District 10

about the district and the world!! world building stuff for context!! yay!!also remember to include maps and stuff here
copy and pasting stuff just for now we can resummarize later if we want

**Note:** EGTD10 is set in our version of Ravnica from Magic of the Gathering.

The year is 10103 ZC. In the ancient past, ten city-states fought for control of a prosperous city. The war lasted for decades, bringing the world to the brink of ruin. To avert catastrophe, a magical contract was signed, forbidding open war. Thus began the Age of the Guildpact and 10,000 years of an uneasy peace. The city-states, now identifying as Guilds, contributed their skills to rebuilding, each with a civic function, distinctive culture, and worldview. The sprawling metropolis of Ravnica rose from the ashes, eventually encompassing the entire world. The Guildpact was not perfect, but it was better than mutual destruction.

## Urban Setting

While D&D is usually played in wild, untamed terrain (think Indiana Jones), Ravnica is an urban setting. Very few places are totally unexplored. Despite this, ancient cities tend to accumulate forgotten vaults, unused ruins, etc. Exploration is still a huge part of the game, so don’t be afraid to look around!

Zeppelids are immense floating creatures that remain buoyant through many air sacs on their balloon-like bodies. The result of the Simic Combine's biomancy, they are easily tamed and are often used by Ravnicans for air transportation. An enclosed compartment is often harnessed to their frames to carry travelers.

Ravnica is also a high-magic setting, meaning magical devices take the place of technology. Street lights, ovens, indoor plumbing, agriculture, and manufacturing are all very common, although perhaps a little more explody.

## Danger Lurks

To the average citizen, Ravnica is far from perfect, or safe. The Guildpact was created to preserve peace between warring factions, not improve the life of the populace. Gang violence is very much a thing, and Guild status isn’t a guarantee of safety. Localized Guild conflicts often result in fights or small riots. Several guilds are fond of Assassins.

You aren’t really safe from animals either. Four of the Guilds are devoted to preserving wilderness, in their twisted ways, and many creatures have adapted to the city. Some are harmless, such as foxes or raccoons, but large predators are surprisingly good at hiding. Crocodiles in the sewers? Totally a thing.

## Daily Life

Ravnica features a huge variety of races mashed together. Humans represent less than a quarter of the population, while races such as Elves, Centaurs, Goliaths, Minotaurs, Goblins, and more are incredibly common. Ravnican citizens are quite jaded. A dragon smashing a few houses is not really newsworthy.

Most citizens live fairly well, at least if they choose to do so. Space is cramped, and food generally consists of mushrooms, plants, and grains, with eggs and insects for protein. Meat is available, for those willing to pay.

Various Guilds provide public services and social programs, with… mixed outcomes. In most cases, these programs serve as recruiting programs as much as any kind of benevolence.