Magic the Gatherings most prolific plane could be ideal for your urban campaign
One of Magic The Gathering’s most prolific planes is Ravnica, a world where an endless, interconnected cityscape covers the entire surface. It’s a long-standing staple of multiple MTG sets and introduced as a DnD setting in The Guildmaster’s Guide to Ravnica (2018).
Ravnica is a place of constant motion where powerful guilds jostle for power across a variety of urban landscapes, from sprawling gardens to towering skyscrapers.
Ravinicas ten governing guilds embody a divided rulership of the setting. The guilds rule the city through the “Guildpact,” a magical agreement that assigns each guild a responsibility in the town, acting like different departments of a government, with each guild controlling a specific area and function,
Adventures in Ravnica are likely to orbit these guilds, perhaps gaining favor with some while making an enemy of others. They may uncover ancient secrets on behalf of the intellectual azorius guild or join the rampaging gruul mob in bringing the city to chaos.
Why choose Ravnica for your campaign?

A world of intrigue
Players could reach personal goals with the help of a guild member, but favoring one guild will close doors with another. Your party’s choices will have to be measured carefully.
Urban adventures
Bustling markets, shadowy alleys and a city built upon ancient ruins are all here and present in this heavily urban setting. Players might investigate criminal syndicates, broker uneasy truces between warring guilds, or defend their neighborhood from rampaging monsters.
A cosmopolitan world
Ravnica is home to a varied population of species from hulking loxodons to graceful elves. A character’s species is less important than their standing (or lack thereof) with a guild, so players can create interesting characters based on this dynamic. A valiant goblin could sign up with the militaristic Boros legion, while a sneakier sort might find themselves more at home with the clandestine Dimir guild.
The 10 guilds of Ravnica

Ravnica’s guilds are at the heart of its identity. Each guild has distinct philosophies, goals, and ways of wielding power, offering endless inspiration for characters and storylines.
1. Azorius Senate (Lawmakers)
- Role: Enforcers of order and law.
- Themes: Bureaucracy, justice, and control.
- What could they be doing in your campaign?: Investigating corruption within the Senate or enforcing laws that clash with morality.
2. Boros Legion (Soldiers)
- Role: Defenders of justice and enforcers of peace.
- Themes: Honour, valor, and zeal.
- What could they be doing in your campaign?: Leading a strike against a criminal gang or uncovering a traitor within their ranks.
3. Dimir (Spies)
- Role: Masters of espionage and secrets.
- Themes: Intrigue, deception, and hidden power.
- What could they be doing in your campaign?: Infiltrating a rival guild or uncovering forgotten knowledge.
4. Golgari Swarm (Recyclers)
- Role: Stewards of life and death.
- Themes: Decay, renewal, and survival.
- What could they be doing in your campaign?: Exploring ancient catacombs or uncovering corruption in the city’s waste systems.
5. Gruul Clans (Outcasts)
- Role: Rebels and destroyers of civilization.
- Themes: Anarchy, nature, and rage.
- What could they be doing in your campaign?: Raiding, rioting and property damage.
6. Izzet League (Inventors)
- Role: Mad scientists and inventors.
- Themes: Innovation, chaos, and curiosity.
- What could they be doing in your campaign?: Stopping a malfunctioning experiment or retrieving stolen technology.
7. Orzhov Syndicate (Bankers)
- Role: Wealthy oligarchs and debt enforcers.
- Themes: Greed, power, and religion.
- What could they be doing in your campaign?: Manipulating political events with extortion and blackmail.
8. Rakdos Cult (Entertainers)
- Role: Hedonists and anarchists.
- Themes: Chaos, entertainment, and destruction.
- What could they be doing in your campaign?: Providing avante-garde, esoteric entertainment, regardless of the moral implications
9. Selesnya Conclave (Caregivers)
- Role: Nature worshippers and community builders.
- Themes: Harmony, growth, and unity.
- What could they be doing in your campaign?: Defending sacred groves or mediating disputes within the guild.
10. Simic Combine (Biomancers)
- Role: Bioengineers and scientists.
- Themes: Adaptation, evolution, and experimentation.
- Adventure Hooks: Genetic experiments or capturing an escaped hybrid creature.
Iconic locations in Ravnica

