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  CITY BACKDROP: 
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  LANGUARD 
  
   
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  CITY BACKDROP: LANGUARD 
  Storied Languard—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.  
   
  Few Languardians overly concern themselves with the brooding terrors lurking within Gloamhold’s halls, but for others, the legendary, 
  benighted ruin draws them to Languard as a moth to a flame. For within Languard’s stout walls live, plot and scheme a surprising number 
  of adventurers, freebooters and mercenaries all lured here by the treasures said to lie but a scant few miles to the north.  
   
  C R E D I T S  
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst and Tom McCarthy 
  Art: William McAusland, Dean Spencer and Maciej Zagorski (The 
  Forge Studios). Some artwork copyright William McAusland, 
  used with permission. 
  Cartography: Tommi Salama 
  C O N T E N T S  
  Languard at a Glance ................................................................ 2 
  Whispers & Rumours ................................................................ 3 
  Notable Locations at a Glance ................................................... 4 
  The Worshipful Company of Freetraders ................................... 6 
  The Sagacious Masters of the Eldritch Nexus ............................. 6 
  Daily Life .................................................................................. 7 
  Fortifications ............................................................................ 8 
  Major Temples ....................................................................... 10 
  Low City ................................................................................. 12 
  The Shambles ......................................................................... 14 
  The Fishshambles ................................................................... 16 
  The Wrecks ............................................................................ 18 
  High City ................................................................................ 20 
  Player’s Guide to Languard ..................................................... 23 
  Join Us! .................................................................................. 25 
  OGL V1.0A .............................................................................. 25 
   
  ©Raging Swan Press 2018. 
   
   
   
  The moral right of Creighton Broadhurst 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. 
  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? 
   
   
  
  2 
  L A N G U A R D  A T  A  G L A N C E  
  Ruler: Duke Armas Nenonen  
  Government: Overlord 
  Population: 7,923 (6,614 humans, 287 dwarves, 189 elves, 236 
  half-elves, 264 half-orcs, 189 halflings, 144 gnomes) 
  Notable Folk: Atro Ahokas (leader of the Worshipful Company of 
  Freetraders), Elmo Rekunen (First Protector), Hannele 
  Auvuenen (High Priestess of Conn), Heimo Karppanen (High 
  Priest of Abarin), Marja Pasanen (Chancellor), Taneli Eronen 
  (Serat’s Stormlord), Taneli Laitnen (Guildmaster of the 
  Shadow Masks), Varma Nikkonen (Lady Protector [of 
  Darlen]), Veli Nikkonen (Captain of the Watch)  
  Alignments: LN, N, NG 
  Languages: Common 
  Resources & Industry: Fishing, commerce, general industry 
  Languard is a busy, noisy place. The administrative and 
  mercantile heart of the Duchy of Ashlar it is, however, also a 
  place of fear and gradual decay. 
   
  Sprawling over a series of rocky bluffs, and heavily fortified, 
  the town defends Hard Bay’s narrow mouth and the settlements 
  beyond. Many adventurers, sell-swords and mercenaries come 
  to Languard. The closest settlement of note to Gloamhold, and 
  the duchy’s largest port, here are found the greatest 
  opportunities for fame, gold and advancement. Here also (for 
  the unlucky or careless) are found the greatest opportunities for 
  infamy, poverty and death. 
  L I E  O F  T H E  L A N D  
  Visitors approaching Languard likely first spy the towers and 
  battlements of Castle Languard towering above the city. Then, 
  the spires and lofty roofs of various churches and abbeys come 
  into view along with the city's impressive defences. 
   
  From each of Languard’s gates, a broad and muddy street 
  leads into the city. The finest houses and inns flank these roads. 
  Here, wealthy merchants live above their shops, sea captains 
  rest when not voyaging and other rich folk —members of the 
  clergy, adventurers (both retired and still active) and so on—
  enjoy life. 
   
