ravnicamods. (
ravnicamods) wrote2021-01-28 10:29 am
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locations.
THE TENTH DISTRICT
THE SIX PRECINCTS
Each Precinct in Ravnica serves it's own purposes and can be summarised as follows:
- ONE. The home of the wealthy and powerful with impressive architecture and many visitors. Also known as the Guildpact Precinct.
- TWO. The home of professionals built with clean and orderly neighbourhoods in the shadow of the daunting New Prahv. Mob bosses influence residents here to make themselves both richer and more politically powerful.
- THREE. The home of nature, known as "the Greenbelt". People here provide sustenance and beasts for the district.
- FOUR. The proving ground for soldiers and marauders and thus constantly in a state of practical warfare. People who visit this area should be prepared for a fight.
- FIVE. The home of theory and discussion, this district is the home of the learned. Their knowledge is put to place in the various labs, schools and libraries.
- SIX. Working folk work here trying to figure out some form of living for themselves in warehouses, docks and factories controlled by their crueller employers. At night they hide indoors in fear of the monsters.


(frozen comment) CITY WORKS.
GUILD INFLUENCE. Izzet League (construction); Golgari Swarm (employment); Orzhov, Dimir & Simic (buildings).
SEWERS. Running under the Tenth District and lit by flame spells, the sewers are a winding network of tunnels. Some are designed to simply carry rainwater and debris from storms (later purified for plumbing) while others carry waste and refuse out of the city. Smaller networks carry steam, magical energy and water into the city and are large enough for a human to walk through with ease. Track lines are in the floors of some tunnels that open into stations with staircases leading up to the surface.
CRYPTS. Ancient resting places are hidden in the depths of the City Works, many of them magically warded to prevent anyone from entering them. Some of these sites are the home of the restless undead or can become the gathering place of thieves, criminals and smugglers.
(frozen comment) UNDERCITY.
GUILD INFLUENCE. Dimir; Golgari; Rakdos; Simic (share sway).
Built deep below the Tenth District, the Undercity is a thriving community of those who do not wish to live under the sky - or those that have no choice.
NIGHTVEIL. The home of House Dimir elite, parts of the Nightveil overlap into the Tenth District in the Undercity. A system of natural caverns have large mansions with sunken crypts. Patrolling specters and undead make it difficult for anyone unwelcome to enter.
DUSKMANTLE. The home of House Dimir. More information here.
KOROZDA. Also known as the "Maze of Decay". A huge cathedral surrounded by fungus and hedgerows; in the centre is the Golgari ampitheatre. Soldiers prevent anyone getting through to the Golgari stronghold.
RIX MAADI. The home of the Cult of Rakdos. More information here.
UNDERSEA. Running under Ravnica are rivers, lakes and oceans, many of them connecting to the Simic "zonots" - or their habitats. They are also used as travel for the aquatic races and monsters.
(frozen comment) PRECINCT ONE.
GUILD INFLUENCE. Azorius (soldiers); Orzhov (land ownership); Selesnya (maintenance).
The heart of civilisation in Ravnica, the first Precinct has impressive architecture while being the home of rich and powerful elites. The avenues are maintained and filled with tourists, merchants, diplomats and financers and at night it is often quiet. It's a high quality neighbourhood, polite but filled with gossip.
PLAZA. A place for meetings, recreation, shopping. Kept clean and patrolled by Azorius arresters, the plaza is neutral ground for any guild, gang and faction in the city. Drawing a weapon is met with a very swift response and proves you cannot be trusted.
PLAZAS. East: housing for diplomats and officials. West - Nightclubs and resturants, most run by the Orzhov. South - Known as "Downside"; the hub of commerce. Speciality shops cater to tourists and the wealthy.
CITADEL. The Citadel is the home of the Worldwalkers, build swiftly in Precinct One to house those that come from another world under the control of the Azorius Senate. More information can be found here.
GUILDPACT CHAMBER. With a large staircase leading up to the main chamber, this is the home of the Living Guildpact - though he is not often present in Ravnica and little is known about his location. Without him others carry out the day to day work of dealing with disputes and maintaining peace.
ORZHOVA. The home of the Orzhov Senate. More information here.
VIZKOPA BANK. The Orzhov-controlled main bank and where coins are minted. It's a huge structure guarded by gargoyles with spirits in debt to the Senate floating inside and outside the building.
(frozen comment) PRECINCT TWO.
GUILD INFLUENCE. Azorius (stronghold); Boros (homes); Orzhov (businesses).
Most of Precinct Two is occupied by small commercial centers and rows of simple houses. It is populous but not stiflingly so.
NEW PRAHV. The home of the Azorius Senate. More information here.
WHITESTONE. An orderly neighbourhood named for the stone houses. It was built by the Azorius to serve as housing for those working in New Prahv.
GRIFFIN HEIGHTS. Houses in this area are two-story buildings. Rife with problems and corruption the Orzhov have many dealings here. The locals are incredibly loyal to the Syndicate and pay their protection fees to them.
AUGUSTIN STATION. The main airship station for the Tenth District. Travelers can use the airships to go between areas in Ravnica if uncomfortable with teleportation circles.
AGRUS KOS STATUE. A ten foot tall statue of a Boros Legion soldier. It is a social gathering point for war veterans, mob contacts and spies.
