Page 112 - Guildmasters' Guide to Ravnica
P. 112

Many buildings in this area were once Orzhov struc-  PEOPLE AN D  RUMORS
              tures, but they have been reclaimed by moss, shrubs,
              and other growth that make them blend in with the   PEOPLE O N  T HE STREET-  PR ECI NCT THREE
              homes, parks, and the Selesnya vernadi that fill  the rest
              of  the neighborhood. The Great Concourse runs over-  d12   Description
              head through most of  the neighborhood.             l   Beast trainer, walking an animal on a leash
                                                                  2   Awakened shrub, completing an errand
              BEAST H AVEN                                        3   Centaur, out to get the family some food
              The western neighborhood has many small pastures    4   Evangelist, trying to win Selesnya converts
              and stables, some of  which are on open, multilevel   5   Farmer, using a healing balm after a hard day
              structures. The area is filled with the sights, sounds,
              and smells of beasts of many sorts. Here, beasts are   6   Guide, taking a wolf out for a stroll
              trained for labor and sold to customers from across   7   Healer, on the way to tend to someone sick
              the city. Every so often, a beast escapes captivity and   8   Ledev guardian, on patrol
              rampages through the neighborhood, but the tough    9   Pilgrim, looking for directions to Vitu-Ghazi
              residents are usually able to bring any disruption under   10   Storyteller, practicing oration out on the street
              control quickly.                                    11   Teamster, carrying a broken wagon wheel
                                                                  12   Woodcarver, whistling a familiar song
              GOODS AND  SERVICES
              The bounty of nature is plentiful in Precinct Three,   RUMOR S-P RECINCT THR EE
              which serves as the main source of food for the Tenth   d6   Rumor
              District. The finest steeds and livestock are raised here,   "Something keeps spooking the pack animals. I won·
              as well as many war beasts (although they're often
              trained in Precinct Four). Unlike in most other pre-    der what it could be?"
              cincts, barter is an acceptable form of transaction here,   2   "I hear there's an old granary in the rubblebelt that's
              and some vendors outright reject payment in coin of any   filled with bandit plunder. Probably worth a peek!"
              kind. Manufactured goods are relatively hard to find, ex-  3   "The giant spiders above Velen's Rest have become
              cept in large markets such as the Great Concourse.      aggressive as oflate. I heard someone got poisoned
               Meals and lodging are widely varied, from squalid to   by one yesterday."
              comfortable, depending on the neighborhood. In gen-  4   "Can you believe they're going to close Vitu-Ghazi to
              eral, the neighborhoods in Concordance tend toward      visitors tomorrow? I wonder what's going on."
              the more expensive end of that scale, and those in   S   "Those rumblings that shook the ground last night
              Beast Haven more toward the other end. The residents
              of Precinct Three don't put much stock in personal ap-  were definitely wurms tunneling. I'm sure the
              pearance, and they're slow to pass judgment on anyone   Selesnya aren't pleased."
              based on visible standards of wealth. The truly wretched   6   "We should go find that loxodon priest and see if
              sometimes evoke pity and sometimes scorn. and the       she's still having visions. I'll bet we can get her
              very wealthy are generally disliked.                    to tell us our future!"
               At the DM's discretion, adventurers who maintain a
              wealthy or aristocratic lifestyle could have disadvantage
              on Charisma checks when interacting with residents of
              Precinct Three.
              LAW AN D  CRIME
              Most of Precinct Three is policed by its residents, occa-
              sionally supplemented by Boros troops when a serious
              threat rears its head. Each block elects a watch captain,
              who receives weapon training from Selesnya soldiers.
              The captain can call on additional citizens for support in
              case of a crisis. The typical response to a reported crime
              takes about ld8 minutes, and the squad consists of  a
              watch captain (a scout) with two guards or two wolves.
              In Concordance, it's either a knight or a Selesnya druid
              with a topiary guardian (awakened tree). See the Mon-
              ster  Manual for these creatures' stat blocks.
                Crime usually takes one of two forms in Precinct
              Three. Some residents engage in outright banditry, but
              they typically target visitors or go outside the precinct
              to do their dirty work. More common are incidents of
              livestock theft, which sometimes lead to outbreaks of vi-
              olence between neighbors, particularly in Beast Haven.
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