  Narrower 
  roads 
  lead 
  away 
  from 
  these 
  bustling 
  thoroughfares; along these, the houses are narrower, taller and 
  in worse repair. From these streets, a warren of alleys and tiny 
  lanes radiate away; here the poorest citizens live cheek to jowl. 
  Perpetual gloom cloaks these alleys—the jetties of the 
  ramshackle houses almost meeting those of the house opposite 
  high above the street. Called the Shambles by visitors and locals 
  alike, much not available in the nicer (and safer) parts of the city 
  is on offer here. Respectable folk rarely visit the Shambles.  
   
  There are worse places to live, though, than the Shambles. 
  Where the dilapidated houses run down toward the Svart’s 
  southern bank, the Shambles becomes the Fishshambles. Here 
  among the tangled, reeking labyrinth of narrow, tenebrous alleys 
  dwell many of the fisherfolk and other ne’er-do-wells. However, 
  the basest folk—the degenerate and debased Takolen—dwell in 
  the Wrecks, a swath of waterfront dominated by rotting wharves 
  and fetid, half-sunken boats. The whole forms a confused 
  mishmash of homes, warehouses, whorehouses, taverns and 
  other unsavoury businesses. A cancerous darkness lurks within 
  the Takolen’s hearts; one day it might ooze forth to draw 
  Languard and its folk into darkness.  
  C I T Y  L O R E  
  A PC may know something about Languard, its history and 
  surrounds. Determine how knowledgeable the PCs are and then 
  impart some (or all) of the information below: 
  § 
  Capital of the Duchy of Ashlar, Languard is its largest and 
  wealthiest settlement. It is also the nearest settlement of note 
  to Gloamhold’s doom-shrouded halls. 
  § 
  Languard is the oldest human settlement in Ashlar, founded 
  almost 500 years ago by the first duke. Castle Languard is the 
  city’s oldest structure. 
  § 
  Caves and caverns honeycomb the rock beneath Castle 
  Languard; some run all the way down into High City. 
  I N H A B I T A N T S  
  Appearance: Languardians are a fair-skinned folk. Brown or 
  sandy coloured hair and brown or hazel eyes predominate. 
  Facial hair is worn mainly by the lower classes—being clean 
  shaven (for men) or sporting elaborate and impractical, 
  hairstyles (for women) are the marks of breeding, class and 
  wealth.  
   
  Dress: Woollen tunics and breeches, along with heavy 
  woollen cloaks in the winter, predominate. Clothes worn by the 
  wealthy are of finer quality and more colourful.  
   
  Nomenclature: male Armas, Einar, Jani, Onni, Taisto, Veijo; 
  female Aila, Elina, Kaari, Laina, Saini; family Ahokas, Eskola, 
  Korpela, Ojanen, Rintala, Varala. 
   
   
   
