Precinct Three

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Precinct Three
Information
Plane Ravnica
Part of Tenth District, Ravnica City
Map of Precinct Three

Precinct Three is a lush, community-focused region of the Tenth District where nature and urban life intertwine. Expansive gardens, stables, and parks make it the main source of fresh food and livestock for Ravnica. Generations of families live here alongside trained beasts and thriving greenery nurtured by the Selesnya Conclave. The area is peaceful and neighborly, though occasional unrest comes from livestock theft or raids by the Gruul Clans.

Description

Located in the northeastern part of the Tenth District, Precinct Three borders Precinct One in the southwest, Precinct Two in the south, and Precinct Four in the west. It does not border Precinct Five or Precinct Six.

Precinct Three is a lively part of the Tenth District, where open parks, thriving gardens, and bustling stables create a unique blend of nature and city life. Many who live here see it as a peaceful escape compared to the busier precincts, with families often staying in the same homes for generations. People of all ages spend their days tending plants, animals, and small farms, then gather at night for communal meals, stories, and shows featuring trained creatures. Living close to animals is second nature here, and neighbors willingly help each other care for pets, livestock, and gardens alike.[1]

The Selesnya Conclave holds deep roots in Precinct Three, and its massive living guildhall, Vitu-Ghazi, stands proudly at the precinct's northern edge. While Selesnya shapes daily life, the Gruul Clans occasionally intrude from the wilds, often stirring up trouble when they do.

Precinct Three feeds much of the Tenth District with its gardens, livestock, and trained beasts. Coin is often replaced by barter in its markets, especially in places like the Great Concourse, and manufactured goods are harder to find. Lodging and meals vary widely; Concordance tends to be pricier and better kept, while Beast Haven is more rugged and affordable. Wealth isn't valued highly here, and locals often judge people more by their respect for the land and community than their coin purse — flashy displays of wealth rarely win favor.

Most of the precinct relies on community policing, with each block electing a watch captain trained by Selesnya soldiers. These captains can rally neighbors if serious trouble arises, sometimes aided by Boros Legion patrols when needed. Crime here usually involves bandit raids on travelers or disputes over stolen animals, which can spark neighborly feuds, especially in Beast Haven.

Locations

Precinct Three's neighborhoods are a mix of ancient stone buildings partly reclaimed by greenery and wooden houses maintained with Selesnya magic.

  • Beast Haven - in the west, brims with open stables and paddocks where livestock and labor animals are raised and trained for work or sale. Residents are used to the occasional escaped beast and handle such mishaps themselves.[1]
  • The Canopy - a northern quarter shaded by tall trees, has homes and walkways built high among the branches, connected by rope bridges and ladders.[1]
  • The Conclave Assembly G/W [2]
  • Concordance - once known as the Old City, lies to the east. Here, abandoned Orzhov Syndicate buildings have been overtaken by moss and shrubs, blending with parks and Selesnya dwellings.[1]
  • The Great Concourse - an elegant system of raised roads linking major Selesnya communities near Vitu-Ghazi. Covered with lush greenery, it doubles as a huge market on most days and becomes a ceremonial gathering place during holy celebrations.[1]
  • Grove of the Guardian G/W - a sacred grove and manicured temple garden built shortly before the running of the Implicit Maze.[3]
  • The Initiates' Compound[2]
  • The Ivory Oaks - a stand of massive trees guarded by an order of albino Loxodon warrior-priests.
  • The Kasarna training grounds[4]
  • North Ridge Forest.[5]
  • The Selesnya Saproling Nursery.[6]
  • Sumala - a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry.
  • Velen's Rest - a place plagued by aggressive giant spiders.[1]
  • Vitu-Ghazi G/W - this giant tree towers over the district as the heart of the Selesnya faith, welcoming peaceful visitors to its public chambers and serving as a pilgrimage site for believers from across Ravnica.[1]
    • The Museum of Ravnica or Museum of Ravnican History[7] - a public museum funded by the Orzhov and housed in Vitu-Ghazi that opened after the Phyrexian Invasion.[8][9] Commissioned by the Orzhov, it contains artifacts like a copy of the original Guildpact, shattered remnants of the Blackblade, lazotep fragments from the remains of Oketra, and the Glaive of the Guildpact.

Gallery

References

  1. a b c d e f g James Wyatt & Jeremy Crawford (November 2018) - D&D Guildmasters' Guide to Ravnica, Wizards of the Coast.
  2. a b Nicky Drayden (February 20, 2019). "The Ledger of Hidden Fortunes". magicthegathering.com. Wizards of the Coast.
  3. Doug Beyer (2013) - Gatecrash: The Secretist, Part Two, WotC
  4. Flavor text for Centaur Healer
  5. Nicky Drayden (November 14, 2018). "Bound and Bonded". magicthegathering.com. Wizards of the Coast.
  6. Jenna Helland (October 29, 2012). "The Azorius Ten Most Wanted". magicthegathering.com. Wizards of the Coast.
  7. Flavor text of Relive the Past
  8. Emily Teng (February 1, 2024). "Planeswalker's Guide to Murders at Karlov Manor". magicthegathering.com. Wizards of the Coast.
  9. Art of Relive the Past