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  LANGUARD LOCATIONS: THE WRECKS 
  Storied Languard—the capital of Ashlar and its greatest city—stands hard against Hard Bay’s turbulent, stormy waters. To the north lies 
  the Mottled Spire’s brooding spray-drenched mass, the curse-haunted ruins of Greystone and Gloamhold’s doom-wreathed halls. Ashlar’s 
  greatest—indeed only—city, Languard is a noisy, dirty place. Here, amid broad, muddy streets teeming with life and shadow-mantled, 
  danger-filled alleyways there is little beneath the sun that cannot be had somewhere—for a price. 
   
  Languard Locations: The Wrecks presents eight additional locations designed for use with City Backdrop: Languard. While the locales within 
  are designed with Languard in mind, they are easily convertible for use in your campaign. This instalment deals with locations in Languard’s 
  Wrecks district. 
   
  C R E D I T S  
  Design: Richard Pett 
  Development: Creighton Broadhurst 
  Art: Jeff Freels, Rick Hershey, William McAusland and Marc Radle. 
  Some artwork copyright William McAusland, used with 
  permission. Publisher’s Choice Quality Stock Art © Rick 
  Hershey/Fat Goblin Games. Some artwork © 2008 Jeff Freels, 
  used with permission. 
  Cartography: Tommi Salama 
  C O N T E N T S  
  Credits ........................................................................................... 1 
  Contents ....................................................................................... 1 
  System Neutral Edition ................................................................. 1 
  The Wrecks ................................................................................... 2 
  The Wrecks Locations ............................................................... 2 
  W3: The Flotsam Pyre ............................................................... 3 
  W4: The Cauldron ..................................................................... 4 
  W5: Shackle .............................................................................. 4 
  W6: Devil’s Bridge Wrecks ........................................................ 5 
  W7: The Briny Fane ................................................................... 5 
  W8: Gulping Lyza ...................................................................... 6 
  W9: Last Voyage of the Faithless .............................................. 6 
  W10: The Gape of the Eye ........................................................ 7 
   
  ©Raging Swan Press 2018. 
   
   
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome to this Raging Swan Press System Neutral Edition Village 
  Backdrop. Herein you’ll find evocative, inspiring text designed to 
  help you—the busy GM—run better, quicker and easier games.  
   
  This book is compatible with most fantasy roleplaying games. 
  It’s impossible to create a truly system neutral book, though, and 
  some generic game terms—wizard, fighter, human, elf and so 
  on—lurk within. These generic terms are easily modified to the 
  GM’s system of choice.  
   
  One special note about the NPCs in this supplement. While 
  some are wizards, fighters, clerics and so on, others are simply 
  normal folk. Because different game systems handle normal folk 
  differently we’ve made no attempt to note their “class” leaving 
  them simply as “female human” and so on.    
   
  If you enjoyed this book, please consider leaving a review. 
   
  If you didn’t enjoy this book, did you know Raging Swan Press 
  offers a money back guarantee? 
   
  The moral right of Richard Pett to be identified as the author of 
  this work has been asserted in accordance with the Copyright 
  Designs and Patents Act 1988.  
   
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
   
   
   
  
  2 
  T H E  W R E C K S  
  Temporariness. The Wrecks reeks of it. Shipwrecks grip piers and 
  boardwalks that cling to what little ground there is—and that 
  itself is mostly transient, shifting with the slurry and silt oozing 
  unseen below this rotting stain on Languard.  
   
  Travelling here is never fast—and often dangerous. Suddenly 
  opening bogs and mires gulp up from filth-drowned pits below. 
  Fleeting flaccid sinkholes and swallets—some old friends with 
  names (and occasionally minds) of their own—choke into 
  existence, lasting an hour, a day, a week; always long enough to 
  cause worry and, at the worst—perhaps—death. Many is the 
  cautionary tale of the child who went to the market across 
  perilous boardwalks and was never seen again; swallowed by 
  Grebb’s Mouth or taken by the Bog Queen. Countless are the 
  travellers who fell in a puddle up to their middle and were quickly 
  (or sometimes cruelly slowly) dragged down where so many 
  others have taken their last breath.  
   