  
  3 
  W H I S P E R S  &  R U M O U R S  
  While in Languard, a PC may hear one or more rumours. The PC 
  can learn this information in several ways: perhaps by 
  overhearing two locals gossiping, chatting with regulars over a 
  few drinks at the local taverns and so on. Use the table below, to 
  determine which rumours the PC learns.  
  D% 
  RUMOUR 
  01-02 
  The winter storms this year will be worse than 
  normal. My sister saw it in a dream! 
  03-04 
  Hooded and cloaked figures have been seen in the 
  Wrecks vicinity even more than normal. The 
  Takolen are up to something! 
  05-06 
  The priests at the Great Forge recently took 
  delivery of a small quantity of adamantine.  
  07-08 
  One of the bodies hanging from Traitor’s Gate 
  disappeared overnight! Did someone steal it for 
  their own nefarious purposes or did the remains 
  escape under their own power? 
  09-10* 
  More bodies than normal have been fished from 
  the Svart recently; some are horribly mutilated.  
  11-12 
  Thievery is on the rise. Some say the Shadow 
  Masks seek something hidden in the town; others 
  suggest a new thieves’ guild is rising to challenge 
  their hegemony over Languard’s underworld. 
  13-14 
  A body was found in the Shambles last night. 
  Worryingly, both its eyes were gouged out. 
  15-16 
  The duke is getting increasingly angry about the 
  lawlessness of the Shambles.  
  17-18* 
  Have you noticed dark clouds seem to hang over 
  the Mottled Spire more than usual recently?  
  19-20 
  Lights have been moving among Greystone’s 
  cursed ruins in the dead of the night.  
  21-22* 
  There’s been a murder at the Watcher’s Spire. The 
  clergy are trying to cover it up. 
  23-24 
  Mira Karpannen is trying to form a band of heroes 
  to search the Mottled Spire. 
  25-26 
  The Bloody Eagle is a Shadow Mask front.  
  27-28 
  Strange goings on have again been reported on 
  Vonya’s Span. The dwarf’s drunken spirit has 
  awoken from its stupor. 
  29-30* 
  Someone snuck into the Father’s Hall last night and 
  daubed one of the statues with red paint! The 
  priests are furious. 
  31-32 
  A mad old beggar is spreading insane stories of 
  great, dripping tentacles rising from the Svart.  
  33-34 
  Dricolen Nimblefinger is a terrible singer, but 
  beloved by the Scythe’s regulars. 
  35-36 
  If you need a sailor willing to take you across the 
  bay, go to the Shambles and ask for Vesa Ukkola. 
  37-38 
  Panu Lankinen is one the watchmen assigned to 
  Low Gate; he’s the person to see if you don’t want 
  your baggage inspected too carefully.  
  39-40 
  Raisa’s Curios is one of the best places to find a 
  bargain or strange, one-of-a-kind objects.  
  41-42* 
  Raisa Ojanen—proprietor of Raisa’s Curios—is in 
  the Shadow Mask’s pay. 
  43-44 
  Several of the buildings on Water Lane in the 
  Fishshambles are in danger of imminent collapse. 
  45-46 
  All Ashlar’s noble families have homes in High City; 
  their houses make rich picking for brave thieves. 
  47-48 
  The Takolen of the Wrecks are a foul folk. Some 
  worship blasphemous, elder powers of foul aspect. 
  49-50 
  High Priestess Hannele Auvuenen is so beloved by 
  the Father she can return the dead to life! 
  51-52* 
  Vonya’s Span is in poor condition and needs repair, 
  but no one wants to pay for the works. 
  53-54 
  Family Pasanen own, and collect fees from, High 
  Market. They are almost as wealthy as the duke. 
  55-56 
  At night, the darkness around Gloamhold’s ruins is 
  almost palpable. 
  57-58 
  Don’t go to Ashford plague still lurks there. 
  59-60 
  Smuggler 
  bands 
  are 
  again 
  operating from 
  Rivengate’s lower levels.  
  61-62* 
  Duke Nenonen wants to re-establish Greystone. 
  63-64 
  Packs of wild dogs have been attacking lone 
  travellers on the Great South Road. 
  65-66* 
  Strange shapes have been seen moving in the 
  water down by the Fane of the Waves Eternal. 
  67-68* 
  The Mistress of the Spires is gravely ill. 
  69-70* 
  Secret passages run from under Castle Languard to 
  all over High City. 
  71-72 
  Urmas Aalto is a crotchety old sod, but few people 
  are more knowledgeable about Gloamhold. 
  73-74* 
  The guards at River Gate are easily bribed. 
  75-76 
  Low Market is a den of thievery. 
  77-78 
  All manner of fine and expensive goods can be had 
  in High Market, if you have the requisite coin. 
  79-80 
  Wisps of red smoke have been seen over the 
  Shambles on the first day of every month this year.  
  81-82 
  Last week, all the beggars disappeared from Low 
  Market. Two days later, they were back! 
  83-84* 
  Duke Nenonen hates the colour red. He’s planning 
  to ban it from the city 
  85-86* 
  The Boar’s Head tavern serves dog meat. 
  87-88 
  A great treasure was found and then lost in the 
  depths of the Murkwater. 
  89-90 
  Aea Isin has been missing in Gloamhold for a year. 
  91-92* 
  Duke Nenonen is thinking of raising taxes 
  93-94 
  One of the oaks standing on Abbey Road is home 
  to a hedonistic dryad. She sometimes goes about 
  the city in disguise seeking a lover. 
  95-96 
  Sometimes the bric-a-brac sellers in Low Market 
  accidentally sell magical items of wondrous power. 
  97-98 
  A sea witch lives in the Fishshambles.  
  99-100 
  *(?) 
  A great doom is gathering in Gloamhold; soon it 
  will spill forth to consume all of Ashlar! 
  *False rumour 
    
