state of the plane. After the devastating effects the War of the Spark and the Phyrexian Invasion had on Ravnica, many of the plane's denizens were wary of planeswalkers, considering them responsible for the destruction despite their sacrifices and their dedication towards the world. Rather than wait for the guilds to sort themselves out, many of the guildless began to deliver on services by themselves, even for areas that had traditionally belonged to guilds, such as crime patrols or infrastructure repair. The Ravnican Agency of Magicological Investigations, led by the archon Ezrim, was pivotal in maintaining the peace on the plane.
===Murders at Karlov Manor===
Amid a rising crime wave a year and some months after the Invasion, Teysa Karlov threw a celebration at Karlov Manor, which was attended by representatives from each guild except for the Golgari; Etrata of the Dimir attended in secret. During the celebration, Zegana was assassinated, and Etrata was arrested as a suspect, though she maintained her innocence. Three days later, Teysa was killed as well. Ezrim enlisted Kaya Cassir to lead the investigation, and detective Alquist Proft helped Etrata to escape to assist in the investigation. In the following days, Teysa's killer was revealed to be a guildless man and Massacre Girl attempted to assassinate Aurelia, though both attackers claimed to have no memory of the events, and the Izzet viashino Kylox was murdered when a brainwashed man attempted to assassinate Krenko. Threatening a war between the Boros and Rakdos, Aurelia gave Kaya and her assistant Kellan 24 hours to find the mastermind behind the killings.
During the following day, the Gruul god Anzrag was released and rampaged through the Agency headquarters, killing multiple agents, and Agrus Kos was captured by Judith to cast blame on Rakdos and assisted her in usurping the guild. Before open war could be declared, Proft was able to solve the case. Gathering the guild leaders at Vitu-Ghazi, he revealed that Trostani specifically Oba was responsible for organizing the murders in retribution for those she considered traitors to the plane during the Invasion. Zegana, for experimenting with Phyrexian oil; Teysa Karlov, for appearing to collaborate in her role as a double agent; and Krenko, for profiting from the conflict.
===The Omenpath Project===
When Omenpaths began opening across Ravnica, Niv-Mizzet recognized their patterns as a significant threat to the plane. He devised a plan to regulate their access in a way to position Ravnica as a locus of the Multiverse. The Firemind enlisted representatives from each of the guilds to research the portals and their passage. During a meeting with Proft and Etrata, Niv-Mizzet acknowledged his intentions and contracted the two to assist with the "Omenpath Project."
Niv-Mizzet worked with Ral Zarek to establish interplanar communication through the Omenpaths. Ral traveled to Thunder Junction and oversaw the construction of a relay tower in the town of Omenport that allowed individuals to relay messages between the two planes for a fee.
Seeking to advance his knowledge of the Omenpaths and related phenomena, Niv-Mizzet assisted the Wanderer in her search for Nashi who had disappeared through a mysterious doorway while on Kamigawa. Another door soon materialized in Ravnica's Ninth District and was being studied by the Firemind and his researchers. Following the completion of his mapping project and having secured the Omenpaths on Ravnica, Niv-Mizzet released Proft and Etrata from his service.
==Demographics==
===Guilds===
*The Azorius Senate () is the police force, legislative and judicial body of Ravnican bureaucracy.
*The Boros Legion () is a standing army that protects the Guildpact and contains the League of Wojek, 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 (), considered a necessary evil by some, is composed of thrill-killers who provide the heavy labor force, catering, 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, and its ledev guards patrol the rural areas along with being conservationists and charity workers.
*The Simic Combine () provides medical assistance and performs biological research.
===Inhabitants===
Ravnica is rumored to contain a handful of cryptids:
*The lamplight crab
*The noxbur shroom
*The owlipedosaur
*The winnoram
===Flora===
===Language===
*Ravi (Common Ravnican) Ravnica (novel), Chapter 17
**The name "Izzet" sounds similar to the Ravi phrase for "is it?" Guildpact (novel), Chapter 7
**The Cult of Rakdos speak an archaic, barking, guttural street slang with patois and accents cribbed from various Ravnican cultures that changes quickly and is hardly mutually intelligible with standard RaviDjango Wexler (June, 2019), The Gathering Storm Chapter Four. Del Rey.