  In truth, despite the tales, almost as much comes up as goes 
  down. Beneath is often liquid, rancid, sagging. She is never still. 
  Things birth from seaweed-clenched mires below, eyeless wan 
  things flap into daylight.  
  T H E  W R E C K S  L O C A T I O N S  
  W1: Duranki’s1: Dubious ferry service operated by the Duranki 
  family. 
  W2: The Fallen Maid1: Home of the Wrecks’ preeminent assassin 
  Arura Kutha. 
  W3: The Flotsam Pyre: Ramshackle fop house and inn with a dark 
  secret. 
   W4: The Cauldron: Alchemical ship-suppliers and smugglers’ 
  artisans.  
  W5: Shackle: Foul fighting pit owned by our Lady of Rust. 
  W6: Devil’s Bridge Wrecks: Shanty village beneath arched bridge 
  specialising in stolen goods. 
  W7: The Briny Fane: Secret temple and fulcrum of Father Dagon’s 
  cult in the Wrecks. 
  W8: Gulping Lyza: Mermaid brothel run by Dagon-worshipping 
  Elisa Lyza. 
  W9: Last Voyage of the Faithless: Local fishmart and market 
  where most common goods are purchased. 
  W10: The Gape of the Eye: Sahaugin temple devoted to Dagon 
  sunk beneath the Svart. 
  1: See City Backdrop: Languard. 
   
   
  
  3 
  W 3 :  T H E  F L O T S A M  P Y R E  
  Just before every sailor dies he’s said to spend a night in the 
  Flotsam Pyre—a teetering mass of dead ships lurching by the 
  river. Fop-house, sin-beacon and rum-den, the Pyre is actually 
  partly a beacon to guide Takolen shipping home as well as the last 
  place many sailors wash up in. 
   
  The Pyre is topped with a huge burning effigy resembling a 
  bloated man which acts as a lighthouse to warn some away from 
  the filthy banks and draw kin home. It scrambles and staggers 
  over a half-dozen crooked levels. Folk spend months at a time 
  without going outside; endless games, curious corner supply 
  shops and seemingly numberless bedrooms and strong rum 
  deliver everything many retired old salts need. 
   
  The place is actually run by a ghoul called Mister Palate who 
  takes peculiar delight in lengthening the suffering of drunken 
  sailors by infecting them. Disciplinarian Palate, aka Captain Ahab 
  Grist, suffered mutiny on half a dozen occasions in his long career 
  and enjoys long, slow revenge on the mutineers. Of late he has 
  grown less fussy about who he avenges himself on providing they 
  are old sailors. 
  T A R I F F  
  § 
  Drink: Dubiously strong foreign rum (1 sp – 25 gp). 
  § 
  Food: Fresh fish and fry 5 cp. 
  § 
  Rooms: 2 cp - 20 gp per night depending upon the view and 
  standard. 
  N O T A B L E  F O L K  
  § 
  Mister Palate (NE human ghoul thief 4) lurks unseen in his attic 
  due to an apparent contagious skin affliction. Seemingly highly-
  cultured, Palate operates an iron hand through his formidable 
  partner (and part-time lover) Mistress Abigail Relish. 
  § 
  Abigail Relish (NE female human thief 6) loves Palate despite 
  his shortcoming of being dead. Fiery-haired and tempered 
  Mistress Relish Fierce is the haughty, beautiful public face of the 
  Pyre.  
  H O O K S  
  § 
  The PCs kill a ghoul—once an elderly human—that has been 
  hunting the streets and alleys near the Wrecks for the last few 
  nights as it preyed on a passing sailor. Once the ghoul is slain, 
  the passing sailor gasps in surprise for his recognises the ghoul 
  as an old shipmate he last saw in the Flotsam Pyre. 
  § 
  The party is in the Flotsam Pyre one night—perhaps looking for 
  a sailor brave enough to sail them across the bay to 
  Gloamhold—when one of the more sensitive PCs catches the 
  unmistakable scent of death in the air. 
  T H E  T A K O L E N  
  Everyone is listening. The Takolen don’t like strangers. 
  Strangers are militia, strangers are spies, strangers are 
  authority, and authority, to be honest, would like rid of them. 
  Visitors here are noticed. Many (if they are lucky) just pass 
  through but linger more than a day or two and you’ll be 
  observed—and that’s bad.  
   