(frozen comment) PRECINCT THREE.
GUILD INFLUENCE. Selesnya (guildhall); Gruul (venturers).
Precinct Three is made up of old stone structures partially reclaimed by nature, standing alongside well-preserved wooden buildings that have been enhanced by Selesnya magic.
VITU-GHAZI. The home of the Selesnya Conclave. More information here.
THE CANOPY. The northern neighbourhood of the precinct is covered in tall trees, all of which are overshadowed by Vitu-Ghazi. Buildings are situated around the trees and on the larger branches.
THE GREAT CONCOURSE. A network of elevated roadways. On high holy days, its central hub, called the Great Concourse, serves as a gathering place for throngs of Selesnya. On most other days, the Concourse is a teeming marketplace where goods are bought and sold.
CONCORDANCE. Once known as the Old City, the eastern area is the oldest section of the precinct. Many buildings in this area were once Orzhov structures, but they have been reclaimed by growths that make them blend in with the homes, parks. The Great Concourse runs overhead through most of the neighbourhood.
BEAST HAVEN. A western area with small pastures and stables. The area is filled with beasts of many sorts, trained for labour and sold to customers from across the city.
(frozen comment) PRECINCT FOUR.
GUILD INFLUENCE. Boros (guildhall); Izzet (guildhall); Gruul ("guildhall"); Rakdos (performances).
Precinct Four is home to a wide range of folk, most of whom are used to fighting for a living. Transients, soldiers, goblin gang members, and hardy merchants call this precinct home.
SUNHOME. The home of the Boros Legion. More information here.
NIVIX. The home of the Izzet League. More information here.
SKARRG. The home of the Gruul Clans. More information here.
RED WASTES. The rubblebelt to the north is a wasteland filled with ruins and debris-ridden streets. The only citizens who live in the neighbourhood are the ones too stubborn to move away - or the Gruul.
THE BULWARK. The neighbourhood between Sunhome and Nivix is filled with low-rent apartments and shops. Those who live in the Bulwark are mainly workers or professionals who see opportunity in supporting the Boros garrison.
(frozen comment) PRECINCT FIVE.
GUILD INFLUENCE. Simic (guildhall); Izzet (labs); Dimir (library); Azorius (students).
Life for residents in Precinct Five is spent mostly indoors, or in the case of the Simic, underwater. The precinct's occupants—including significant populations of students, instructors, researchers, scribes, and university staff—are crowded into dormitories and apartments squeezed in among laboratories, libraries, and magical machinery.
ZONOT SEVEN/ZAMECK. The home of the Simic Combine. More information here.
BLISTERCOILS. A series of gigantic waterwheels, built and operated by the Izzet League. The system generates magical energy to power public works, Simic laboratories, and Izzet workshops. Blistercoils is also the name of the neighbourhood near the waterwheels, which largely consists of workshops and private laboratories.
HIGHTOWER. The western end of the precinct is an education sector, from grand universities that cover a broad span of disciplines to specialized schools that instruct students. Students and staff live both on and off the various campuses.
PRISM UNIVERSITY. A center of learning that concentrates on magical theory and application. Many graduates of the university go on to join a guild, finding a way to apply their broad experience to support the narrower focus of the guild.
ISMERI LIBRARY. One of the greatest libraries, the Ismeri Library is open to all citizens at all hours. Hundreds of thousands of books covering every conceivable subject are found here. The place is also one of the centers of Dimir communication.
(frozen comment) PRECINCT SIX.
GUILD INFLUENCE. Orzhov (land ownership); Golgari (guildhall); Boros (renting); Rakdos (performances).
Precinct Six is home to many working-class folk, most packed into modest apartments near their place of work. It's also home to more than its share of monsters, most of which are active at night.
SMELTING QUARTER. The heart of the manufacturing industry. Standing south and east of the quarter, Kamen Fortress is a Boros garrison dedicated to keeping watch on Rakdos activity.
GORE HOUSE. A Rakdos club called the Gore House, run by Nyoser, occupies a defunct factory in the south end of the Smelting Quarter — and also houses the main entrance to the Demon's Vestibule, the stairway down to Rix Maadi.
MEDORI PARK. This neighbourhood is particularly rife with undead at night, both corporeal and incorporeal. The Orzhov Syndicate owns many large warehouses here, and the Boros Legion maintains facilities to store a variety of equipment used by their soldiers, including valuable weapons and armour. The most important facilities are heavily guarded—often by angels, whether Boros or Orzhov.
DEADBRIDGE CHASM. An opening in the ground dominates lined with mossy stairs and fungal blooms. Deadbridge Chasm serves as an entrance to the Golgari's undercity realm and their guildhall.
SVOGTHOS. The home of the Golgari Swarm. More information here.
WAYPORT. A trading area. Many goods traded with other districts are funnelled along Tin Street, often pausing in Wayport's warehouses along the way. But only the wealthiest merchants can afford storage space here.
BENZER'S BRIDGE. This wide bridge is a main thoroughfare for cargo traveling to and from districts beyond the Tenth. A small market is located here, complete with shops and restaurants, all of which close after dark. Secret pain clubs, hidden below the market in dark rooms inside the bridge itself, come alive after sunset.
(frozen comment) no subject