Precinct Two
Small houses, modest apartments, and commercial s hops 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.
Most of Precinct Two is occupied by small commercial centers and rows of simple houses. It is populous but not stiflingly so.
Most of Precinct Two is occupied by small commercial centers and rows of simple houses. It is populous but not stiflingly so.
Demographics
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.
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.
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.
Government
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 t he use of weapons. The typical response to a reported crime is about 2d6 minutes, and the squad consists of two Azorius soldiers (see chapter 6 for the stat block) or 1d6 Orzhov thugs (from the Monster Manual).
Industry & Trade
Most any sort of merchandise can be acquired from some shop in Precinct Two. Former soldiers and ex-adventurers run many of t he 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.
Guilds and Factions
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.
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.
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.
People on the Street
1d12 | Description |
---|---|
1 | Arrester, off duty and out buying produce |
2 | Arrester, on duty and watching for trouble |
3 | Baker, returning from a long work shift |
4 | Carpenter, searching for a good pack animal |
5 | Chandler, fuming after a recent argument |
6 | Government official, enjoying a day off |
7 | Locksmith, on the way to unlock a door |
8 | Mob enforcer, trailing a debtor |
9 | Retired soldier, heading to a chess game |
10 | Shopkeeper, taking a child out for a treat |
11 | Teenager, heading to a friend's house |
12 | Tourist, heading to the Millennial Platform |
1d6 | Rumor |
---|---|
1 | "Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly." |
2 | "I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted." |
3 | "Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks." |
4 | "An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew." |
5 | "This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much." |
6 | "Did you hear about the lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is." |
Type
District
Owning Organization
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