   
  
  4 
  T A X E S  &  T A R I F F S  
  Languard’s residents are subject to several taxes and tariffs. Most are no consequence to adventurers who do not own property in 
  the city. Adventurers, however, will likely pay some or all of those listed below (unless they bribe the official levying said tariff or tax): 
   
  Cargo Tax (1%): Those entering Languard with more than their personal possessions—trade goods, loot and so on—pay this tariff.  
   
  Gate Tax (1 cp): Payable by everyone entering the city. 
   
  Horse Tax (1 sp): Levied on every mount (horse, donkey and so on) brought into the city irrespective of its size. 
   
  Sword Tax (3 gp): Payable every time an individual enters the city bearing arms. In this context, “arms” comprises any weapon 
  longer than a dagger (with the exception of quarterstaffs and any weapon such as a scythe required for a labourer’s job).  
   
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most of Languard comprises homes or businesses. A few 
  locations, however, are of interest to adventurers. Such locales 
  are tagged on the map with a letter followed by a number. The 
  letter portion of each tag identifies either the part of the city in 
  which the location can be found (L, S, F, W, H) or the location’s 
  type (G, T). Thus: 
  § 
  F: A location in the Fishshambles. 
  § 
  G: One of Languard’s gate. 
  § 
  H: A location in High City. 
  § 
  L: A location in Low City. 
  § 
  S: A location in the Shambles. 
  § 
  T: One of Languard’s temples. 
  § 
  W: A location in the Wrecks. 
  L O W  C I T Y  L O C A T I O N S  
  G1 Low Gate: Low Gate is always busy, choked with a multitude 
  of carts piled high with trade goods. 
  G3 Traitor’s Gate: “Decorated” with the remains of traitors to 
  the crown, Traitor’s Gate is well named. 
  L1 Low Market: A bustling market fills this muddy space.  
  L2 Vonya’s Span: Of dwarven craft—and reputedly haunted—
  Vonya’s Span is the only bridge spanning the Svart. 
  L3 The Scythe: The one-legged Arvo Outila runs this drinking den 
  renown for live music. 
  T1 Fane of the Waves Eternal: Here Serat’s worshippers 
  commune with the ocean’s eternal glory. 
  F I S H S H A M B L E S  L O C A T I O N S  
  F1 The House of Sighs: Seeking shelter in this almshouse is little 
  better than living on the streets. 
  F2 The Drunken Sailor: A popular dockside tavern. 
  S H A M B L E S  L O C A T I O N S  
  S1 Raisa’s Curios: Idle adventurers often come here to browse 
  the eclectic range of goods on offer. 
  S2 The Bloody Eagle: A seemingly destitute merchants runs this 
  tavern, which is a Shadow Mask front.  
  W R E C K S  L O C A T I O N S  
  W1 Duranki’s: The Duranki family will ferry (unwary, too-
  trusting) adventurers to Gloamhold, for a fee.  
  W2 The Fallen Maid: Here dwells one of Ashlar’s pre-eminent 
  assassins. 
  H I G H  C I T Y  L O C A T I O N S  
  G2 River Gate: These two towers oversee all river traffic. 
  G4 Duke’s Gate: The least-used of Languard’s gates. Only those 
  traveling northwards use this gate. 
  H1 Castle Languard: Family Nenonen’s seat. 
  H2 High Market: Those with a taste for the finer things in life 
  come to High Market.   
  H3 Urmas’ House: The aged sage Urmas—one of Ashlar’s 
  greatest authorities on Gloamhold—dwells here. 
  H4 The Dreaming Spires: Ashlar’s centre of learning, the library 
  here is only matched by that held at the Black Tower. 
  T2 The Father’s Hall: A cathedral dedicated to Conn’s worship 
  and the centre of his faith in Ashlar. 
  T3 The Great Forge: A clamour of noise and smoke perpetually 
  rises above Abarin’s temple-forge. 
  T4 Watcher’s Spire: Darlen’s followers dwell in this fortified 
  temple.  
  L O C A T I O N S  B Y  C A T E G O R Y  
  Fortifications: Duke’s Gate (G4), Low Gate (G1), River Gate (G2), 
  Traitor’s Gate (G3), H1 Castle Languard (H1) 
  Homes: Urmas’ House (H3) 
  Inns: Bloody Eagle, the (S2) 
  Places of Learning: Dreaming Spires, the (H4) 
  Shops & Markets: High Market (H2), Low Market (L1), Raisa’s 
  Curios (S1), Vonya’s Span (L2) 
  Taverns: Drunken Sailor, the (F2), Scythe, the (L3) 
  Temples: Fane of Waves Eternal (T1); Father’s Hall, the (T2); 
  Great Forge, the (T3); Watcher’s Spire (T4) 
  Services: Duranki’s (W1); Fallen Maid, the (W2); House of Sighs, 
  the (F1) 
   
