Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
RAVNICA^1 S CALENDAR
Ravnica's year of 365 days is made up of twelve months,
each of which has the same number of days as its
counterpart in the Gregorian calendar. The year begins
with 1 Seleszeni, which corresponds to March 1.

M onth Name
1 Seleszeni (March)
2 Dhazo (April)
3 Prahz (May)
4 Mokosh (June)
5 Paujal (July)
6 Cizarm (August)
7 Tevnember (September)
8 Golgar (October)
9 Quaegar (November)
10 Xivaskir (December)
11 Griev (January)
12 Zuun (February)

The annual celebration of the Guildpact begins on 28 Zuun
and extends overnight into 1 Seleszeni.

the smallest scraps of influence that could tilt the bal-
ance of power in their favor.
These conflicts erupt in a variety of forms. Sometimes
guilds clash violently in the streets: Boros forces try to
quell Gruul riots, Azorius arresters raid a Rakdos mur-
der show, or Selesnya forces come together to repel a
Golgari incursion. More often, sinister plots unfold in se-
cret, through infiltration, sabotage. theft, and deception.
Schemes are hidden beneath layers of other schemes,
making the intention behind them nearly impossible to
discover. The guildmasters are often the source of these
plots, but sometimes subordinates attack other guilds to
gain more influence within their own. In the absence of
the Guildpact, some people believe that it's only a matter
of time until these schemes and skirmishes escalate
into all-out war on a scale that Ravnica hasn't known for
ten millennia.
With the precarious peace always hanging in the
balance, opportunities abound for adventurers to serve
their guilds or advance their own agendas. Whether
delving into the dungeons of the undercity, pursuing
assassins through the bustling streets, negotiating ac-
cords among the rich and powerful, or sniffing out cor-
ruption in the halls of law, the characters in a Ravnica
campaign have a world of adventure to explore.


Life in the Big City


Ravnica is a vast city, covering the entirety of the world
in many layers of construction, from deep sewers and
catacombs to sky-raking spires. No single map can en-
compass the tremendous scope of its sprawl, and its bor-
ders (if it has any) are unknown. except possibly to those
who live near the edges.
The story of Ravnica focuses on its core. Sometimes
called the city proper. this core is divided into ten dis-
tricts, each of which is a huge urban environment in its
own right. The districts are named in simple numerical
order from the First to the Tenth. No correlation exists
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 the guilds
maintain their primary headquarters. It is the focus of
chapter 3.
A huge avenue called the Transguild Promenade runs
through all ten districts, making it the most notable
landmark for navigation through the city's heart. Lined
with markets, small parks, and colonnades, the Prom-
enade is a commercial thoroughfare used to transport
loads of cargo. On celebration days, it becomes the city's
most popular parade route. Even when guild conflicts
run hot, Ravnicans respect the sanctity of the Prome-
nade as neutral ground.
Beyond the core are an uncounted number of other
districts, which originated as outlying cities that gradu-
ally melded into the expanding metropolis. Well-known
districts outside the core include the Smelting District,
I rbitov (the mausoleum district), and ]ezeru (the lake
district).
Districts, whether in the city proper or beyond it, are
the fundamental configurations that define Ravnica.
They are informally divided into various quarters, neigh-
borhoods, and the like. Some of these areas extend
across district boundaries. Deadbridge, for example,
existed as a well-defined neighborhood before Ravnica
City was formally divided into ten districts, and that di-
vision was made without consideration of Deadbridge's
informally acknowledged boundaries. Part of Dead-
bridge, known as Deadbridge Chasm, occupies much
of the Tenth District's Precinct Six, but it extends out
into the neighboring area. Similar neighborhoods, both
within and outside the city proper, include the Steam-
bath Quarter. the Wrights' Quarter, and Mahovna, the
Haven of Moss.
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