  Prying questions are the easy beginning to this encounter, 
  Takolen like to know what’s going on and visitors’ business is 
  of great interest. If they don’t like—or can’t find out—about 
  this business, things quickly take a darker turn. Violence is fast 
  to follow—and if an initial warning is not enough, the local 
  populace has enough friends to make life very difficult. 
  Assassins and thugs abound, and strangers go missing with 
  alarming frequency. In this choking corner of Languard no one 
  notices if you’re taken off the street in broad daylight and 
  meet some horrible end. In the end, the Takolen endure.  
   
  The local family populace of 200 is often greatly swollen 
  when the fishermen return retched, half-drowned and 
  hungry. They are always anxious for gossip and heavy with 
  bigotry at those who come here to take their families and 
  friends—as they see it.  These are tough men and women, like 
  the rest of their kin. They quickly become a frightening mob 
  when danger threatens. 
   
  The Takolen like (or perhaps need) strong drink. Many 
  establishments have a bar tucked away within them 
  somewhere. Of course, drink loosens tongues, causes 
  confusion and makes friendships, and when everyone nearby 
  is listening, this is a very dangerous place to relax.   
   
  The Takolen are easily noticed; chinless, their hair sparse 
  and greasy (even amongst women), men never have beards. 
  With grey or dark blue eyes and dark brown, jet black or 
  occasionally red hair a profusion of wild, unkempt body hair 
  marks them as a strange folk. They have an oddly sweaty air, 
  smile seldom and speak a guttural form of local dialect that 
  even those across the river struggle to understand.       
   
  Below this, the cult of Dagon lurks behind and within the 
  family. Themselves often at violent odds with certain of their 
  kin, they keep their devotion secret, and when that is 
  impossible, fanatically protect it. Their cultists may provide 
  welcome friendly relief for visitors, maybe even sympathy. 
  This friendship hides designs—luring potentially new 
  devotees, seeking out dangerous spies and providing flesh for 
  their friends and allies dwelling in the Svart’s depths. 
   
  Most Takolen their living on or near the water and thus 
  possess a fisherman’s wiry build, strength and stamina. Most 
  live in—or on the brink of—poverty, and all have an eye for a 
  quick profit no matter the consequences to others. 
  
  4 
  W 4 :  T H E  C A U L D R O N  
  They say that when the wind is in the wrong direction it is 
  impossible to look towards the Cauldron without weeping 
  alchemic tears, such is the toxic breath of this curious shipyard 
  and fitters based upon a trio of landlocked barges.  
   
