Ravnica

**Ravnica** is a plane whose main planet is covered by a large city of the same name. It is one of the most popular and iconic settings in the trading card game Magic: The Gathering, developed by Wizards of the Coast. Is known for its unique and complex setting. It was also adapted as a campaign setting for the RPG *Dungeons & Dragons* 5th edition in the supplement *Guildmasters' Guide to Ravnica*. Ravnica takes a cultural inspiration from 15th century Prague. Their architecture and names have historical roots in Eastern Europe, and some of their creature concepts have ties to Slavic folklore.

## Description

Ravnica is a global urban landscape; an ecumenopolis consisting of a patchwork quilt of grand halls, decaying slums, and ancient ruins, with layers upon layers of superimposed concrete. At the heart of this planet lies the **Center of Ravnica**, a vast metropolis from which the urban landscape spread over millennia to dominate the entire known world. If there are wild areas still untouched by the advance of urban expansion, then they are so distant from the Center that they are no longer known or visible on the horizon. As a result, the City of Ravnica has become synonymous with the entire world. While much of its surface is urbanized, the planet's oceans still exist deep underground within the ecumenopolis.

This relentless progress owes its existence to the Guildpact, an ancient and potent magic that resonates throughout the world, preventing the dominant factions of the city from engaging in open war. The City Center of Ravnica is divided into ten distinct main districts, surrounded by countless other civic centers. The city is governed by a collaborative oligarchy composed of ten organizations known as guilds. Each guild has its own philosophy, interests, and role in society, often engaging in diverse conflicts or collaborations with other guilds. The magic of law and the metaphysics of hierarchy are intrinsically woven into the very structure of the world, enabling cooperative leaders to achieve remarkable feats.

## Life and Society

A blend of technological advancement and sophisticated magic provides amenities for the people of Ravnica that would be extraordinary for people in most fantasy worlds. The nicest neighborhoods in the city have central heating and plumbing (thanks to the work of the Izzet League), elevators and spacious apartments. Even the poorest neighborhoods have sturdy buildings and clean, regular roads. No one need starve on Ravnica, because the Golgari Swarm provides the bare minimum of sustenance for those who can't afford better food, though it's best not to think too hard about where the thick gruel comes from.

The inhabitants of Ravnica have a lot of leisure time, and the city offers many ways to fill it. Ravnica offers restaurants with extensive collections of fine wines, cafes serving coffee and tea, street vendors offering portable meals, and bakeries selling a wide range of breads and pastries. Travelers can stay in luxury hotels or simple hostels, or they can rely on their personal or guild-related contacts to find housing. Diversions and entertainments abound, including raucous street theater (such as the circus shows of the Cult of Rakdos), operas and symphonies, illegal fight clubs, sporting events held in vast arenas, throwaway popular novels and great works of literature. These things are shared by the diverse people of the city, who enjoy lives adorned by a variety of species and gender identities.

Well-established systems sustain society, primarily through the efforts of guilds. The Azorius Senate drafts, codifies, and enforces a comprehensive (and some would say overwhelming) set of laws. Orzhov Syndicate banks offer secure vaults and complex financial arrangements. The Izzet League maintains the city's infrastructure, and the Golgari Swarm ensures that trash is disposed of (or recycled). House Dimir couriers deliver messages and packages throughout the city, and the Simic Combine handles public health issues.

Ravnica lacks any large-scale farming operations, its citizens relying on food produced in the Selesnya gardens and underground rot farms of the Golgari. Few parts of Ravnica can be considered "wild"; the rubblebelts, areas where the city has decayed and been taken over by natural forces, are the only truly wild areas.

## Economy

Em Ravnica, o sistema financeiro é influenciado pelas complexas interações entre as dez guildas rivais e a estrutura urbana única do plano. Cada guilda tem sua própria abordagem à economia e finanças, o que cria uma rede intrincada de transações, comércio e trocas. Aqui estão alguns aspectos gerais sobre como o sistema financeiro funciona em Ravnica:

### Currency

Ravnica has its own standard currency, known as "zino", which can be fractionated into smaller units called "zibs". One zino equals one hundred zibs. There is no central mint as coins are minted by Azorius, Boros and Orzhov. As such, the Ravnican economy is fully decentralized. However, many guilds also use their own forms of exchange, such as favors, services and resources. This is because guilds have such a strong presence in citizens' everyday lives that oftentimes trading involves not just money, but also the contribution of skills, services, or influence.