***In this dialect "Izolda" translates to "blood witch" Dissension (novel), Chapter 11
**Old Ravi
***In this dialect, "Lupul" translates to "lurker"Cory J. Herndon (2005). Ravnica Cycle, Book I: Ravnica, Wizards of the Coast
*The Abyssal language of demons and devils
*The Celestial language of angels
*Kraul
*Loxodon
*Merfolk
*Minotaur
*A Sylvan language spoken by Centaurs, Dryads, and much of the Selesnya Conclave
*Sphynx
*Vedalken 
*Various Goblin languages Ravnica (novel), Chapter 1
**These are fairly primitive, with loose grammar and a small vocabulary 
*Ogrish
**This may also be the same as the language spoken by Giants 
*Utvar Grull, a creole with influences of Ogrish, Centaur, and GoblinGuildpact (novel), Chapter 6
**The Centaur language named here may or may not be the same as the Sylvan language
*Troll
*True Draconic, the language spoken by the first Dragons before the urbanization of RavnicaGuildpact (novel), Chapter 15
*Elvish
**The Devkarin and Silhana each have their dialect
====Writing Systems====
*Azorius Legal Script
**Early versions of this script have been in use for up to thousands of years.Return to Ravnica: The Secretist, Part One, Inside the Firemind
==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. Examples are Irbitov and Jezeru. Among other constellations in Ravnica's sky is Qeeto, the Cat-Thief.
===The Ten Districts===
The ten districts are arranged radially around the center of Ravnica.Guildpact (novel), Chapter 1
====The Center====
*The Center of Ravnica is the hub of the great city and the entire plane. One of the only exposed areas of Ravnica's original surface of any significant size. This site is at the top of a mountain. At the street level, it is a flat, solid ground where many important halls and monuments are located.
====The Second District====
*Consists of fashionable and elegant streets.
====The Sixth District====
*Contains overgrown areas with dank bogs.
====The Ninth District====
*Former Azorius territory, but lost after the Guildpact broke. Recently claimed by the Boros from the Gruul and Rakdos with the aid of Gideon Jura.
**The One Hundred Steps, a gateway that connects the Ninth District with the Azorius District.
*Merrytown, a neighborhood burned down by the Rakdos.Jay Moldenhauer-Salazar (2006), "The Merrytown Massacre", Wizards of the Coast 
**Titan's Keg Tavern, rebuilt, often frequented by giants.
*Old Rav, older and deeper parts of Ravnica. Realm of the Golgari.
**Rozlad Square
**The First Vineyard, claims to be the oldest tavern on Ravnica.
====The Tenth District====
The Tenth is the hub of most important activity on Ravnica, and this is reflected in grander architecture, busier markets, and wilder traffic in the streets.Django Wexler (July 11, 2019). "The Gathering Storm, Chapter Six". Del Rey. 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 and Precinct Two is populated by businesses. In Precinct Three (the Greenbelt), nature has encroached on the urban environment, while the scarred streets of Precinct Four are a proving ground for soldiers and marauders alike. Precinct Five is characterized by its many schools, libraries, and laboratories, and Precinct Six is the workers' district with warehouses, docks, and factories. 
Two major avenues and one alley run across the whole Tenth District, crossing precinct lines: 
*The <c>Transguild Promenade</c>. Lined with markets and parks.
*Tin Street, a vital center of trade and a popular spot for restaurants and theaters. At some points, it is possible to look down Tin Street and see Vitu-Ghazi. Ravnica (novel), Chapter 20
**<c>Tin Street Market</c>. A favorite of Vraska.
***Yescu Street entranceFlavor text of 
***Oak Street entrance
*<c title="Gnat Alley">Gnat Alley Creeper</c>, Ravnica's longest continuous street. A tunnel-like alley that serves as one of Gruul's most trusted methods of navigating through Ravnica's posh neighborhoods. Various lowlifes use its winding passages to infiltrate restricted districts and bypass security checkpoints.
Anchored by enormous chains at the juncture of Precincts One, Three, and Four, the Millennial Platform is a floating observation deck that affords the best overhead view of the District. It houses an exclusive restaurant.
There are also several plazas:
*Tenth District Plaza, a popular place for meetings, recreation, shopping, and to be seen. Neutral ground.
