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Precinct Four

Few days or nights pass quietly in this Precinct and because it abuts the Red Wastes and contains three wild Guildhalls, there are no shortage of ruffians or monsters about. Those who dwell here stand arm and arm with their neighbors as they each defend their homes whenever they have to.

 
 

Precinct Four is a frequent din of battle as Boros soldiers guard against Gruul marauders, the strange sounds of volatile magic emanating from Izzet experiments, and the occasional explosive flare-ups of Goblin gang wars keep the precinct a dynamic and dangerous place. Its buildings include ramshackle tenements damaged by conflict, impregnable fortresses and laboratories, and bustling markets filled with merchants ready to defend themselves and their wares.

The people of Precinct Four are always ready for a fight. Being able to defend oneself and adapting to change are the most important qualities in this precinct. Good neighbors are your battle mates when you're fighting for your home or your life.

 

Affiliated Guilds

The Boros Legion's Guildhall fortress, Sunhome, is located here, and that guild is the heart of the precinct's defense against the savage forces that come from the northern Rubblebelt. The Izzet League often likes to test its latest experiments in this precinct and their Guildhall, Nivix, pierces the skies at the southern end of it. The Gruul Clans frequently raid into the rest of the precinct from the Red Wastes to the north and the Cult of Rakdos delights in sowing mayhem here, stoking the fires of conflict and gathering inspiration for future performances.

 
 

Neighborhoods and Landmarks

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 seat of the Boros Legion's power, the two-part guildhall is an imposing fortress, barracks, and spiritual center. It is widely believed to be impregnable, especially when the Parhelion, the flying fortress piloted by Angels, is attached to it. This pure majesty this structure possesses also acts as a reminder to attackers from the north of just how strong the Legion's resolve is.

 

Nivix

One of the tallest towers in all of Ravnica, and just barely beating out New Prahv for the tallest structure in the Tenth District, the impressive structure crackles with the wild power of the Izzet League and serves as their Guildhall. Filled with laboratories, testing facilities, and housing for their inventors, Nivix is the center of Izzet innovation.

 

Red Wastes

The rubblebelt to the north is a wasteland filled with ruins, gutted buildings, and debris-ridden streets that have long since been fully reclaimed by nature's might. Aside from the Gruul Clans, the only citizens who live in this neighborhood are the ones too stubborn to move away. The Gruul share this space with ferocious beasts, elementals, and other monsters; most of whom they revere and respect.

 

The Bulwark

The neighborhood between Sunhome and Nivix is filled with reinforced structures that serve as low rent apartments and shops. Those who live in the Bulwark are mainly workers or professionals who see opportunity in supporting the Boros garrison.

 

Skarrg

The Gruul Clans periodically converge on the gutted, cratered remains of a huge palace in the Red Wastes where a great bonfire perpetually burns. Skarrg is the closest thing the fragmented Gruul have to a guildhall - a place where their clans can come together, roast giant boars, and boast of their exploits, and form something akin to camaraderie before they go their separate, violent ways. It's not neutral ground, though - old grudges frequently boil over into combat. Outsiders are never welcome.

 
 

Goods and Services

Precinct Four has a wide variation in the available goods, depending on the neighborhood. There is little or no commerce in the Red Wastes, except for what can be bartered with the Gruul clansfolk or scavenged. The Bulwark carries many basic goods and services, with weapons and armor plentiful due to the constant threat of conflict and the nearby foundries of Precinct Six. On Tin Street, almost everything is available for a bit of searching and the right price.

The precinct offers a wide range of food and lodging, appropriate for lifestyles from squalid to wealthy. The more affluent folk of the precinct are careful not to flaunt their wealth, lest they make themselves targets of raiders from the Red Wastes or miscreant goblin gangs. Folks who maintain either a squalid or aristocratic lifestyle might have a hard time interacting with the denizens of Precinct Four.

 

Law and Crime

Much of Precinct Four is a war zone, and mundane methods of law enforcement aren't always effective in such an environment. No one takes the constant patrolling of the Boros Legion as a guarantee of their safety, and almost all folk know how to fight to some degree. Typical threats include giant monsters, unstable elementals, and Gruul raiding parties. A curfew system is often implemented when the precinct is beset by one of these dangers. The only area that is usually safe from external threats is this precinct's section of Tin Street. Petty crimes aren't given much attention, since the soldiers are primarily concerned with curbing violence and mayhem. The typical response to a reported crime or a dangerous threat is 1d8 minutes, and the squad usually consists of a Boros Knight leading 4d4 Soldiers. The Red Wastes is a lawless region mostly beyond the reach of the Boros patrols and Azorius laws. In other parts of the precinct, goblin gangs shake down locals whenever possible and skirmish against each other over turf. The Shattergang Brothers are a notorious goblin gang that haunts Tin Street in this precinct, dealing in weapons, explosives, and other forms of racketeering.

Boros Legion patrolled territory with private security provided by citizens and private mercenaries.

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