### Guilds in the Economy

The Orzhov guild in particular plays a significant role in Ravnica's financial system, controlling the banking system and collecting tithes and fees from citizens. They also offer loans and financial services, with payment often coming in the form of future obedience or favors. The Orzhov Syndicate also issues credit notes that can be redeemed at any of its banks, functioning as a kind of fiduciary money and which is often used in carrying out large-value transactions.

The Izzet guild has a focus on technological innovation and research. This translates into investments in engineering and innovation projects, which can be funded by other guilds in exchange for technological benefits. Throughout the guild's history, however, the boldest projects were financed by the guild's own parun, the dragon Niv-Mizzet, whose personal treasure was immeasurable.

Although the Cult of Rakdos is not directly involved in finance, they do have a role in the tourism and entertainment business. Events and concerts organized by Rakdos can attract large crowds, which results in revenue and profits that are often exploited not only by Rakdos but also by other guilds and guildless merchants.

## Government

Ravnica's politics are intricate and complex, shaped by the presence of the ten guilds that govern the city and the Guildpact that establishes the balance of power between them. Each guild has its own role in society and its own philosophy, interests and areas of expertise. The Guildpact is a magical treaty that defines the roles, responsibilities, and areas of influence of each guild. It also serves as a dispute and conflict resolution mechanism, preventing guilds from engaging in open warfare. However, the Pact is not perfect and can be interpreted in different ways, which often leads to behind-the-scenes stress and rivalries.

### The Living Guildpact

> *Main article: Living Guildpact*
>
>

The heart of Ravnica's governance is the **Living Guildpact**, an individual who holds a unique position of authority and influence on Ravnica. This title is directly related to the Guildpact, the magical treaty that governs the coexistence and distribution of power among Ravnica's ten magical guilds. The role of the Living Guildpact is to serve as a mediator and arbiter of tensions and conflicts between guilds. It has the authority to interpret the Guildpact and issue binding decisions in disputes and legal matters involving guilds. His word is considered the last resort in matters relating to the pact, and his authority is recognized by all guilds.

The current Living Guildpact is the elder dragon Niv-Mizzet, parun and former guildmaster of the Izzet League. He exercises his office from his office in the Chamber of the Guildpact, Precinct One of the Tenth District.

## Demography

Ravnica's demographics are incredibly diverse and complex, reflecting the city's cosmopolitan and multicultural nature. As a vast ecumenopolis made up of a series of districts governed by guilds, Ravnica is home to a wide variety of races, species, and cultural identities.

Ravnica's population includes humans, elves, goblins, minotaurs, vedalken, and other classic fantasy races, as well as unique and original races from the Magic: The Gathering universe. Each guild often attracts members of different races who share common magical affinities, interests, and values. It is common to think that in a metropolis there are only civilized creatures – when the metropolis corresponds to nothing less than the entire known world. Ravnica is capable of harboring all manner of creatures, civilized or savage. Even though the planet's natural elements were swallowed up by the city long ago, the creatures still exist, adapted to built versions of their ancestral ecosystems.

In addition to different races, diverse cultural identities also play a key role in Ravnica's demographics. Each guild has its own philosophy and way of life, attracting individuals who identify with these unique approaches. This results in a multicultural society, with different traditions and languages coexisting within city limits.

However, Ravnica's demographics are primarily influenced by tensions and relationships between powerful guilds. The rivalries and alliances between them shape the way certain races or groups are treated in different parts of the city. Furthermore, the guildless constitute a portion of the population that is not tied to any specific guild, adding another layer to the demographic diversity.

### The Guilds of Ravnica

*See main article Guilds of Ravnica*
The ten guilds of Ravnica, and their respective roles in society, are:

* Azorius Senate - is the police force, legislative and judicial body of the Ravnican bureaucracy.
* Boros Legion – is a standing army that protects the Guildpact and contains the Wojek League, the official peacekeepers of City of Ravnica.
* House Dimir – was recently considered defunct and provides illegal but necessary services while openly acting as couriers, investigators, reporters and archivists.
* Golgari Swarm – in charge of food production and the disposal of organic waste.
* Gruul Clans – have fallen from their former role as the guardians of the wilds of Ravnica and are now nothing more than a loose affiliation of barbarian clans that seek to wipe out civilization from the world.
* Izzet League – is responsible for the civil engineering works of the world-city and for new magical developments.
* Orzhov Syndicate - was originally the most widespread religion on Ravnica. Now it regulates commerce and the banking system, among other legal activities.
* Cult of Rakdos – considered a necessary evil by some, is made up of thrill-seekers who provide heavy labor, food, and entertainment for the populace.
* Selesnya Conclave - promotes what is now the strongest, most nature-based religion on Ravnica, and its ledev guards patrol the rural areas, as well as being conservationists and charity workers.
* Simic Combine - provides medical care and conducts biological research.