**
**Embassy of the Guildpact
***Chamber of the Guildpact, the office of the Living Guildpact and meeting place for the guilds. Destroyed by the Planar Bridge, and again during New Phyrexia's Invasion of the Multiverse. It is currently being rebuilt again, although support for the project is low.
**<c>Bolas's Citadel</c> and the <c>God-Pharaoh's Statue</c> (during the War of the Spark).
**The headquarters of the Ravnican Agency of Magicological Investigations. A hovering building that looks like a giant, floating eye and is inaccessible from the ground.
*Plaza East, home to many government officials and diplomats.
*Plaza West, known for its nightclubs and restaurants.
**Hellbender, Judith's popular Rakdos nightclub. It is a grandiose structure that appears run-down enough to come across as seedy but is dazzling at night. Its high ceiling is strewn with clear, red, and dark purple hanging glass spheres that refract and split light once the candles are set aflame. The dance floor is wide and level and there is a small, curved stage at the far end of the room. The dress code is strictly enforced, and raucousness is enthusiastically encouraged.
*Plaza South, (the Downside). Hub of Commerce in Precinct One.
*Anasis Plaza.
=====Azorius territory=====
*In the Second Precinct:
**Old Prahv, the former guildhall. Now a wilderness preserve.
**New Prahv, the guildhall.
***The Jelenn Column complex 
****The Runes Library
****The Verity Promenade
****The Pavilion of Justice
****The Halls of Reason
****The Cascades of Justice, a fifteen-story waterfall turning to vapor right before it reaches the main floor of the complex.
****The Old Laws Library 
**The South Records Hall.
**The Historical Archives
**The Forum of Azor. 
***The <c>Pillar of the Paruns</c>.
**Whitestone, an orderly neighborhood named for its rows of alabaster houses.
**Griffin Heights, a neighborhood with two-story houses. Rife with corruption.
**Udzec, a maximum security prison.
**Exner, a new prison under construction that's supposed to dwarf Udzec.
**The Beacon Tower, housing the Interplanar Beacon.Django Wexler (July 31, 2019). "The Gathering Storm, Chapter Eight. Del Rey.Django Wexler (October 16, 2019). "The Gathering Storm, Chapter Nineteen. Del Rey.
*The Detention Compound, a place of correction for criminals. 
*Wargate, another prison.
=====Boros territory=====
*In the Second Precinct:
**Augustin Station, the main airship station for the Tenth District.
**A 10-foot-tall statue of Agrus Kos has become a meeting place for veterans, the mob, and Dimir spies.
*In the Fourth Precinct:
**The Grand Courtyard.
**Sunhome, the guildhall and headquarters of the Theater of Fortification.
**Zobar, one of the Titans of Ravnica. Now destroyed.
**Horizon Military Academy, headquarters of the Theater of Recruitment.
**Centerfort, the headquarters of the Wojek League.
***The Tenth Leaguehall
**The Bulwark, low-rent apartments and shops.
**Sawtooth Prison
*In the Sixth Precinct:
**Kamen Fortress, former headquarters of the Theater of Order. Now the garrison that guards the Smelting District.
*Zelzo Base, former headquarters of the Theater of Integrity. Now headquarters of the Wojek League.
*Rokiric Pavilion
=====Orzhov territory=====
*In the First Precinct:
**Orzhova, the guildhall cathedral and seat of the Obzedat.
**The Vizkopa Bank, the center of Orzhov commerce. A massive institution encrusted with guardian gargoyles and orbited by the floating spirits of Orzhovan debtors. 
***The Grand Library.
*In the <c title="Sixth Precinct">Wight of Precinct Six</c>:
**Many mansions, banks, trading posts, and churches.
**Near the waterfront:
***Medori Park, a neighborhood with warehouses, and rife with the undead at night.
*Coiner's Row, the business district
*The Harmony Basilica.
*Kalnika Quarter or Kalnika District
**The Dome of Black Dove.
*The <c title="Moon Market">Moonlight Bargain</c>, an Orzhov black market held every fifth full moon and dedicated to forbidden wares.(2006). Guildpact Player's Guide. Wizards of the Coast.
*The Plague Quarter
*Sage's Row, a place <c title="critical">Sage's Row Denizen</c> of the guilds.
*Shanav Quarter, a place that's known for its hostility to the Selesnya.