  Behind her façade as an alchemical supplier for ship’s captains 
  and mundane shipyard, the Cauldron enjoys a veiled reputation 
  as the apex of knowledge and talents to create secret holds and 
  false cabins in the claustrophobic and confusing folds of ships. The 
  master, Makubin Takolen, now in his eighties, is undeniably one 
  of the best at his trade. As well as his more usual (yet still very 
  pricey) talents for creating spaces where none should be, 
  Makubin also uses partners—for particularly wealthy clients—
  with arcane skills to design undetectable cabins, holds that defy 
  logic and ways to hide things in plain sight—all to elude prying 
  eyes and taxes.    
  T A R I F F  
  § 
  Create Secret Hold in Ships well hidden (1,000 gp/square), 
  incredibly well hidden (2,000 gp/square), superlatively hidden  
  (3,000 gp/square). Maximum number of secret holds equals 
  1/20 squares of the vessel rounded down. 
  N O T A B L E  F O L K  
  § 
  Makubin Takolen (LN old male human) is a willy old stoat, he 
  keeps his hidden talents cloaked behind the bluff of old age—
  you never know who is working for the duke, after all. In rare 
  cases where he becomes friendly, Makubin is a mine of wild 
  tales of exploration, raging seas and danger. 
  H O O K S  
  § 
  The PCs are charged 
  by a crime lord to 
  find out who is 
  able to make 
  magnificently 
  hidden 
  holds 
  and arrange for 
  one to be made in 
  his 
  pleasure 
  barge. The problem 
  is getting the tight-
  lipped 
  insular 
  Takolen 
  locals to spill 
  this 
  knowledge.   
  W 5 :  S H A C K L E  
  The infamous Shackle is one of Languard’s most twisted and 
  notorious gambling establishments. Built within the belly of the 
  great river barge Redemption, the ship’s lower hold is fashioned 
  into an everchanging makeshift area of traps, dead-ends and 
  confusing crawl holes. These are open to view from above and 
  topped with thick iron spiked bars to prevent escape from all save 
  a few select spots. Tottering rows of seats stare down from above, 
  lashed at alarming angles to the hull. It is not uncommon for 
  members of the audience to plummet from ill-fixed chairs, into 
  the hold below; literally becoming part of the show. 
   
  The show is escape and horror with victims dropped or 
  released into the frightful place below to face the perils lurking 
  therein. Bets are exchanged throughout proceedings by the 
  owner’s acrobatic bet collectors, all dressed as gaudy clowns.  
   
  A great iron lattice is lashed high above the hold and here the 
  host, the Lady of Rust, provides a running commentary—
  shouting, screaming and laughing at the misery below. 
   
  Abductees are frequently used as “bait” for the creatures 
  serving as the hunters of the game. Our Lady of Rust likes the 
  revolting forms of aberrations best, chokers in particular. Their 
  appearance, alien cunning and menace are so satisfying. In truth, 
  however, the self-important show-woman cares for little save 
  putting on a spectacle, so whatever is available—or can be 
  arranged—is fine by her. Private shows occasionally occur for the 
  wealthier sadists in Languard and sometimes a call goes out for 
  certain persons to be abducted—named people or groups 
  usually—with considerable financial incentives to those who 
  bring them here. 
  N O T A B L E  F O L K  
  § 
  Our Lady of Rust (NE female dwarf thief 3) was almost killed at 
  sea. Her spine crushed during a terrible storm, the former ship’s 
  captain now moves with the aid of an unusual iron animated 
  object that walks its passenger—who swings in an iron crib 
  below—using hooked arms, resembling something like a rusting 
  metal monkey. Sadistic, noisy and perverse, she likes little 
  better than to put on the most gruesome spectacle in Languard. 
  What she does like more is Gudea Ki-Am (location W10), with 
  whom she is obsessed. 
  § 
  Bedgin Whelk (NE male dwarf fighter 3/thief 4) is the shaven-
  bodied bodyguard of our lady—an acrobat, bouncer and no-
  nonsense dwarf who deals with her problems. Whelk is deluded 
  in his love of his employer but cares little for the Takolen. A 
  heavy drinker he is a mine of local gossip.  
  H O O K S  
  § 
  One of the “contestants” is the daughter of a bankrupt 
  merchant from High City. His creditors have arranged this final 
  act of humiliation. Will the PCs aid him, when he begs for help? 
  
  5 
  W 6 :  D E V I L ’ S  B R I D G E  W R E C K S  
  Staggering across the edges of the Svart below Puddle Lane is a 
  peculiarly high arched bridge of stone. This was erected to allow 
  a very wealthy merchant passage for his grand ship to a palace he 
  never built on land swarming with slums. The bridge is so steep it 
  is impossible to see what is ahead when crossing it until its arch is 
  crested. Tales tell that sinners meet a terrible demon on the crest 
  at midnight and are taken to the Abyss, or given a particularly 
  terrible keel-hauling beneath the arch. 
   