### The Guildless

*See main article Guildless*
About half of Ravnica's population are guildless, individuals not affiliated with any guild. They can be independent artists, self-employed, lone adventurers, criminals, among others. Guildless often live on the fringes of guild society, not having the same level of influence or access to resources as guild members.

## Geography

### The City of Ravnica

Ravnica is a vast city, covering the surface of the world in many layers of construction, from deep sewers and catacombs to towering towers. No map can encompass the enormous scope of its expansion, and its borders (if any) are unknown, except possibly to those who live near its boundaries.

#### The Ten Districts

Ravnica's history centers on its core. Sometimes called the City of Ravnica proper, this core is divided into ten Districts, each of which is a large urban environment in its own right. Districts are named in simple numerical order from first to tenth. There is no correlation between the ten guilds and the ten districts; all ten guilds are active in all ten districts. The Tenth District, in particular, is a hotbed of activity where all guilds maintain their headquarters.

A huge avenue called Transguild Promenade crosses all ten districts, making it the most notable landmark for mobility through the heart of the city. Filled with markets, small parks and colonnades, the Promenade is a commercial thoroughfare used to transport cargo. On feast days, it becomes the most popular parade route in the city. Even when guild conflicts heat up, Ravnicans respect the Promenade's sanctity as neutral ground.

* Tenth District – The Center of Ravnica
* Ninth District – the Favarial Rim.
* Eighth District
* Seventh District – The Shelf
* Sixth District - Contains overgrown areas with dank bogs.
* Fifth District
* Fourth District – Dravhoc
* Third District
* Second District - Consists of fashionable and elegant streets.
* First District

#### Precincts and Neighborhoods

Districts, whether within or outside the city itself, are the fundamental configurations that define Ravnica. They are informally divided into various neighborhoods, blocks, and so on. Some of these areas straddle district boundaries. Deathbridge, for example, existed as a well-defined neighborhood before the City of Ravnica was formally divided into ten districts, and this division was made without regard to Deathbridge's informally recognized boundaries. Part of Deathbridge, known as Deathbridge Chasm, occupies much of Precinct Six of the Tenth District, but extends into the neighboring area. Similar neighborhoods, both inside and outside the city proper, include the Steam Quarter, Foundry Quarter, and Mahovna, the Mossy Haven.

#### Other Districts

In addition to the center, there are countless other districts, which originated as outlying cities that gradually merged into the expanding metropolis. Well-known districts outside the core include:

* Eleventh District - Southwest of the Tenth, where Zonot Six is located.
* Agyrem – the Ghost Quarter (currently disappeared)
* Irbtov – the District Mausoleum. An Orzhov-controlled quarter populated with mausoleums, memorial statues, and underground vaults.
* Jezeru – the Lake District
* Zanikov – The Great Rot Farm
* The Bubble Pits
* Ovitzia – the District of Mansions
* Foundry District
* Avaric - a district controlled by the Orzhov but with a deep anti guild sentiment.

#### Reclamation Zones

Reclamation Zones are city areas of varying size, where control and administration of much of their territory has not been claimed by any guild; at least not formally.

* Utvara Valley
* Parha – An Industrial Zone
* Pod Utoken - a floodplain located on the edge of civilization

#### Rubblebelts

Rubblebelts are bleak regions where the city has collapsed, either from natural causes, tectonic disasters, abandonment or wars.

* Red Wastes - north of the Tenth
* The Husk – Headquarters of the Slizt Clan

#### Preserves and Wild Zones

Very rare, the wilds of Ravnica have long been abandoned, or have not been properly occupied by the expansion of the City of Ravnica. Preserves are regions protected by law where you can no longer build cities.

* Old Prahv – the former Azorius guildhall. Now a wilderness preserve on the border between the Ninth and Tenth.
* Old Rav's Preserve - in the First District
* Axebane Forest - a sentient forest under the protection of an order of Druids.
* Razor's Flank Mountain
* North Summit Forest

### The Undercity

As the city of Ravnica was built higher and higher, the lower regions fell to the darker guilds and became known as **The Undercity**. The Rakdos mining has changed the center of the mountain into a giant column.

* Rix Maadi
* Duskmantle
* Grigor Canyon
* Svogthos (at the center of Korozda, the Maze of Decay)
* Novijen
* Umerilek, Mausoleum of the Erstwhile
* The Devkarin rot-gardens.

### 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 had an adverse effect on the native ecosystem.

### The Polar Regions

Where the True Djinn are kept imprisoned at "polar water stations".