*The Basilica of the Opportune (destroyed)
*Clover Heights. Contained 360 Orzhov citizens in 10,075 Z.C.
*Prosperity Estates. Contained 292 Orzhov citizens in 10,075 Z.C.
*Oligarch's Row. Contained 1016 Orzhov citizens in 10,075 Z.C.
*Penance Place.
*Karlov CathedralCory J. Herndon. (2006.) Ravnica Cycle, Book II: Guildpact, Wizards of the Coast., the heart of Orzhov territory.
**The Bone Walk, is a path made from the polished femur of an ancient stone giant that crosses a mysterious dark water, apparently full of horrible creatures, towards the entrance of Karlov Cathedral.
*Plaza Karlov or the District of Karlov. A newly established neighborhood of flagrant wealth and glamorous ostentation. The most popular and most expensive place to live. Elegant, modern manors with warded iron gates flank paved avenues, and sprawling grounds. Many businesses and other households located in Plaza Karlov exist solely to support Teysa Karlov's decadent lifestyle.
**1 Karlov Place Karlov Manor. The ostentatious estate of Teysa Karlov, built following the Phyrexian Invasion in 10,079 ZC. A long driveway leads to the manor, designed to impress and intimidate visitors. From its main courtyard, a narrow side door leads to a hall, through which are wide, gently curving stairs. At the top of the stairs is a well-appointed library lined with rare books and gilded manuscripts, with a door leading to its highest balcony. Another shallow set of stairs hidden behind a marble column leads to the grand balcony. Much of the manor is warded against ghosts as a precaution. A hedge maze sits outside the main building.
*Parha, a run-down industrial quarter given to the Orzhov for demolition and reclamation.
=====Selesnya territory=====
In the Greenbelt (the Third Precinct):
*Vitu-Ghazi, guildhall of the Selesnya Conclave. After the Phyrexian Invasion, the tree was moved to a moor within a park in Selesnya territory.
**The Museum of Ravnica or Museum of Ravnican HistoryFlavor text of <c>Relive the Past</c>, a public museum funded by the Orzhov and housed in Vitu-Ghazi that opened after the Phyrexian Invasion.Art of Commissioned by the Orzhov, it contains artifacts like a copy of the original Guildpact, shattered remnants of the Blackblade, lazotep fragments from the remains of Oketra, and the .
*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.
*The Selesnya Saproling Nursery.
*Sumala, a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry.
*The Kasarna training grounds.Flavor text for <c>Centaur Healer</c>
*The Great Concourse. This is a massive series of interwoven roadways that are elevated through and high above the forest canopy.
*North Ridge Forest.
*Concordance or the Old City, the oldest section of the precinct.
*Beast Haven, a neighborhood where beasts are trained for labor and sold to customers from around the city.
*Initiates' Compound.
*Conclave Assembly.
=====Izzet territory=====
*In the Fourth Precinct:
**Nivix, the guildhall
**The Mizzium Foundry, the only place on Ravnica that manufactures Mizzium.
*Ivy Street
*Mauzam Asylum
*The Smoking Wreckage, an infamous bar.Django Wexler (October 2, 2019), The Gathering Storm, Chapter Seventeen.
*In the Undercity:
**The Boilerpits, a series of underground passageways formed by intertwined high-pressure metal pipelines. A web of tangled pipes and exposed steam vents, the air is hot, heavy, and remarkably fragrant.
*Construction Site Zurzic, a mysterious sky-line changing building under construction near Privnik Plaza.
*Empty Cup Row, an abandoned building block used by the Izzet for experiments.Jenna Helland (2012), Epic Experiment, Magicthegathering.com
=====Simic territory=====
*In Precinct Five:
**Zonot Seven. The only zonot inside the boundaries of the Tenth District; was originally a simple lake before the opening of the zonots. It is fed directly by a river passing around an area of land claimed by rogue Izzet chemists, which the Simic wish to claim as an aquatic thoroughfare.
**Zameck, the current guildhall of the Simic Combine.
=====Dimir territory=====
*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.
*Etrata's safehouse is hidden behind a brick wall. Originally built by Izzet engineers, the wall opens when tapped in a specific pattern, and shuts when the entrant steps off a pressure plate. Within, the house contains an impeccably clean combination of workshop and bedroom.
*Keyhole Village, a run-down quarter where the harbor workers live.
