Ravnica

Ravnica (pronounced /RAV-nih-kuh/ IPA: /ˈɹæv.nɪ.kə/), is a plane whose main planet is covered in a large city, eponymously known as Ravnica. It takes its flavor from that of Eastern Europe. Ravnica is the setting of the Ravnica block, Return to Ravnica block and Guilds of Ravnica, Ravnica Allegiance, and War of the Spark expansions.

Description
Ravnica is a worldwide cityscape; an ecumenopolis consisting of a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework. Law magic and the metaphysics of hierarchy are deeply woven into the very fabric of the plane, enabling cooperating leaders to achieve feats of greatness.

Of the world's countless civic centers, one looms large above all others: the City of Ravnica, a metropolis so vast that its name has long since become synonymous with the entire plane. Centuries of Ravnican business—powered in many cases by Izzet boilerworks and other guilds’ foundries—have saturated Ravnica's atmosphere with all manner of industrial pollution. Prior to the events of Dissension, the city and plane of Ravnica had been ruled by the Ravnican guilds and governed by the Guildpact for more than ten millennia.

Ravnica has two moons. While much of its surface is urbanized, subterranean oceans exist.

Ravnica and the Multiverse
As a plane, Ravnica was affected by the Rift Crisis on Nexus of the Multiverse, Dominaria. As a consequence, it became isolated from the rest of the Multiverse, in a seal similar to the Shard of the Twelve Worlds, but with Ravnica as the only plane. On the surface of this 'micro-shard' appeared a blister, a piece of folded aether that trapped all Ravnican souls upon death, forcing them to become spirits and ghosts that manifested themselves on Ravnica's physical plane as the Ghost Quarter of Agyrem. The separation might also have improved the lifespan of its inhabitants; for example, Agrus Kos was a normal human, who was over 120 years old, an age likely roughly equivalent to 65–70 years on Earth.

After the Mending the Ravnican ghost-world anomaly was dissolved, and the trapped spirits were able to pass on to the aether.

The Erstwhile
A delicate and sophisticated race of elves known as the Erstwhile once were an important faction in Ravnica. They were laid to rest in coffins in Umerilek, Mausoleum of the Erstwhile. They returned as Zombie Attendant of Vraska. Their leader is Storrev.

Government and law: Guildpact
Ten thousand years before the events of Ravnica, the plane of Ravnica boasted untold violence and brutality, with various factions constantly waging war against one or more of the others. Realizing that this neverending war would ultimately destroy everything, a council between ten factions was held, where the leader Azor I suggested establishing a living, breathing enchantment that would end the violence and ensure the survival of the factions. While some of the order-phobic factions had initial disagreements, the other nine leaders eventually concurred that such a pact was the best chance of survival. Each of the ten factions signed the Guildpact, and over time, these factions became the ten guilds of Ravnica.

The power of the Guildpact was subtle; it prevented any guild from dabbling into the business of any other guild or disturbing the stable power balance among the ten by twisting circumstance and coincidence to nullify the disruptive guild's actions. While the Guildpact was credited with bringing relative peace and prosperity to the plane, sporadic clashes between guilds still occurred. Despite any conflicts between the guilds at a particular time though, the anniversary of the Guildpact's signing was celebrated every year with a day-long festival, where all the people laid down their weapons and made merry. This celebration was called The Festival of the Guildpact.

Not all of Ravnica's citizens are a member of a guild; about half of the population is guildless. However, the guilds are a required part of daily life, and their presence is felt everywhere on Ravnica.

The Decamillennial
During the Decamillennial Celebration of 10,000 ZC, the Guildpact was broken. The ancient balance was shattered, and Ravnica was thrown into chaos.

The Interregnum
In the novel Agents of Artifice, it came to pass that the guilds were officially disbanded. Many of the guilds were forcefully torn down due to the long-simmering unrest the guildless held towards their masters. There were, however, remainders of the guilds present.

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 reinstated
In 10,075 ZC, the Izzet guildmaster discovered that Azor I had created a contingency plan that would take effect if the magic of the Guildpact was ever broken. An intricate network of leylines sprawled across the districts Ravnica called the Implicit Maze, offered a test to the guilds. If they would cooperate to solve the maze, they would secure the power of a new Guildpact. That power was eventually bestowed upon Jace Beleren, who became the Living Guildpact. Any law that he verbally confirms becomes legally binding.

Outside influence
As Jace is a planeswalker, his attention never remains focused on Ravnica for long. During his absences, the guilds return to their old habits of fighting with each other over the smallest scraps of influence or territory. Meanwhile an outside influence has taken control over several guilds, for reasons yet 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.