The Undercity: The undercity is a huge expanse of tunnels and networks lying beneath Ravnica. They are home to societies outcasts, monsters and treasures from the past. Adventures might brave the undercity in search of secrets or treasure buried long ago, or to fight a monster using the undercity as its hiding place.
Nivix: The headquarters of the Izzet League, where artificers, inventors and mages push the boundaries of magic or technology in the hope of new innovations. Your party might visit Nivix in hope of finding a gadget to help with their quest or consult an expert in magical phenomenon.
Orzhova: The grand cathedral and center of the Orzhov Syndicate’s power. Ornate and oppressive, it’s a place where wealth and religion collide, offering intrigue and danger in equal measure.
The Rubblebelt: A chaotic expanse of ruined districts that have fallen to nature and been claimed by the Gruul clans. It stands as a contrast to the well regulated Ravnica city streets as a lawless chaotic wildland. The dangerous wildnerness is populated by dangerous beasts and fought over by barbarians and druids. This is a great place to test a party’s combat skills and impress a Gruul clan in hopes of safe passage or an even greater favor.
Precinct One: The seat of Azorius power, where courthouses and government halls shape Ravnica’s laws. Bureaucrats and legislators rule here, but beneath the order lies political intrigue, corruption, and legal battles that adventurers may need to navigate.
The Transguild Promenade: A neutral hub of commerce and diplomacy where guilds negotiate and trade. Markets, performers, and merchants create a lively blend of cultures. Adventurers may broker deals, uncover spies, or protect a priceless artifact up for auction.
Sunhome, Fortress of the Legion: The Boros Legion’s stronghold, a symbol of strength and justice. Its battlements and training grounds house soldiers and protect the innocent. Adventurers may fight alongside the Legion, root out betrayal, or rescue captives from enemy hands.
Zonot Seven: One of the mysterious sinkholes that serve as gateways to the Simic Combine’s underwater laboratories, Zonot Seven is a place of wonder and danger. Its crystalline structures and vibrant bioluminescent flora hide experiments that blend magic and biology. Adventurers exploring Zonot Seven may encounter hybrid creatures, confront rogue experiments, or navigate moral dilemmas posed by the Simic’s relentless pursuit of perfection.
The Tenth District Plaza: The heart of Ravnica’s commerce and culture, where citizens of all backgrounds converge. Skyscrapers house guild offices markets brim with goods, and rival guilds battle for trade routes. Adventurers may expose conspiracies, broker peace, or pull off daring heists.
These locations highlight Ravnica’s diversity, offering endless opportunities for exploration, conflict, and adventure.
Ideas for adventures in Ravnica

The Guildpact’s Broken Oath: Rumors spread of sabotage to the Guildpact, Ravnica’s magical force of peace. Broken treaties and sudden violence suggest deliberate tampering. The players must navigate guild politics, uncover the truth, and decide – to restore the Guildpact or challenge the power behind its fall.
Secrets of the Undercity: A buried artifact threatens the guilds’ balance of power. The players race to find it, competing with rivals and uncovering its dark past. Their choice—to destroy, use, or deliver it—will shape Ravnica’s future.
Guild Wars: Tensions between two guilds erupt into conflict. The players must mediate or intervene, exposing hidden forces behind the war. Stopping the fighting demands alliances, bold action, and solving its root cause.
The Missing Guildmaster: A guild leader’s disappearance throws their guild into chaos. Hired to investigate, the players uncover betrayal, inter-guild schemes, and a dangerous secret. Finding them may cost their lives and reshape alliances.
Experimental Catastrophe: An Izzet experiment goes awry, unleashing a magical threat. The players must contain the chaos, navigate the volatile aftermath, and uncover whether it was accident or sabotage—deciding the fate of both the inventor and the city.
Character ideas for Ravnica
Azorius Investigator: A wizard or cleric exposing corruption—even within the Senate. They seek allies, uphold justice beyond their guild, or confront threats to Ravnica’s laws. Their skills are key to unraveling conspiracies.
Boros Veteran: A battle-hardened paladin or fighter who defends their district with honor. They fight to protect the innocent, seek justice, or redeem past failures, inspiring allies with their skill and leadership.
Dimir Operative: A rogue skilled in espionage, manipulating events from the shadows. They join a party as cover, to pursue a hidden agenda, or as a reluctant ally. Their stealth and cunning are invaluable—if their motives can be trusted.
Gruul outcast: A barbarian fueled by rage against the society that rejected him. They take part in an adventure to strike a common foe, exact vengeance, or protect what little wildness remains. Their raw strength and untamed spirit bring power and unpredictability to the group.
Selesnya visionary: A druid or bard seeking to unite communities through harmony. They join a party to mediate conflicts, heal divides, or combat threats to the natural balance. Their charisma and compassion foster unity and inspire hope among allies.
Simic experiment: A sorcerer or warlock created through Simic bioengineering. They could find a party useful to test their abilities, escape their creators, or uncover their origins. Their unique powers bridge magic and science, offering a distinct edge.
