Guildmasters Guide To Ravnica

(Jeff_L) #1

THE BLISTERCOILS
A series of gigantic waterwheels, built and operated by
the lzzet League, turns just outside Zonot Seven in t he
north end of the precinct. The system generates magical
energy to power public works, Simic laboratories, and,
of course, lzzet workshops. Few outside the lzzet realize
that the amount of e nergy generated in t he Blistercoils
far exceeds what is actually used. with the excess stored
in underground batteries that could explode if they be-
came overloaded.
Blistercoils is also the name of the neighborhood near
the waterwheels, which largely consists of workshops
and private laboratories.


HIGHTOWER
The weste rn e nd of the precinct is packed with educa-
tional ins titutions of all sorts, from grand universities
that cover a broad span of disciplines to specialized
schools that instruct s tudents in subjects ranging from
theoretical me taphys ics to fine arts. The neighborhood
takes its na me from the fact that most of these schools
boast at least one tall s pire among their structures.
Stude nts and staff live both on and off the various cam-
puses, and several cozy pubs and small lecture halls are
busy from afternoons through late in the night.


PRISM UNIVERSITY
A crystal-paned center of learning that concentrates on
magical theory and application, Prism University draws
potential wizards and other would-be mages who want
to learn about all forms of magic, in contrast to the s pe-
cialized and practical applications of magic espoused by
the guilds. Even though the school maintains a formal
state of neutrality, ifs an open secret that many guilds
have infiltrated the university and planted agents to woo

prospective members. Partly as a result of this influ-
ence, many graduates of the unive rsity do go on to join
a guild, finding a way to apply their broad experience
to s upport the narrower focus of the guild. (A player
character spellcaster might well be a graduate of the
university, which could explain the character 's ability
to use magic that wouldn't normally be taught within
their guild.)

lSMERI LIBRARY
One of the greatest libraries on all Ravnica, the Ismeri
Library is open to all citizens at all hours. Hundreds of
thousands of books covering every conceivable subject
are found here. The place is also one of the centers of
Dimir communication. Secret messages are hidden
within its books by a variety of methods both magi-
cal and mundane. Dimir agents might have to gather
message fragments hidde n within several diffe rent
docume nts, for example, to find their next assignments
or targe ts. Intricate codes and magical wards protect
other secrets.

G o ons AND SERV I C E S
Specialty items th a t a re commonly used by scribes,
researchers, a nd inve ntors can be found in many small
shops in the precinct, us ually run by a tinker or aca-
demic. Precinct Five also has the best apothecaries, al-
chemists, a nd magic-mongers in the Tenth District. On
the oth e r hand, mundane adventuring gear, weapons,
and armor are ha rde r to find.
Information is a n especially valuable commodity in
Precinct Five. In addition to holding booksellers, the
precinct is home to a variety of people who make a living
(or at least a sizable side income) selling information, in-
cluding private investigators, rumormongers, and spies.
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