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For questions about Ravnica, a campaign setting for Dungeons & Dragons 5th edition, based on the corresponding plane in the Magic: The Gathering card game. The setting was formally introduced to D&D with the 2018 release of the Guildmasters' Guide to Ravnica book. The main planet on the plane of Ravnica is covered in a large city of the same name. Its ten guilds are the foundation of power there; each has its own identity, function, and subculture.

Ravnica is a campaign setting for the 5th edition of Dungeons & Dragons, based on the corresponding plane in the lore of the Magic: The Gathering card game.

The setting was formally introduced to D&D with the release of the Guildmasters' Guide to Ravnica book on November 20, 2018 (released early to participating hobby stores and on D&D Beyond on November 9). It is the first of three MTG planes to be adapted to D&D, along with the Mythic Odysseys of Theros, and A Curriculum of Chaos books.)

The entire the plane of Ravnica is an ecumenopolis; entirely covered by one continual cityscape. Its ten guilds, listed below, lead by the Guildpact are the foundation of power there; each has its own identity, function, and subculture.

Guilds

The introduction to the Guildmasters' Guide to Ravnica (p. 6-7) describes the ten guilds:

  • the Azorius Senate, which functions as the government of Ravnica, representing Blue and White magic
  • the Boros Legion, which pursues the cause of justice and serves as Ravnica's standing army, representing Red and White magic.
  • House Dimir, which operates an espionage organization, representing Blue and Black magic
  • the Golgari Swarm, which lurks in the undercity, processing the city’s waste, housing the otherwise rejected and producing a large portion of the plane's food, representing Green and Black magic
  • the Gruul Clans, a loose alliance that rages against civilization and its defilement of the natural world, representing Green and Red magic
  • the Izzet League, a guild of scientists and engineers who build and sustain Ravnica's infrastructure while conducting wild experiments in magic, representing Red and Blue magic
  • the Orzhov Syndicate, a sinister combination of church, bank, and organized crime syndicate, representing Black and White magic
  • the Cult of Rakdos, which uses satire and performance to skewer the powerful and embolden the weak, but does so in the manner of its demonic leader and "supplements parody and levity with blood and fire", representing Red and Black magic
  • the Selesnya Conclave, which seeks to bring nature and the city into balance, representing Green and White magic
  • and the Simic Combine, a group of biomancers that 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, representing Blue and Green magic

Wider setting

In the Ravnica setting, war ravaged the world over 10,000 years ago. The conflict ended with the creation of a powerful magical contract known as the Guildpact; the leaders of the ten armies signed the Guildpact and became the first guildmasters of Ravnica. The Guildpact laid out the roles of each guild, and absolutely prevented large-scale violence among the guilds by magically binding them, whilst neglecting any guildless.

The Guildpact was broken exactly 10,000 years after its creation, and Ravnica was thrown into chaos. Eventually, the guilds reasserted themselves, but without the magically binding force of the Guildpact to keep them in check. Years later, the Guilds discovered a contingency plan laid by Azor, the creator of the original Guildpact and the founder of the Azorius Senate, and the guilds cooperated to secure the power of a new Guildpact. Its power was incarnated in Jace Beleren a planeswalker from Vrynn, who became the Living Guildpact. His words were magically binding - but as he had the ability to travel between planes and never stayed in Ravnica for too long, so to did conflict often broke out in his absence.


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