*In Precinct Five:
**The Ismeri Library, an officially guildless public library under Dimir control. Used as a major communication center of the guild.
*in the Undercity:
**Duskmantle, the restored guildhall. Protected by memory wards.
**Nightveil, the sprawling residence of the Dimir elite. An extensive system of natural caverns that house high-walled mansions.
**Fiend's Crawl, lair of many vampires.
=====Rakdos territory=====
*In Precinct Six:
**Gore House, a notorious club
**Shadowfront Alley, known for its prostitutes.Rei Nakazawa (2006), "Life is Beautiful", Wizards of the Coast
*In the Undercity: 
**The Demon's Vestibule, the staircase down from the Smelting Quarter. Veins of lava running down the wurm-carved walls shed a dull-red light. The walls are lined with hundreds of torn and overlapping banners.
**The Hellhole, the housing of the Rakdos.
**Rix Maadi, the Rakdos guildhall 
***The Dungeon Ballrooms, venues for smaller Rakdos parties.
***The Festival Grounds, a vast, derelict courtyard in front of Rix Maadi.
***The Jester's Crypt, a dark tunnel where Rakdos takes cultists who displease him. Few ever return.
*The Broken Toybox, a tavern and discreet brothel, with some very unusual goings-on in the basement suites.Django Wexler (June 26, 2019). "The Gathering Storm, Chapter Four". Del Rey.
*The Carnarium Rings
*Derision's Peak 
*The Slaughterhouse, a large Rakdos venue.
=====Golgari territory=====
*Zanikev, the largest reclamation zone of the Golgari, encompassing several former neighborhoods. Also known as the "Great Rot Farm".
*In Precinct Six:
**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.
*The Devlin Crevasse, a vast fissure in the earth that interrupted the Ravnican street plan.Django Wexler (July 11, 2019). "The Gathering Storm, Chapter Six". Del Rey. 
**Madman's Bridge, a long, thin structure over the Crevasse. On the verge of collapse.
*In the Undercity: 
**Svogthos, old guildhall. Now abandoned.
**Korozda, the Maze of Decay. Guildhall of the Golgari, now raised to the surface.
***Penvar, the Hanging Keep. A castle fixed upside down on the ceiling above the entrance of Korozda.
**House of the Ochran, headquarters of the Golgari assassins.
**Umerilek, Mausoleum of the Erstwhile.
**Stonefare, a network of ancient brick tunnels that wind through the Golgari-controlled areas, polluted with sticky slime, fungi, and cobwebs and lined with petrified bodies of gorgon victims.
**The Corpsefloat Valves. Valves constructed of fungal membranes closing off certain sewerways. They open and close by Golgari command, allowing carcasses and other traffic to float through.
**The Felden Pipe Entrance, drop-off point for corpse haulers.
**Grek'ospen, a Kraul hive in a large cavern.Django Wexler (September 11, 2019), The Gathering Storm, Chapter Fourteen.
=====Gruul territory=====
*The <c title="Samok Stand">Aerial Predation</c>, a grove of towering trees slowly reclaiming the city. Defended by predators.
=====Neutral territory=====
*In Precinct Five:
**Prism University, a crystal-paned center of learning that concentrates on magical theory and application. Even though the school maintains a formal state of neutrality, it’s an open secret that many guilds have infiltrated the university and planted agents to woo prospective members.
**The Thinktank Enclave, an independent guildless city. It is founded on a thirty-block (but growing) tract of land formed from a raft of Golgari garbage jutting into the river. Formerly run by the Izzet, an emergency prompted the temporary and subsequently permanent sovereignty of this city. It is governed by Grand Arbiter Hendrik "B.H." Azmerak.
***The Blistercoils, a series of gigantic mizzium coils that generate large amounts of mana.
*In Precinct Six:
**The Smelting Quarter is the center of Ravnica's industry. It is also home to numerous unguilded.
***Keyhole Downs, a place known for its dishonest merchants. Rumored to have ties with the Rakdos.
=====Unknown=====
*Dogsrun neighborhood, a genteel rectangle of quiet streets tucked away from the major thoroughfares.
*Lobar Alley
*Novijen, the former Simic guildhall. Now destroyed.
*Oxblood AlleyFlavor text of 
*Parhelion II
*<c>Plaza of Harmony</c>
*Seven Swords, a small block of streets lined with large stone townhouses that had seen better days. 