   
  
  5 
   
   
  
  6 
  T H E  W O R S H I P F U L  C O M P A N Y  O F  F R E E T R A D E R S  
  Historically, Ashlar’s nobles—led by the duke—and the priests 
  have controlled and guided Ashlar, but this centuries-old order is 
  being challenged by the rising merchant class. Several guilds 
  have established themselves in Ashlar’s towns, and the 
  Worshipful Company is the most successful of these new 
  organisations. Open to traders and merchants who practise their 
  craft or trade regularly and who have a place of business—
  membership is not open to itinerant traders and the like—its 
  influence and power grow daily as it spreads its tentacles 
  throughout Ashlar’s commercial landscape. 
   
  Unsurprisingly, the Worshipful Company has strong links to 
  Abarin and his clergy. Many company members worship the 
  Great Craftsman; several benefit from his divine powers. Atro 
  Ahokas (LN male human cleric [Abarin] 2) leads the Worshipful 
  Company. Himself a wealthy merchant he has interests 
  throughout the duchy. His main business, however, focuses on 
  importing fine, rare and exotic goods for Ashlar’s “great and the 
  good”. Consequently, he is an influential man, and not one to 
  lightly cross.  
   
  T H E  S A G A C I O U S  M A S T E R S  O F  T H E  E L D R I T C H  N E X U S  
  The pre-eminent wizard’s guild extant in Ashlar, the Sagacious 
  Masters of the Eldritch Nexus have their seat in the Black 
  Tower—a heavily fortified, vitrified tower-complex perched on 
  the coast to the north east of Languard. Common folk rarely visit 
  the Black Tower; many strange rumours swirl about the wizards’ 
  home and their mysterious practises therein.  
   
  Members of the Nexus also dwell in Dulwich, Dunstone and 
  Languard, where they often serve as magical advisers and sages 
  to all who can afford their services. 
  Most wizards and their ilk belong 
  to the guild, or aspire to join, although a few neophyte 
  spellcasters have found instruction with independent wizards.  
   
  In Languard, several members serve the Nenonens directly, 
  acting as advisors on matters eldritch and sorcerous. Others 
  dwell at the Dreaming Spires, acting as teachers and 
  lorekeepers. Both the Master of Tomes (LN old male human 
  magic-user 3) and Mistress of the Spires (NG old female human 
  magic-user 6) are members of the order. 
   