  This tale does much to lend the place an air of fear, and the 
  story is suitably ingrained through repetition that almost 
  everyone stays away at night, when most of the good business is 
  done below.  
   
  When the Ragged Rat ran aground under the bridge fifty or 
  so years ago it was the beginning of an impromptu development. 
  Since then, the wreck has grown upwards as a shanty village of 
  brothels, foul taverns, fop-houses and dens of wedged into the 
  obliging archway. The shanty is precarious, but ideal for 
  smugglers, offering a market, which rumour says has never 
  closed, for their ill-gotten gains. 
   
  Mudgran Ki-Feg, Takolen elder and possibly the most 
  repulsive man in Languard, oversees the market with an iron hand 
  and the assistance of a group of almost equally repulsive sons, 
  some of whom are infected with wererat lycanthropy. They keep 
  an eye on trade and exact tolls for protection from traders, and 
  visitors. However, one never knows what might appear beneath 
  the arch—stolen goods, ill-gotten treasure and illicit objects are 
  frequently found, sometimes without the owner having a true 
  idea of their worth. The arch has thus become a stalking ground 
  for greedy antiquarians, wizards and sundry curiosity seekers. 
  N O T A B L E  F O L K  
  § 
  Mudgran Ki-Feg (old male human wererat thief 4/magic-user 2) 
  is repulsive. Mudgran is also one of the most powerful men in 
  the Wrecks. Close kin to the patriarch Samuqan Ki-An, Mudgran 
  is one of those touched by Dagon. Expert treasure hunter, 
  explorer and partially insane cultist of alien monstrosities, 
  Mudgran is a very dangerous man to cross with kin everywhere 
  in this corner of the city. Mudgran idolizes Elise Lyza (location 
  W8) from afar and seethes with jealousy about the way Gudea 
  Ki-Am (location W9) treats her.   
  H O O K S  
  § The PCs are asked to retrieve an object known to be on sale. 
  However, when they arrive they find the seller has been horribly 
  murdered and the object is missing. 
   
  W 7 :  T H E  B R I N Y  F A N E  
  The part-flooded soaked wreck of the Acheon lurks mockingly in 
  the dawn shadows of the Dreaming Spires (location H4). Having 
  the Sequestered Library so close is handy for those who lurk 
  within the ruinous hulk and seek dark grimoires.  They have made 
  this the centre of worship for Father Dagon. Having relatively few 
  worshippers scattered across the city, at least in theory, worship 
  is kept private. Beneath the Svart, however, lurks a ruinous 
  sunken isle called the Gape of the Eye (location W10) wherein 
  dwell an increasing number of sea-devils. The sahaugin have been 
  drawn here by the current High Shadow of Dagon in the city, the 
  dreadful Samuqan Ki-An, Tarkolen patriarch.  
   