**Frost Lane
**Green Street
***The Silver Curtain, an abandoned theater (destroyed)
===The Red Wastes===
The Red Wastes are located directly north of Precinct Four
*The Rubblebelt, a discontinuous archipelago of wasteland zones outside of the Tenth District. Claimed by the Gruul Clans.
**Skarrg, the gutted, cratered remains of a massive palace. A place of tradition for the Gruul.
**Oakchar, a fifty-foot-tall, partially petrified oak used to display the skulls of fallen Gruul chieftains.
**Axebane Forest, a sentient forest under the protection of an <c title="order">Axebane Guardian</c> of Druids.
**The Husk, headquarters of the Slizt Clan.
**Mahovana, The Haven of Moss, a ruined part of the city, covered by large trees.
**The Cairn of Years' March, the ruin of a huge colosseum.
===The Mausoleum District===
Irbitov (the mausoleum district), is an Orzhov-controlled quarter populated with mausoleums, memorial statues, and underground vaults.
===The Lake District===
Jezeru (the Lake District) is an entire district covered in shallow water. It is an attempt to bring the Simic above ground.
===The Utvara Reclamation Zone===
*Utvara, is a harsh land situated outside the main city and formerly controlled by the Selesnya Conclave. It is roughly egg-shaped.Guildpact (novel), Chapter 5
**Thousands of years ago, Utvara had been a vibrant section of the world with a free zone that rivaled the central metropolis of Ravnica.
**Even earlier, the area had once been a part of the ancient hunting grounds of Niv-Mizzet, whose first lair is supposedly located somewhere within the zone.
**Vitar Yescu, an enormous tree in a state of perpetual flower, planted by the Selesnya Conclave to provide an antigen to the local plague. It was mostly burned to the ground after Zomaj Hauc's failed attempt to revive several ancient dragon eggs.Cory J. Herndon. (2006.) Ravnica Cycle, Book II: Guildpact, Wizards of the Coast. ISBN-13 978-0786939893.
**The Cauldron, former headquarters of the Izzet.
**The Schism, a rift giving acces to The of Agyrem (now healed).
===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 to a variety of marine life but has recently become home to escaped krasis that have hurt the native ecosystem.
===The Polar Regions===
Where the True Djinn are kept imprisoned at "polar water stations".
===Other locations outside the Ten Districts ===
*Avaric is a small backwater district built on swamps and sewers with plague-like swarms that occur during rainy periods. It is mainly surrounded by other backwater districts, except in areas where the underground swamps pool to the surface. Before the fall of the Guild of Deals under the original Guildpact, many of the families within Avaric labored in all but serfdom to the Orzhov patriarchs. The district is filled with run-down homes and filthy streets, and a stagnant rot permeates its air.
**Bitter End Tavern
*The Bone Walk, an elevated walkway made from the femur of an ancient stone giant before the Guildpact (spell) that approaches the Orzhov territory.
*Dravhoc is a wealthy district built into a shallow mountainside that stretches down to the banks of one of Ravnica’s great rivers. It extends outward to include smaller surrounding islands and outcroppings among its breakwaters. Dravhoc is filled with grand buildings with sharply sloped roofs, ornate eaves, and a network of bridges spanning the district without touching the earth. A few of its highest towers are elevated by vast spans of stone that connect to buildings with traditional foundations. Gigantic statues of forgotten gods and heroes can be seen across the district, with some positioned in the middle of expansive plazas or supporting immense walkways. 
*Favarial is a district built above the surface of a deep fresh-water lake the size of a small sea. Its avenues and plazas are supported by pylons anchored deep within the lake floor, and its buildings, often constructed from an aquatic-blue stone, lie on large spans supported by its avenues and plazas. Travelers and commerce move freely over the great bridges that connect Favarial to the mainland. Though not one of Ravnica’s wealthiest districts, Favarial wields substantial economic power by selling its fresh water to neighboring municipalities. Favarial’s River Guild maintains and controls the area’s rivers and dams.
*Glahia district, one of the larger districts.Ari Marmell (2009). Agents of Artifice, Wizards of the Coast. ISBN-13 978-0786951345
*The Nalatras alchemical slums.
