Ravnica, the land of the Ten Guilds, divided into ten districts which has its functions. The land is a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework—and guild maneuverings.
Of the world's countless civic centers, one looms large above all others: the 10th district of Ravnica. It is here, amid the mazes of streets and towering Gothic spires, that Ravnica's guilds vie for power.
Each of the ten guilds has different cultural identities and functions.
The military guild of Boros serves as Ravnica's army and believes righteousness is fire, shining with the light of justice. The dragon-led Izzet fuses elemental magic and technology, making its members the undisputed Ravnican masters of innovation.
The exclusive members of Selesnya honor selflessness, nurturing, and spiritual congregation—while outsiders see them as brainwashed nature cultists. The death-worshiping Golgari guild controls a vast undead populace and labor force in the city's underbelly. Secretive House Dimir fuels ghost stories of necromancer advisors, phantasmal assassins, and black horrors slithering in the sewers.
Orzhov is a rigid hierarchy of pomp and ritual, slaves to deals and coin. Gruul is the guild of beggars, gangs, and raiding parties, all driven by base urges and instinct.
The Azorius Senate is the governing body of Ravnica with its triumvirate of judiciary, legislative, and executive branches, in contrast to the demon-led Rakdos , who delight in thrill-killing and pleasure-seeking. Amid all this politics and chaos, the researchers of the Simic Combine work industriously to maintain nature, even modifying it to survive.
The power of each guild had been kept in check by an ancient agreement known as the Guildpact. But as this agreement dissolves, conflict once again flares.