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Ravnica

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CITY OF GUILDS

In all their fantastic diversity, the cosmopolitan citizens of Ravnica go about their daily business in bustling markets and shadowy back alleys. Shambling pack animals (mammals, reptiles, insects, and bizarre hybrids alike) carry their loads through the streets, while untamed wild things lurk in verdant greenbelts, rubble-strewn ruins, and sewers. And interwoven throughout it all, ten guilds vie for power, wealth, and influence:   Azorius Senate. The Azorius Senate functions as the government of Ravnica, built on the three columns of a legislative, a judicial, and an executive branch under the leadership of lsperia, the sphinx Supreme Judge.
Boros Legion. Led by the angel Aurelia, the Boros Legion pursues the cause of justice, not merely law enforcement. Boros serves as Ravnica's standing army.
House Dimir. House Dimir is in the business of information, operating an espionage organization behind a facade of messengers, investigators, and archivists. Its enigmatic leader, Lazav, wears many faces.
Golgari Swarm. An elf lich named Jarad guides the Golgari Swarm's masses as they lurk in the undercity, whe re they p rocess the city's waste and see to the ne w life that emerges from death a nd d ecay.
Gruul Clans. Raging against civilization and its defilement of the natural world. the loose alliance of the Gruul Clans is led by the cyclops Borborygmos.
Izzet League. Led by the dragon Niv-Mizzet, the Izzet League is a guild of scientists and e ngineers wh o build and sustain Ravnica's infrastructure while conducting wild experiments in magic -efforts that usually involve barely controlled eleme ntal energy.
Orzhov Syndicate. A sinister combination of church, bank, and organized crim e syndicate, the Orzhov Syndicate is controlled by the Obzedat, a cabal of ancient spirits often called the Ghost Council.
Cult of Rakdos.nThe demonic Cult of Rakdos is the jester in Ravnica's culture, using satire and performance to skewer the powerful and embolden the weak. But it is a cruel and bloodthirsty jester, in the manner of its demonic leader, and it supplements parody and levity with blood and fire.
Selesnya Conclave. The Selesnya Conclave is led by Trostani, three dryads who are fused together with one another and with Mat'Selesnya, a manifestation of the soul of the world. The guild seeks to bring nature and the city into balance.
Simic Combine. Under the leadership of Prime Speaker Zegana, the biomancers of the Simic Combine apply magic to the life sciences. Striving to create a harmonious future where creatures of all kinds are perfectly adapted to their ever-changing environment , the Simic magically hasten the process of evolution and adaptation of life .   These ten guilds stand as the foundation of power on Ravnica. Each maintains a distinctive identity and civic function, a diverse collection of creatures, and a subculture of its own. The guilds' history is a web of wars, intrigue, and political machinations stretching over the millennia during which they have vied for control of the world. Their roles were established thousands of years ago in a magical treaty called the Guildpact, which not only assigned each guild a function, but also enforced an uneasy peace among them.

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