Guild summit
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
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.

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.

Geography
The original City of Ravnica was made up of 10 districts, named in simple numerical order. No correlation exists between the ten guilds and the ten districts, all guilds are active in every district. The Tenth District, in particular, is a hotbed of activity where all the guilds maintain their primary headquarters. Beyond the core are countless other districts that originated as outlying cities that eventually melded into the expanding metropolis. Examples are Irbitov and Jezeru.

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 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.
 * Titan's Keg Tavern, rebuild, 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. To be governed effectively, the Tenth District is broken into six precincts, each the size of a small city. 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 Creeper, 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.
 * 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.
 * Bolas's Citadel and the God-Pharaoh's Statue (during the War of the Spark).
 * 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.
 * Anasis Plaza.

Azorius territory

 * In the Second Precinct:
 * Old Prahv, the former guildhall. Now a wilderness preserve.
 * New Prahv, the guildhall.
 * The South Records Hall.
 * The Jelenn Column complex
 * 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 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.
 * Uzdec, a maximum security prison.
 * Exner, a new prison under construction that's supposed to dwarf Uzdec.
 * The Beacon Tower, housing the Interplanar Beacon.
 * Near the waterfront.
 * 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.
 * Unknown location
 * 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.


 * 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 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.

Orzhov territory

 * In the First Precinct:
 * Orzhova, the guildhall 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.
 * In the Wight of Precinct Six</c>:
 * 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.
 * Kalnika Quarter or Kalnika District
 * The Dome of Black Dove.
 * The Moonlight Bargain</c>, held every fifth full moon and dedicated to forbidden wares.
 * The Plague Quarter
 * Sage's Row, a place Sage's Row Denizen</c> 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.

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.
 * Sumala, a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry.
 * The Kasarna training grounds.
 * The Great Concourse. This is a massive series of interwoven roadways that are elevated through and high above the forest canopy.
 * North Ridge Forest.
 * 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.
 * Conclave Assembly.

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.


 * 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.
 * A massive new building project with an unstated purpose.

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.
 * 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.


 * 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 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.
 * Derision's Peak
 * The Broken Toybox, a tavern and discreet brothel, with some very unusual goings-on in the basement suites.

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.
 * 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.
 * 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.
 * Grek'ospen, a Kraul hive in a large cavern.

Gruul territory

 * The Aerial Predation</c>, 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.
 * 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. Rumored to have ties with the Rakdos.


 * Novijen, the former Simic guildhall. Now destroyed.
 * Plaza of Harmony</c>
 * Parhelion II
 * Seven Swords, a small block of streets lined with large stone townhouses that had seen better days.
 * 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.

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 Axebane Guardian</c> of Druids.
 * The Husk, headquarters of the Slizt Clan.
 * Mahovana, The Haven of Moss, a ruined part of the city, covered by large trees.
 * The Cairn of Years' March, the ruin of a huge colosseum.

Agyrem

 * The Ghost Quarter</c> of Agyrem, a "blister" on the plane of Ravnica. Now healed.
 * The Schism, a rift

The Mausoleum District
Irbitov (the mausoleum district), is an Orzhov-controlled quarter populated with mausoleums, memorial statues, and underground vaults.

The Lake District
Jezeru (the Lake District) is an entire district covered in shallow water. It is an attempt to bring the Simic above ground.

The Utvara Reclamation Zone

 * Utvara, is a harsh land situated outside the main city and formerly controlled by the Selesnya Conclave. It is roughly egg-shaped.
 * Thousands of years ago, Utvara had been a vibrant section of the world with a free zone that rivaled the central metropolis of Ravnica.
 * Even earlier, the area had once been a part of the ancient hunting grounds of Niv-Mizzet, whose first lair is supposedly located somewhere within the zone.
 * Vitar Yescu, an enormous tree in a state of perpetual flower, was planted by the Selesnya Conclave to provide an antigen to the local plague. It was mostly burned to the ground after Zomaj Hauc's failed attempt to revive several ancient dragon eggs.
 * The Cauldron, former headquarters of the Izzet.

The Undersea
Rivers, lakes, and oceans run deep below the surface of Ravnica, Several of the 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.

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.
 * Bitter End Tavern
 * Tovrna, a backwater part of the city with many factories. 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.

