Precinct Three
Ample parks, busy stables, and large gardens combine to create a vibrant environment in Precinct Three. Natural and urban life intermingle throughout the precinct, and the people who reside here view it as a respite from most other places in the Tenth District. Folk here tend to live simply, and generations of families have dwelt in the same structures for hundreds of years.
During the day, the gardens, small pastures, and stables are tended by young and old. Evenings are given over to communal gatherings, sometimes featuring performances by trained beasts or storytelling. The people of Precinct Three are comfortable with living around nature. They have no problems with pets or beastly companions sharing their space as well as residing in multifamily structures. Good neighbors help tend to plants, animals, and children whenever necessary.
Affiliated Guilds
The Selesnya Conclave’s influence on this area is strong, and its guildhall, the towering tree of Vitu-Ghazi, stands at the northern edge of the precinct. Members of the Gruul Clans sometimes venture into the northern part of the precinct, rarely with peaceful intentions.
Goods and Services
The bounty of nature is plentiful in Precinct Three, which serves as the main source of food for the Tenth District. The finest steeds and livestock are raised here, as well as many war beasts (although they’re often trained in Precinct Four). Unlike in most other precincts, barter is an acceptable form of transaction here, and some vendors outright reject payment in coin of any kind. Manufactured goods are relatively hard to find, except in large markets such as the Great Concourse.
Meals and lodging are widely varied, from squalid to comfortable, depending on the neighborhood. In general, the neighborhoods in Concordance tend toward the more expensive end of that scale, and those in Beast Haven more toward the other end. The residents of Precinct Three don’t put much stock in personal appearance, and they’re slow to pass judgment on anyone based on visible standards of wealth. The truly wretched sometimes evoke pity and sometimes scorn, and the very wealthy are generally disliked.
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 and Crime
Most of Precinct Three is policed by its residents, occasionally 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 1d8 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 Monster 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 violence between neighbors, particularly in Beast Haven.
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