## History

> The signing of the Guildpact marked the beginning of the modern Ravnican calendar. The years before that main event are denoted as "Al Concordant" or AC and counted backwards from 1 AC. Years after signing are referred to as "Zal Concordant," or ZC.
>
>

### The Age of Chaos

> *Main article: Age of Chaos*
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The times preceding the signing of the Guildpact are referred to in Ravnican history as the Age of Chaos. During most of the known history of this period, Ravnica was a war zone between ten different factions. In addition to them, the world was also filled with powerful and potentially destructive creatures. Dragons flew over the world like demigods subjugating inferior races to their whims and the nephilim were personifications of the total impotence of mortals before the exploits of nature. In these prehistoric times, there was nothing to stop the bloodshed and open warfare was the order of the day.

#### The Signing of the Guildpact

It was the day archenemies Razia and Cisarzim met on the battlefield that everything was about to change. The two leaders began an epic fight that became known as the Clash of Two Champions. Realizing that this endless war would eventually destroy everything, a council between ten factions was held, where leader Azor I suggested establishing a living enchantment that would end the violence and ensure the survival of the factions.

Of the ten paruns present, only Azor (the main interested party) and Razia were certain that the agreement would be the only alternative to end the chaos; while the rest remained at an impasse. Until Svogthir, the Golgari Zombie King, agreed to sign, and after that the other paruns copied him. Even Cizarzim and Rakdos – who were initially radically opposed – were forced to be part of the agreement, otherwise they would be slaughtered by it.

Thus, the Guildpact was created - a great magical treaty that would define the role of each faction (from then on called guilds) in society, making possible a harmonious coexistence. The terms of the document were written by Azor and then signed in blood and magic by all ten leaders present, who came to be called paruns. Each signer would now have an assignment, a part of the agreement, that would strengthen the Guildpact's very magic and allow each guild to play a role in the new world they pledged to build.

### Times of Peace and Progress

At the time of the Guildpact's signing, the world was still in residual chaos, thanks to the long times of open warfare. Plunder, slavery, misery, starvation and decay could be seen around every corner. The ten guilds then took it upon themselves to reverse this and divided themselves into tasks with the aim of improving the world as a whole. Monstrous creatures deemed dangerous to the maintenance of this new order, such as dragons, were hunted to virtual extinction. The Nephilim were imprisoned beneath the earth and the djinn were exiled to the polar regions of the plane. Thus, the world began its long evolution to become essentially urban.

After the signing of the Guildpact (referred to as the Zal Concordat by the Ravnican calendar) not much has changed on Ravnica. The Covenant's magic was relentless, granting absolute power to guilds while maintaining balance between them. With the exception of the Gruul, who ended up being trampled by the progress of the cities and excluded from the Covenant, Ravnica's guilds carried out their agendas, without others being able to interfere. They still continued to attack each other, but only in a constant cold war that took place behind the scenes where they always tried to find loopholes in the laws to acquire more power.

### The Decamillennial and the Dissenssion

The Guildpact lasted a long time without serious violations, until the date of the Decamillennial - the 10,000 year anniversary of the agreement. On this day, the Chorus of the Conclave would perform the ritual of the **Convocation**, through which the entire plane would be blessed, and its sins washed away. This ritual would also renew the Guildpact for another ten thousand years.

However, Szadek, the parun of House Dimir, conspired to attack the ceremony at this critical juncture, and, with the help of minions and manipulating the matka Savra, he nearly destroyed the Guildpact. He would have made it if Lieutenant Wojek Agrus Kos hadn't stopped him. Szadek was arrested and imprisoned by Kos and the Guildpact survived the first relevant attempt to dissolve it in millennia of existence. However, this would not be the only attempt to destroy the Pact from then on.

Just twelve years later, in 10012 ZC, the Izzet mage lord Zomaj Hauc enacted yet another plan that would threaten the stability of Ravnica. Operating covertly from the Utvara Valley reclamation zone, Hauc worked diligently to bring the city to its knees. His plan involved hatching three fossilized true dragon eggs that he had discovered years before and then mentally controlling them and thereby wielding the greatest firepower in the world. This was indeed a major threat as in modern times the true dragons had been extinct, leaving only smaller and less threatening versions, with the exception of the parun Niv-Mizzet. Hauc managed to awaken the dragons but was stopped by Agrus Kos and Teysa Karlov.

In the same year a series of riots occurred, causing chaos and direct clashes between the guilds as had not happened since before the signing of the Guildpact. In Utvara five Nephilim awakened thanks to the tectonic instability caused by Hauc's actions, causing too much destruction. The guildmaster Niv-Mizzet killed two of them, but then fled, disappearing completely and abandoning his guild to its fate. The remaining three Nephilim finished plundering Utvara and made their way to the Tenth District.