*Lurias is a small district built on the delta of one of Ravnica’s great rivers. Its buildings are not nearly as tall or grand as those of Dravhoc, and its modest arches and rare spires are made of simple stone or brass rather than crystal. The delta area on which the district was built is mostly soggy, with shallow marshlands that contribute to its poor foundations and irritating insect population. At the far end of the district and along its riverbanks, the neighborhoods are built on tiny islets where the waters rush into a buried sea.
**Eshton's Tavern, a bar owned by Eshton in the Lurias District.
*Ovitzia is a wealthy district located in the heart of one of Ravnica’s largest plains and home to some of its largest manors.
*Tovrna, a backwater part of the city with many factories. Once a power in its own right, it had slipped into somnolence over the centuries,
*The Zonots, sinkholes controlled by the Simic Combine leading down to the Ravnican oceans. They pass through a dozen layers of the crumbled city.
**Zonot One. Speaker Zegana's home zonot. Zonot One is one of the smallest zonots and has a somewhat somber feeling compared to the others.
**Zonot Two.
**Zonot Three. Vannifar's home zonot.
***Navika, a laboratory of the Guardian Project, was built/grown in the form of an enormous nautilus shell.
**Zonot Four. The largest of the zonots. It has the marine troll Trifon as its speaker. Threatened by Golgari incursions.
**Zonot Five, a tourist destination, where the guildless can come to see the ocean as well as to observe Simic life. 
***The Helical Stair, an enormous column of marine plant matter.
**Zonot Six.
*The Steambath Quarter
*The Wrights' Quarter
==Economy==
Ravnica's primary currency is coins referred to as zibs and zinos, with 100 zibs making up 1 zino.James Wyatt and Jeremy Crawford (November 2018). "D&D Guildmasters' Guide to Ravnica". Wizards of the Coast. A denomination called "zidos" has also been referenced, although it carries an equal value to zinos and may be a typo or nickname for the silver variant of the currency. The same is true for a denomination called "zigs" and the similarly named zibs. Coinage is regulated by Ravnica's guilds, with the Azorius, Boros, and Orzhov operating its primary mints. The card <c>Conjured Currency</c> depicts gold coins bearing the Dimir symbol, but it is unclear if these are meant to mimic existing coinage. While real zinos can be made of silver or gold, counterfeits are often made of tin.Django Wexler (June 2019), The Gathering Storm Chapter Eleven. Del Rey. A coin bearing Lazav's likeness is given to those elevated to Dimir remainder. 24 generations before 10,075 Z.C., the Izzet invented a machine that could turn copper coins into gold. The known denominations include:
Denomination	Common name 	Description 	Mint
½ zib 	Half-zib 	 	
1 zib 	Copper zib 	 	Azorius
1 zib 	Copper alms-coin 	Distributed by the Orzhov to the poor. 	Orzhov
1 zib 	 	A small silver coin. Possibly Boros. 	
25 zibs 	Silver 25-zib piece 	Common currency carried by nearly everyone in Ravnica. 	Azorius
50 zibs 	Electrum 50-zib piece 	 	Azorius
1 zino 	Gold one-zino coin 	Standard coin of the Azorius mint. Embossed with the Azorius symbol, redesigned with an elevated symbol just before 10,075 Z.C.	Azorius
1 zino 	Gold zino 	 	Boros
1 zino 	Zido 	A square silver coin. Possibly Boros. 	