  Membership of the Eldritch Nexus: For wizards, and other 
  practitioners of the arcane arts, membership of the order is not 
  automatic. Only those able to master the second 
  rank of spells are eligible for membership; 
  neophyte wizards and the like can only join 
  the order as apprentices and must study 
  under their master until 
  they gain the requisite 
  power.  
  
  7 
  D A I L Y  L I F E  
  Although it is a city—and Ashlar’s largest and richest 
  settlement—living in Languard still feels like living on the 
  frontier. Although the city has not been attacked or overtly 
  threatened in living memory, its proximity to Gloamhold’s doom-
  drenched halls throws a pall over its alleys and thoroughfares. 
  The high proportion of adventurers, retired adventurers and 
  other folk well used to magic and/or violence means the city is 
  rarely truly peaceful.  
   
  Winter storms all but cut off the city and the duchy from the 
  outside world. With travel by sea too perilous the populace turns 
  inwards. Little of import or excitement is accomplished over the 
  winter months. 
  F E S T I V A L S  &  T R A D I T I O N S  
  The Languardians celebrate several festivals including: 
   
  Darkness Rising: On the shortest day of the year—the winter 
  solstice—Languardians light candles and place them in their 
  windows to ward away the coming winter darkness, and fires are 
  kept burning bright through the night. On this day, evil’s 
  influence is seen to be strongest over the world and it is a night 
  of wicked deeds and foul doings.   
   
  Founder’s Day: Founder’s Day commemorates the day the 
  first duke, Arndul Nenonen, came ashore and established a 
  camp on the headland upon which Languard stands.  
   
  On this day, the duke and his household process through the 
  streets to the commoners’ acclaim. Family Nenonen also provide 
  a feast for the city’s commonfolk at High Market, to which all are 
  invited. It is a day of great celebration and game playing. The 
  revels go on late into the night. In anticipation of Founder’s Day 
  many people travel to the city; consequently, finding lodgings in 
  the city around this time can be all but impossible. 
   
  Storms’ End: Celebrated when the worst of the winter 
  storms have abated, the exact date of Storms’ End is at the 
  whim of Serat’s Stormlord (Taneli Eronen). The festival occurs on 
  the open water and comprises a great flotilla of fishing vessels 
  and other small craft setting sail into Hard Bay to release 
  offerings into the water for a good season.  
  L A W  &  O R D E R  
  Duke Armas Nenonen, through his elected officials and the city 
  watch, holds Languard in an iron grip. However, despite his best 
  efforts, lawlessness—particularly in the Wrecks, the Shambles 
  and the Fishshambles—yet flourishes. A certain amount of low-
  level crime is—of course—inevitable, but the Shadow Masks 
  continue to operate in the city, something which greatly vexes 
  the duke.  
  T R A D E  &  I N D U S T R Y  
  Daily life in Languard centres around the Low Market (location 
  L1) and the sea. A great, wide-open space of mud and sparse, 
  worn grass the marketplace hosts weekly markets. Then, small 
  stalls and tents crowd the place as merchants and tradesmen 
  from the nearby settlements, as well as visiting merchants and 
  itinerant pedlars, flock here to sell their wares. 
   
  Languard’s harbour hosts a multitude of small fishing boats, 
  which set sail daily to haul in their catch to the fishmongers, inns 
  and street vendors of the town. Despite the risks inherent in 
  fishing Hard Bay’s waters, catches are always plentiful, the water 
  around Languard seemingly ever-teeming with fish. 
   