Races

 * Angels
 * Archons
 * Centaurs
 * Cyclops
 * Demons
 * Devils
 * Dryad
 * Elves
 * Faeries
 * Giants
 * Goblins
 * Gorgons
 * Half-Demons
 * Owl Headed Aven: Only one of whom has ever been known to exist
 * Harpies
 * Homunculus
 * Humans
 * Kraul
 * Loxodon
 * Merfolk
 * Minotaur
 * Nagas
 * Ogres
 * Orcs
 * Shapeshifters (Lupul being one variety)
 * Specters
 * Sphinxes
 * Trolls
 * Vampires
 * Viashino
 * Vedalken
 * Weirds

Historical or Mythological

 * Nephilim
 * Wolf-Men

Languages Spoken

 * Ravi (Common Ravnican)
 * The name "Izzet" sounds similar the Ravi phrase for "is it?"
 * The Cult of Rakdos speak a archaic, barking, guttural dialect that is barely mutually intelligible with standard Ravi
 * In this dialect "Izolda" translates to "blood witch"
 * The Abyssal language of demons and devils
 * The Celestial language of angels
 * Kraul
 * Loxodon
 * Merfolk
 * Minotaur
 * A Sylvan language spoken by Centaurs, Dryads, and much of the Selesnya Conclave
 * Sphynx
 * Vedalken
 * Various Goblin languages
 * These are fairly primitive, with loose grammar and a small vocabulary
 * Ogrish
 * This may also be same as the language spoken by Giants
 * Utvar Grull, a creole with influences of Ogrish, Centaur, and Goblin
 * The Centaur language named here may or may not the same as the Sylvan language
 * Troll
 * True Draconic, the language spoken by the first Dragons before the urbanization of Ravnica
 * Elvish
 * The Devkarin and Silhana each have their own dialect

Writing Systems

 * Azorius Legal Script
 * Early versions of this script have been in use for up to thousands of years.

Economy
Ravnica's primary currency are coins referred to as zibs and zinos, with 100 zibs making up 1 zino. A denomination called "zidos" has also been referenced, although it carries an equal value to zinos and may be a typo or nickname for the silver variant of the currency. The same is true for a denomination called "zigs" and the similarly named zibs. Coinage is regulated by Ravnica's guilds, with the Azorius, Boros, and Orzhov operating its primary mints. The card Conjured Currency</c> depicts gold coins bearing the Dimir symbol, but it is unclear if these are meant to mimic existing coinage. A coin bearing Lazav's likeness is given to those elevated to Dimir remainder. 24 generations before 10,075 Z.C., the Izzet invented a machine that could turn copper coins into gold. The known denominations include:

Boros legionnaires are paid one Boros-minted gold zino per week, while officers are paid with a gold 5-zino coin. A warehouse worker loading heavy cargo might make one zino in a single day. Based on tithing records, the average salary of the richest 95% of citizens in the Orzhov neighborhoods of Clover Heights, Prosperity Estates, and Oligarch's Row was roughly 520 zinos per week in 10,075 Z.C. Orzhov fines are paid at a rate of two zibs per labor hour. The exact value of Ravnican coinage is unclear, but the prices of various items are known:

Trivia

 * Ravnica means "plain" in Serbo-Croatian coming from the word ravan, meaning flat, level, plane. It's pronounced "rahv-NEE-cah" even though "rahv-NEE-tsah" would be the more precise pronunciation since Wizards uses the same phonetics each time in order to avoid spelling issues.
 * According to legend, the City of Ravnica (the central metropolis) had been meticulously designed with Izzet precision after the signing of the Guildpact as a gift to the other guilds.  The city had also been a secret offering to Niv-Mizzet that would have created a city-sized power sigil giving the Magewrights ultimate control over the plane. Izzet goblins supposedly fumbled the design just enough to prevent the sigil from working as intended.

Native
• Domri Rade

• Ral Zarek

• Vraska

Visitors
• Ajani Goldmane

• Angrath

• Arlinn Kord

• Ashiok

• Azor

• Baltrice

• Chandra Nalaar

• Dack Fayden

• Davriel Cane

• Dovin Baan

• Garruk Wildspeaker

• Gideon Jura

• Huatli

• Jace Beleren

• Jaya Ballard

• Jiang Yanggu

• Karn

• Kaya

• Khazi

• Kiora

• Leshrac

• Liliana Vess

• Mu Yanling

• Nahiri

• Narset

• Nicol Bolas

• Nissa Revane

• Ob Nixilis

• Saheeli Rai

• Samut

• Sarkhan Vol

• Sifa Grent

• Sorin Markov

• Tamiyo

• Teferi

• Teyo Verada

• Tezzeret

• The Wanderer

• The Unluckiest

• Tibalt

• Ugin

• Vivien Reid

In-game references

 * Ravnica at War</c>
 * Soul of Ravnica</c>