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Precinct Two

Small houses, modest apartments, and commercial shops are sprinkled throughout Precinct Two, a place that law enforcement officers, lawyers, retired soldiers, and well-off working families call home. Corner shops cater to everyday needs, and many establishments are run by ex-soldiers. Streets are kept tidy, and buildings are maintained to be serviceable. Under the precinct’s urbane veneer, tension simmers between law officers and the opportunistic crime families who call this precinct home.


The folk who live in this precinct believe in performing civic duties, conforming to your role, and maintaining strong friendships and family ties. Good neighbors show respect to one another and enjoy competing among themselves to achieve greater successes.


 

Affiliated Guilds


New Prahv, the Azorius Senate guildhall, is located at the eastern end of the precinct, and many residents work there. Some active officers and retired soldiers from the Boros Legion make their homes in this precinct. The Orzhov Syndicate has a presence here through its connections to many of the small businesses.


 

Goods and Services


Most any sort of merchandise can be acquired from some shop in Precinct Two. Former soldiers and ex-adventurers run many of the businesses here, and weapons and armor are commonly available in Griffin Heights. Meals and lodging are often of modest or comfortable quality in this precinct, which has lots of boarding houses instead of inns. Corner taverns are frequent and serve as the centers of neighborhood society.


The people who live in Precinct Two aren’t fond of people who don’t fit in with them, and that includes those of both higher and lower means. People who don’t maintain at least a modest lifestyle are viewed as lazy and undesirable, and those who aspire to a wealthy or aristocratic lifestyle are seen as arrogant snobs. At the DM’s discretion, adventurers in either category could have disadvantage on Charisma checks when interacting with residents of Precinct Two.


 

Law and Crime


Many citizens in Precinct Two work for the Azorius, but others feel stifled by the guild’s intrusive presence under the shadow of New Prahv. Most residents respect order, but some rely more on Orzhov protection than on Azorius law. Almost everyone here knows someone who is trained in the use of weapons. The typical response to a reported crime is about 2d6 minutes, and the squad consists of two Azorius soldiers or 1d6 Orzhov thugs (from the Monster Manual).

 

The organized crime elements of the neighborhoods are locked in a power struggle against law enforcement officials. This conflict rarely manifests in open violence, but often antagonists “disappear” or “have an accident.” Overt violent crimes sometimes involve ex-soldiers who have been psychologically scarred by past battles.


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