  For now, the Fane remains secret, so Samuqan has concocted 
  a story to keep non-believers away. The tale goes that the Acheon 
  was a plague ship, her crew nailed themselves inside the stricken 
  vessel at port rather than allow the spread of sickness to the city. 
  The suitably abandoned upper decks add to this tale, but beneath, 
  in the deeper parts of the ship, lurks a tiny secret chapel to Father 
  Dagon marking this vessel as a sacred place. 
  N O T A B L E  F O L K  
  § 
  Samuqan Ki-An (NE old male human cleric [Dagon] 5) is the 
  Secret High Shadow of Dagon. His wan, wet fingers are groping 
  wider in the city while spreading lies and promises amongst his 
  own kin—but slowly, so slowly. Samuqan is clever, he knows not 
  to alarm the city elders and so lurks in secret, wearing in public 
  the inbred grimace of his kin. As the number of sahaugin and 
  worshippers steadily increases, so the elder grows bolder, 
  seeking more powerful men to join the cult. Samuqan secretly 
  hopes to be given the kiss of the deep ones and granted access 
  to eternity. The patriarch is a paragon of his kin—chinless, with 
  sallow skin to the point of emaciation, and hard cold eyes. He 
  despairs of his wayward son Gudea Ki-Am (location W10) and 
  searches for a more suitable successor, while dreaming of 
  immortality as a deep one.  
  H O O K S  
  § 
  Samuqan seeks new followers, using his great cunning to rally 
  them. He covertly puts about a story that city officials are 
  intending a massive crackdown on the Wrecks and its 
  operations—not to mention threatening the Takolen. Violence 
  against non-Takolen increases, as a result. 
  § 
  The elder’s prayers are answered with a visitation from a herald 
  of Dagon. This bloated alien horror lurks in the Svart demanding 
  a number of curious and profane acts are committed—as well 
  as the theft of certain artefacts once held in the Acheon’s hold. 
  These are in truth part of a complex ritual to taint the waters of 
  the Svart with children of Dagon.  
  
  6 
  W 8 :  G U L P I N G  L Y Z A  
  A grotesquely mouldering plaster mermaid of disturbing 
  voluptuousness drags herself from a garish painted scene of 
  debauchery welcoming visitors to (allegedly) the only mermaid 
  brothel in the world. In this squat, partially collapsed building 
  tottering on the edge of a stinking wharf Elise traffics in misery 
  and despair. Only the most depraved or uncaring folk give Elise 
  their custom.  
    
  The truth, of course, is more disturbing; there are indeed a 
  pair of true mermaids held herein. This is merely a grotesque 
  prison operating in plain sight, its appallingly mistreated workers 
  seemingly beyond hope.  
  N O T A B L E  F O L K  
  § 
  Elise Lyza (CN female human magic-user 6) is a flatulent, fishy 
  old maid of repulsive girth and manners.  She runs—or more 
  correctly secures—the brothel, aboard the redundant 
  riverboat. She dallies with Gudea Ki-Am (location W9) 
  occasionally, but is oblivious to Mudgran Ki-Feg’s (location W7) 
  feelings toward her, and finds him repulsive. 
  § 
  Aelliah and Lamahs (N female merfolk) are miserable and long 
  for escape. The two are fiercely loyal to one another, though, 
  and one will not escape without the other. They hate Elise and 
  want her dead.  
  H O O K S  
  § 
  The PCs hear rumours about what is really going on here. Soon 
  afterwards, one of the mermaids escapes and word spreads 
  that Lyza is offering a large reward for her capture. A grotesque 
  hunt begins, with greedy locals anxious to make some easy 
  money. 
  § 
  The PCs are in another inn or tavern when they overhear a pair 
  of incredulous sailors talking in excited whispers about Gulping 
  Lyza and the unique, depraved pleasures to be had within. 
  Shortly thereafter, the two now drunk sailors totter off into the 
  night.   
  W 9 :  L A S T  V O Y A G E  O F  T H E  F A I T H L E S S   
  Alas for the Faithless, come aground with her cargo of rats and no 
  one aboard not twelve years since… 
   
