Precinct Four
Precinct Four | |
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Information | |
Plane | Ravnica |
Part of | Tenth District, Ravnica City |

Precinct Four is one of Ravnica's most turbulent districts, where conflict and chaos are part of daily life. Boros soldiers guard against Gruul raids while reckless Izzet experiments and goblin gang wars keep the streets on edge. Its neighborhoods range from battered tenements and fortified guildhalls to bustling markets brimming with wary merchants. In this war-torn precinct, survival depends on strength, vigilance, and neighbors who stand ready to fight by your side.
Description
Located in the mid-northern part of the Tenth District, Precinct Four borders Precinct One in the south, Precinct Three in the east, Precinct Five in the west, and Precinct Six in the southwest. It does not border Precinct Two.
Precinct Four is rarely quiet, day or night. Battles erupt as Boros troops fend off Gruul raids, unstable magic from Izzet tests rattles the streets, and goblin gang skirmishes spark sudden violence, making this district unpredictable and dangerous. Its neighborhoods mix battered tenements, fortified strongholds, busy labs, and crowded markets where merchants stand ready to fight for their goods. Here, everyone expects conflict — survival depends on self-defense and staying ready for sudden change, with neighbors often becoming comrades in battle.
The Boros Legion's stronghold, Sunhome, anchors the precinct's defenses, standing watch against threats from the northern Rubblebelt. The Izzet League uses this area to push the limits of its volatile experiments, with their tower, Nivix, dominating the southern skyline. Gruul Clans raiders frequently strike from the Rubblebelt, while the Cult of Rakdos thrives on sowing chaos and gathering fuel for their twisted shows. Soldiers, inventors, gangs, and merchants all carve out a living in these war-torn streets.
What you find in Precinct Four depends on where you look. The Red Wastes offer little but scavenged scraps and barter with Gruul warriors, while the Bulwark has plenty of basic supplies, arms, and armor from nearby foundries. Along the Tin Street Market, nearly anything can be bought if you know where to look and can afford it. Residents range from the destitute to the wealthy, but flaunting riches here risks drawing unwanted attention from raiders and thieves alike.
Violence is common, and routine law enforcement struggles to keep order. The Boros Legion patrols constantly but can’t guarantee safety, so most people know how to handle themselves. Giant beasts, rogue elementals, and Gruul bands pose everyday dangers, and curfews often lock down troubled blocks. Tin Street Market is one of the few places generally safe from external threats. Petty crime is low priority compared to controlling chaos, and the Red Wastes stay mostly beyond Azorius Senate jurisdiction. Goblin gangs regularly extort locals and clash over turf, with the notorious Shattergang Brothers known for dealing weapons and bombs on Tin Street.[1]
Locations
Precinct Four hosts a rough mix of travelers, hardened soldiers, goblin thugs, and merchants who earn their keep through grit and grit alone.
- The Backwater - a tavern frequented by off-futy (and sometimes on-dury) Wojek League officers.[2]
- The Bulwark - Lying between Sunhome and Nivix, this area is filled with reinforced blocks of affordable housing and shops that cater to the Boros garrison and the precinct's working folk.[1]
- The Grand Courtyard
- Horizon Military Academy - headquarters of the Theater of Recruitment.
- The Mizzium Foundry
- the only place on Ravnica that manufactures Mizzium.
- Nivix, Aerie of the Firemind
- This towering spire crackles with Izzet energy and houses laboratories, workshops, and living quarters for their wildest inventors, marking it as the epicenter of their innovations.[1]
- Red Wastes
- The northern Rubblebelt is a shattered expanse of ruined buildings and rubble-choked streets, claimed by Gruul Clans, monsters, and anyone stubborn enough to stay behind. The ruins crawl up to the walls of Precinct Four.[1]
- Skarrg
- In the heart of the Red Wastes lies Skarrg, the Gruul's gathering ground around a never-ending bonfire — a rough guildhall where clans feast, brag, and brawl before returning to their wild ways. Outsiders are rarely welcome, and grudges easily turn to bloodshed. Though technically outside the walls of Ravnica City, its proximity to Precinct Four is a constant reminder that walls are not as safe as many might think.[1]
- Skarrg
- Sawtooth Prison
- where Krenko was held prisoner after his murder of Dargig of the Shattergang Brothers until he staged a riot that got him transferred to Udzec in Precinct Two.[1]
- Sunhome
- The Boros Legion's fortress and spiritual hub, Sunhome, stands as an unyielding bastion, said to be unbreachable, and reminds northern invaders of Boros' strength.[1][2]
- Tenthfort, the Tenth Leaguehall
- the Tenth District's daily work offices of the Wojek League, with squad rooms and duty logs.[2]
- Briefing Theater Three - a room for briefing wojeks in their upcoming missions.[2]
- Tin Street
- the long mercantile Tin Street passes through Precinct Four.[1]
- Transguild Promenade
- likewise, the guild-neutral passage goes through Precinct Four, passing directly through Sunhome.[1]
Gallery
References
- ↑ a b c d e f g h i James Wyatt & Jeremy Crawford (November 2018) - D&D Guildmasters' Guide to Ravnica, Wizards of the Coast.
- ↑ a b c d Cory J. Herndon (2005) - Ravnica Cycle, Book I: Ravnica, Wizards of the Coast