5 zinos 	Gold 5-zino coin 	 	Boros
10 zinos 	Platinum 10-zino piece	 	Orzhov
100 zinos 	Platinum 100-zino coin	 	Orzhov
Boros legionnaires are paid one Boros-minted gold zino per week, while officers are paid a gold 5-zino coin. A warehouse worker loading heavy cargo might make one zino in a single day, while a professional thief could make 100. Based on tithing records, the average salary of the richest 95% of citizens in the Orzhov neighborhoods of Clover Heights, Prosperity Estates, and Oligarch's Row was well over 520 zinos per week in 10,075 Z.C. Orzhov fines can be paid at a rate of two zibs per labor hour. The Izzet goblin Observer Kaluzax had a life savings of 5,732 zinos. The exact value of Ravnican coinage is unclear, but the prices of various items are known:
Item 	Value
Melon 	2 zibs
Loaf of bread 	5 zibs
Cup of coffee 	10 zibs
Newspaper 	15 zibs
Apple 	15 zibs
Stick of grilled chicken 	25 zibs
Airship flight from Augustin Station to the Millennial Platform 	50 zibs/passenger
Cheap Jewelry 	80 zibs
Bird's nest fungus 	1 zino
Airship flight from Augustin Station to any location in the Tenth District 	1 zino
Airship flight from Augustin Station to any station on the plane 	1 zino/mile
Guild insignia 	5 zinos
Human blood, pasteurized 	9 zinos/qt
Airship flight from Augustin Station to a major station in another district	10 zinos
Spiked brass knuckles 	12 zinos
Ornate dagger 	12 zinos
Small silver censer with gold trim 	13 zinos
Gold-plated Thrull face mask 	16 zinos
Enchanted Cluestone 	17 zinos
Flagon of bat guano 	17 zinos
Enchanted Rune 	22 zinos
Orzhov silver coin chain 	23 zinos
Spectacles 	25 zinos
Tainted sigil 	28-75 zinos
Mizzium apparatus 	50 zinos
 	50 zinos
Spyglass 	50-100 zinos
Silk Selesnyan initiate's robes 	68 zinos
Pendulum clock 	100-250 zinos
Enchanted Dimir communications eyepiece 	109 zinos
<c>Orzhov charm</c> 	155 zinos
==Culture==
The board game Clans & Legions is popular across the plane. It appears to be similar to Chess, although played on a six-by-six board. Pieces include the soldier, skyknight, cleric, and angel, likely analogous to the pawn, knight, bishop, and queen. Black goes first, and taken pieces are claimed in the attacker's boneyard. One of the most famous plays is Razia's Folly, the only three-move win, equivalent to the Fool's Mate. Once a player clears a board, they declare victory by stating "You're nullified." Another board game, simply called "Guilds," is also popular.
Dromad-drawn carriages are a common means of transportation across the city.
===Cuisine===
Coffee is a popular drink in cafés across the plane. It can be spiked with bumbat, a crude alcoholic drink equivalent to raw moonshine, or laced with cream or honey. Cafés are also known to sell sweet rolls. Kasarda is another popular drink. Strudel, bacon-wrapped asparagus, and canapés are all popular party foods. Taffy is sold by street vendors. 
==Trivia==
*Ravnica means "plain" in Serbo-Croatian coming from the word ravan, meaning flat, level, plane. It's pronounced "rahv-NEE-cah" even though "rahv-NEE-tsah" would be the more precise pronunciation since Wizards uses the same phonetics each time to avoid spelling issues.
*According to legend, the City of Ravnica (the central metropolis) had been meticulously designed with Izzet precision after the signing of the Guildpact as a gift to the other guilds. The city had also been a secret offering to Niv-Mizzet that would have created a city-sized power sigil giving the Magewrights ultimate control over the plane. Izzet goblins supposedly fumbled the design just enough to prevent the sigil from working as intended.
*"Zonots" are based on cenotes, natural water-filled pits found in Mexico. The spelling of the word was changed to use Eastern European phonemes.
==Planeswalkers and other visitors==
===Native Planeswalkers===
===Planeswalker Visitors===
===Non-Planeswalker Visitors===
==Gallery==
File:RavnicaConcept.jpg|Ravnica concept by Anthony Scott Waters.
File:RavnicaConcept2.jpg|Ravnican mountain concept by Anthony Scott Waters.
File:RavnicaConcept3.jpg|Ravnica concepts by Anthony Scott Waters.
File:RavnicaConcept4.jpg|Ravnica concepts by Anthony Scott Waters.
File:RavnicaConcept5.jpg|Ravnica concepts by Anthony Scott Waters.
File:MKMConcept1.png|Ravnica concept by Sam Burley.
File:MKMConcept2.png|Ravnica in springtime.
File:MKMConcept3.png|The Chamber of the Guildpact.
File:MKMConcept5.png|Hellbender concept by Evyn Fong.
File:MKMConcept6.png|Karlov Manor concept art by Leon Tukker.
File:MKMConcept7.jpg|Karlov Manor's courtyard.
File:MKM ARG complete map.webp|Map of Ravnica, possibly depicting Anzrag's mole tunnels.
==In-game references==
==Notes and references==
==External links==
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Category:Planar types