   
   
  M A G I C  I T E M S  F O R  S A L E  
  The following items are for sale at locations scattered 
  throughout Languard. Locating an item takes a half-day or so 
  and 1d6 gp in bribes, drinks and so on. 
  Armour +1 shield (2,500 gp), +1 scale mail (3,000 gp) 
  Potions animal control (400 gp), climbing (500 gp), healing 
  (2; 400 gp), invisibility (500 gp), sweet water (250 gp) 
  Rings protection +2 (12,500 gp), x-ray vision (35,000 gp) 
  Scrolls (Cleric) dispel magic and sticks to snakes (2,100 gp), 
  sanctuary (300 gp), flame strike (1,500 gp) 
  Scrolls (Magic-User) comprehend languages (300 gp), 
  enlarge and shocking grasp (600 gp), fireball (900 gp), 
  levitate (600 gp), magic mouth (600 gp), protection from 
  evil (300 gp) 
  Rods, Staves & Wands enemy detection (8 charges, 800 gp), 
  magic missiles (34 charges, 11,900 gp), serpent (28,000 
  gp), smiting (7 charges, 4,200 gp), wonder (38 charges, 
  3,800 gp) 
  Weapons +1 heavy crossbow (3,350 gp), +3 light mace 
  (4,500 gp) 
  Wondrous Items feather token, bird (2,000 gp), grey bag of 
  tricks (15,000 gp) 
  
  8 
  F O R T I F I C A T I O N S  
  An aged fortress, Castle Languard (from which the city gets its 
  name), well equipped with catapults and ballistae, defends 
  Languard’s seaward approaches and serves as Duke Nenonen’s 
  demesne. Vague, but persistent, rumours among the populace 
  speak of a network of deep caves and caverns below the castle 
  and of dark, terrible deeds wrought in their shadowed depths 
   
  Formidable, 20-foot high walls encircle Languard. At three 
  points, stout gates, flanked by 50-foot tall towers, pierce the 
  wall. Heavily fortified and well garrisoned, they close at dusk and 
  do not reopen again until dawn caresses the horizon. 
   
  Duke’s Gate: The quietest of all Languard’s Gates, the little-
  used road from here leads northwards to Black Tower and the 
  dismal village of Coldwater. 
   
  Low Gate: Warding the harbour’s approaches, Low Gate was 
  built to remove as much cart and wagon traffic as possible from 
  the narrow confines of the city. 
   
  River Gate: A misnomer, River Gate isn’t a gate at all. 
  Instead, stout watchtowers flank the Svart River where it flows 
  into the city. Protected by a thick chain that can be raised and 
  lowered as needed, the river is tidal and is used by the populace 
  as a convenient place to dump much of their filth and rubbish. 
  For those willing to get wet and cold, River Gate is the easiest 
  way to enter Languard after dark. 
   
  Traitor’s Gate: The rotting, mutilated bodies of thieves, 
  murderers and other ne’er-do-wells hang in iron cages from 
  Traitor’s Gate. Left here as a warning—and as a stark 
  demonstration of the duke’s power and high regard for the 
  law—they serve as a grim welcome to the town. Most visitors 
  enter Languard through Traitor’s Gate, as beyond lies the South 
  Road which links the town with the rest of the duchy. 
  G 1 :  L O W  G A T E  
  Named for its proximity to the Low City and—not ironically—its 
  elevation, Low Gate is the least, but widest, of Languard’s gates. 
  The rich and the powerful must have a spectacularly good 
  reason to pass through this battered, traffic-choked portal which 
  is wide enough to fit two carts abreast.  
   
  Through Low Gate flows much of the traffic going to and 
  from the docks via Cross Street, itself one of Languard’s 
  busiest—and for the unwary most dangerous— thoroughfares. 
  Here the danger of being crushed beneath the wheels of a 
  carelessly driven wagon is higher than anywhere else in the city. 
   
