Ravnica Geographic Location in The Voice of Honor Guild | World Anvil
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Ravnica

Rule over by the Guildpact of Ravnica, Jace Beleran.     

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.    

The Ten Districts

  The ten districts are arranged radially around the center of Ravnica.  

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 actually 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.[26][27] The Sixth District Consists of foul swamps and overgrown areas. The smell of the dank bogs is overpowering.[28] 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.[29] 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.[30] To be governed effectively, the Tenth District is broken into six precincts, each the size of a small city.[17] 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 Transguild Promenade. 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. Tin Street Market. A favorite of Vraska. Gnat Alley, Ravnica's longest continuous street. 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.  
  • Gateway Plaza
  • 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.
  • 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.
  • 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[34]
  • 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 Pillar of the Paruns.
  • 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.
   
  • Parha, a run-down industrial quarter given to the Orzhov for demolition and reclamation
  • Rokiric Pavilion
  • Zobar, one of the Titans of Ravnica. Now destroyed.
  • Empty Cup Row, an abandoned building block used by the Izzet for experiments.
  • The Detention Compound, a place of correction for criminals.
  • The Harbor
  • Keyhole Village, a run down quarter where the harbor workers live.
  • 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.[17]

In the Fourth Precinct:

The Grand Courtyard.
  • Sunhome, the guildhall and headquarters of the Theater of Fortification.
  • 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
  • Dravhoc, a district built into a mountain, constructed in terraces.
  • Favarial, a district built across a large body of freshwater. One of the wealthier districts.
  • Zelzo Base, former headquarters of the Theater of Integrity. Now headquarters of the Wojek League.

In Precinct Six:

  • Kamen Fortress, former headquarters of the Theater of Order. Now the garrison that guards the Smelting District.[14]

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.[35]
  • In the Sixth Precinct:
  • 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.[35]
  • Kalnika Quarter or Kalnika District
  • The Dome of Black Dove.[35]
  • The Moon Market, held every fifth full moon and dedicated to forbidden wares.[43]
  • The Plague Quarter
  • Sage's Row, a place critical 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 Cathedral
  • The Bone Walk, a path made from the polished femur of an ancient stone giant that crosses a mysterious dark water, apparently full of horrible creatures.

Selesnya territory

In the Greenbelt (the Third Precinct):    
  • 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.
  • The Selesnya Saproling Nursery.[35]
  • Sumala, a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry.
  • The Kasarna training grounds.[46]
  • The Great Concourse. This is a massive series of interwoven roadways that are elevated through and high above the forest canopy.
  • North Ridge Forest.[44]
  • 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.[45]
  • Conclave Assembly.[45]
  •  

    Izzet territory

    In the Fourth Precinct:
    • Nivix, the guildhall
    • The Mizzium Foundry, the only place on Ravnica that manufactures Mizzium.
    • Ivy Street
    • Lurias, a district far away from the Center of Ravnica near a "coastline", the meeting place of a swamp used for farming and a large river.
    • Mauzam Asylum
    • The Smoking Wreckage, an infamous bar.[47]
    • In the Undercity:
    • 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 sky-line changing building under construction near Privnik Plaza.

    Simic territory

    In Precinct Five:
    • Zonot Seven. The only zonot inside the boundaries of the Tenth District; 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.[48]
    • 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.
    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 which 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.[33]
    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.[49]
    • 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.[50]
    • The Carnarium Rings[49]
    • Derision's Peak [36]
    • The Slaughterhouse, a large Rakdos venue.[49]
    • 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.[30]
    • 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. New guildhall of the Golgari.
    • Penvar, the Hanging Keep. A castle fixed upside down on the ceiling above the entrance of Korozda.[51]
    • 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.[35]
    • Grek'ospen, a Kraul hive in a large cavern.[52]
    • Gruul territory
    • The Samok Stand, a grove of towering trees slowly reclaiming the city. Defended by predators.

    Neutral territory

    In Precinct Five:
    • Prism University, a center of learning that concentrates on magical theory and application.
    • 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 situation prompted the temporary and subsequently permanent sovereignty of this city. It is governed by Grand Arbiter Hendrik "B.H." Azmerak.[34]
    • 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.[41] Rumored to have ties with the Rakdos.
    • Novijen, the former Simic guildhall. Now destroyed.
    • Plaza of Harmony
    • Parhelion II
    • Seven Swords, a small block of streets lined with large stone townhouses that had seen better days. [19]
    • Frost Lane
    • Green Street
    • The Silver Curtain, an abandoned theater (destroyed)
    • Dogsrun neighborhood, a genteel rectangle of quiet streets tucked away from the major thoroughfares.[20]

    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 order of Druids.
    • The Husk, headquarters of the Slizt Clan.
    • Mahovana, The Haven of Moss, a ruined part of the city, covered by large trees.[41]
    • 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.
          Other locations outside the Ten Districts
    • The Zonots, sinkholes controlled by the Simic Combine leading all the way 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, build/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
    • Tisya
    • Avaric, a district controlled by the Orzhov but with a deep anti guild sentiment.[56]
    • Bitter End Tavern
    • Tovrna, a backwater part of the city with many factories.[20][30] Once a power in its own right, it had slipped into somnolence over the centuries,
    • The Bone Walk, an elevated walkway made from the femur of an ancient stone giant before the Guildpact (spell) that approaches the Orzhov territory.
     
    Type
    Plane of Existence

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