The Cult of Rakdos and the Golgari Swarm came into direct conflict after the cultist Izolda kidnapped the son of the devkarin guildmaster Jarad vod Savo. Manipulated by Momir Vig of the Simic Combine, Izolda completed a ritual to free Rakdos itself. The demon lord emerged into the Tenth District causing chaos and destruction, killing a Nephilim and appearing in Vitu-Ghazi where he planned to cause a great rebellion.

Momir Vig teamed up with Svogthir to activate the Kraj Experiment, and as a first step they would use it to defeat Rakdos and show the citizens of Ravnica that whoever controlled Kraj controlled the entire city. Vig ended up dead and Kraj lost control, destroying Novijen, killing countless people and advancing towards the center of the city. Kraj and Rakdos fought at Vitu-Ghazi's feet, resulting in the former's destruction and the latter falling into a coma.

The Azorius Senate met, and a motion was heard to give Grand Arbiter Augustin IV martial law control over all of Ravnica. With that, the Azorius Senate revealed that they were also trying to take over the city and create a new Ravnica where everyone respected the law. The maneuver was thwarted when the Parhelion crashed into the Prahv, destroying the Senate headquarters and killing all the senators present, including Augustin.

This period of pandemonium became known to history as the Dissension of 10012. In the end, the Guildpact failed and ceased to exist.

### The Interregnum

Two years later, in 10014 ZC, a new Guildpact, not reliant on magic, was created, written by Teysa Karlov. This new pact, called the *New Accord of the Guilds of Ravnica*, no longer gave guilds the same power as the old one did, and guilds remaining after the Dissension would languish until they were eventually disbanded. Many of the guilds were forcibly overthrown due to the long-standing disquiet the guildless held towards the guildmasters. There were, however, remnants of the guilds present.

The old guilds, however, did not take long to re-establish themselves, many under new leadership. Some took to a new purpose, as the original Guildpact had bound them to a specific task for over ten thousand years, and the guildless grew weary of some of their morally questionable activities. Most guilds, however, followed the same basic structure as ever, as ten millennia of immutable habits and traditions were not easily forgotten on Ravnica.

#### 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 Restablished

When the Guildpact was irrevocably breached during the Decamillennial, their spells were broken and no longer binding, but their presence woven deep into the plane did not dissipate. The Guildpact was severely weakened, but it didn't disappear, it went dormant. As the political situation on Ravnica deteriorated, guildmaster Niv-Mizzet began studying the Implicit Maze, a strange interplay of Leylines scattered throughout Ravnica's districts and linked to the dormant Guildpact that served as a fail-safe program in case of its dissolution. If all guilds cooperated to resolve the Maze, they would secure the power of a new Guildpact. In 10075 ZC, to avoid a war, Niv-Mizzet revealed his discoveries to the guilds, starting the Implict Maze Race. Each guild chose a champion to run the Maze on their behalf, but instead of cooperating the champions competed to reach the Maze's End first and thus gain control over the Guildpact. However, the planeswalker Jace Beleren, who was an excellent telepath, managed to "force" collaboration through a collective mental link between all champions and thus the Maze could be concluded successfully. Jace then became the first Living Guildpact.

### External Influence and the Guild Summit

Since Jace is a planeswalker, his attention is never focused on Ravnica for long. During their absences, guilds revert to their old ways of fighting each other over the smallest shreds of influence or territory. Meanwhile, an outside influence has taken control of several guilds, for reasons still 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.

Ral's efforts to convince the Ravnican guilds to cooperate with Niv-Mizzet's plan were met with resistance from every quarter. 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. 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. 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

*Main article: 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 among 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. 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 Aftermath

> *Main article: New Phyrexia's Invasion of the Multiverse*
>
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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.

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, 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, 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.

## References

1. ↑ Doug Beyer (October 25, 2013). "There’s lots of ways a cultural inspiration can show up in a setting". *A Voice for Vorthos*. Tumblr.
2. ↑ 2.0 2.1 Guildmasters' Guide to Ravnica, p. 8
3. ↑ Fanmade location created by Sorin Perrone
4. ↑ All content in this section is fanmade by Sorin Perrone, and therefore non-canon.
5. ↑ Cory J. Herndon (2005). Ciclo de Ravnica, Book I: Ravnica , Wizards of the Coast.
6. ↑ Fanmade name of hystorical period created by Sorin Perrone.
7. ↑ Non-canonical date, defined by Sorin Perrone.