  The Faithless, reached by precarious iron walkways and 
  rocking bridges, now acts as the more mundane market of the 
  Wrecks. Her association with rats—even to this day—quietly 
  forgotten. Selling pigs and chickens as well as commonplace 
  ironmongery—and some of the best cooked fish in Languard—the 
  curiously bloated hold of the Faithless is often full of locals looking 
  for something to eat or something to buy. Some have described 
  her interior as unsettlingly claustrophobic, maybe it’s the ladders 
  and odd angled ramps herein, but some swear there is more to 
  this place than meets the eye, and as for that story of hers... 
  T A R I F F  
  § 
  Drink: Salt-rum 1 sp. 
  § 
  Food: jellied eels 3 cp, fresh killed boiled squid 5 cp, fried dory 
  1 sp, pufferfish fried in garlic 1 sp.  
  N O T A B L E  F O L K  
  § 
  Jurrin Ki-Puk The Maester of Faithless Market (N male human 
  thief 4) is bulbous-eyed and one of the friendliest locals visitors 
  can meet in the Wrecks. He actively avoids Gudea Ki-Am. 
  § 
  Gudea Ki-Am (CE middle-aged male human fighter 4) is the son 
  of Samuqan Ki-An (location W7). He stays here as it’s a good 
  place to get into fights. Gudea is strong and bald and covered in 
  tattoos. He likes to bully weaker folk, especially Jurrin. Gudea is 
  revolted by the occasional attentions of our Lady of Rust 
  (location W5) and has an on-off affair with Elise Lyza (location 
  W8). He has become obsessed with the malenti (location W10) 
  whom he saw recently with his father. His obsession is 
  becoming a danger to the sahaugin. 
  H O O K S  
  § 
  The PCs find the truth about the Faithless’ last voyage, that it 
  was a ship of ghosts who fled into the city. Now the ghosts are 
  returning to the wreck to herald a terrible event. 
  
  7 
  W 1 0 :  T H E  G A P E  O F  T H E  E Y E   
  Once, not so long ago, the good folk of Languard looked for other 
  places to build upon, and settled upon spreading onto the Svart 
  on man-made isles. Alas the idea was short-lived as the buildings 
  created atop burgeoning piles of stone collapsed one night 
  swallowing the occupants. What is left sunk beneath the waters, 
  but it did not remain abandoned for long. Dagon saw them, or at 
  least his visionary Samuqan Ki-An did. 
   
  Contacting other—less human—worshippers of Father 
  Dagon, the patriarch drew a group of sahuagin here. They have 
  thrived and now lurk in some number below the Svart, concealed 
  in the bloated, drowned ruin. Here they plot and plan, spreading 
  the word of Father Dagon and gaining power. Their plans now 
  intend to draw more powerful city elders into their inky bosom. 
  Presently some 20 sahuagin, including their malenti leader, are 
  here. And slowly, their numbers grow. 
   
  From directly above, the sahuagin-built temple resembles an 
  unblinking eye, its ruins consisting of a dozen low sunken 
  buildings. 
  N O T A B L E  F O L K  
  § 
  Driftwood (LE malenti sahuagin cleric [Dagon] 4/thief 3) 
  appears as a gorgeous elf. The blessed malenti operates as 
  the agent of the sea-devils within the city, spreading 
  their plots using her gifts and otherworldly 
  beauty. She is a formidable, cunning foe. 
  H O O K S  
  § 
  A young noble’s son has become completely enamoured of the 
  malenti and has vanished, taking the majority of the family 
  silver with him. The PCs are asked to seek him out—he was last 
  seen drunk staggering toward the Wrecks arm and arm with a 
  beautiful elven maid. 
  § 
  When a large cache of Languard objects are recovered in a raid 
  on a sahaugin lair—perhaps one near the infamous Sunken 
  Pyramid—far out at sea, local officials start getting edgy and 
  demand action. How did the items come to be there when there 
  has been no reported sahuagin raids in the environs for quite 
  some time. Do the sahuagin have contacts with the smugglers 
  operating from Languard and Rivengate’s lower levels? City 
  officials demand answers. 
  § 
  The malenti lures the PCs into helping her get rid of the 
  attentions of Gudea Ki-Am (location W9) by posing as the 
  wronged victim of his unwanted attentions. Afterwards, if one 
  of the PCs seemed particularly smitten or gullible she attempts 
  to lure him or her into a private meeting. Here the PC is 
  kidnapped and carried down to the Gape of the Eye to feature 
  in a special service to glorify Father Dagon. 
   
   
  
  8 
   
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  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  Languard Locations: The Wrecks. ©Raging Swan Press 2018; Author: Richard Pett. 
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