  Given this, Low Gate is heavily garrisoned, but the sad truth 
  is that many of those on duty here are easily bribed, in the 
  employ of the Shadow Masks or even fully-fledged members of 
  the thieves’ guild.  
  N O T A B L E  F O L K  
  § 
  Elina Keto, Sergeant-at-Arms (LN female human fighter 3): 
  Elina has chambers in Low Gate itself and oversees the day 
  garrison. Frustrated by the rampant toll evasion she is certain 
  goes on at the gate, she is often exhausted as she insists on 
  watching over as many transactions as possible. Several of her 
  subordinates hate her—their extra take-home pay suffers from 
  her vigilance—and they plot against her. 
  § 
  Pia (N female half-elf thief 1): One of the waifs and strays 
  hanging around Low Gate in hopes of casual work, Pia stands 
  to profit by dint of her heritage. With the ability to see in the 
  dark far better than any human, she often secures work as a 
  night-watchman for merchants forced to store their goods in 
  one of the nearby warehouses that rent space by the day. 
  Inherently honest, she is, however, easily distracted. 
  § 
  Teuvo Aalto (N male human fighter 2/thief 1): Part of Low 
  Gate’s night watch, Teuvo is easily bribed to look the other 
  way as long as no law (beyond toll or tax evasion) is broken. He 
  is not a huge fan of authority but still believes society requires 
  laws to function. He uses his bribes to support the operation of 
  a small orphanage tucked away deep in the Shambles.  
  H O O K S  
  § 
  The party approach the Low Gate laden down with loot after a 
  successful adventure. A guard unsubtly offers to look the other 
  way and not investigate their goods too carefully.  
  § 
  As above, but if they pay a bribe, Elina Keto pounces and 
  arrests both the party and the guard. 
  G 2 :  R I V E R  G A T E  
  River Gate is a bit of a misnomer—there is no actual gate at 
  River Gate. Instead, a pair of squat watch towers command the 
  Svart’s course where it begins to widen before flowing into Hard 
  Bay. Each of these watchtowers is heavily fortified and topped 
  by ballistae capable of sweeping the river.  
   
  Each tower also boasts a small dock from where the garrison 
  can intercept any vessels entering the city. Unless they are 
  bored, or the day is slow, the men-at-arms don’t usually bother 
  with small craft—rowing boats and the like—and only meet 
  vessels obviously bringing trade goods into the city. While 
  vessels entering the city are subject to pay a toll, those leaving 
  are free—literally and metaphorically—to do so. River traffic is 
  light as the Svart is not navigable by ocean-going vessels beyond 
  a few miles south of the city. Thus, those after an easy time seek 
  out a posting to River Gate. 
  
  9 
  N O T A B L E  F O L K  
  § 
  Irina Ahokas (NG female human): Irina has a small hut near 
  the Svart’s south bank and, for a small fee, takes individuals 
  across the river. She is honest and does not get involved with 
  dodgy folk. Her husband is dead, and she is raising two young 
  teenage boys—Ossi and Uljas—on her own; consequently, her 
  nerves are fraught, and she is perpetually in debt—her 
  children are eating her out of house and home! 
  § 
  Revv Naviv (N old male human thief 1): This beggar is more 
  than a little mad. He hangs around the southern tower and 
  mutters about the “Thing in the Water”. A month ago, he 
  swears he saw a giant glistening tentacle briefly emerge from 
  the waters to pull down an angler. No-one else saw the 
  attack—it was night-time—and no-one believes his tale. Still, a 
  fisherman is missing, and parts of his shattered boat have 
  turned up on the muddy river bank at low tide. 
  H O O K S  
  § 
  A fisherman shouts and waves energetically from his boat in 
  the middle of the Svart. He has snagged a badly decomposed 
  body while fishing. The body does not look human—in fact it 
  has scales and a fin-like protrusion growing from its head! 
  § 
  The guards in the north tower are bored and feeling 
  mischievous. When they see the party’s boat approaching, 
  they set sail to intercept. When they reach the party, they try 
  to levy all sorts of impromptu levies and tolls. They don’t push 
  the issue if the PCs seem to have rumbled their scam.  
  G 3 :  T R A I T O R ’ S  G A T E  
  Named for the corpses—or bits of corpses—often hung from its 
  parapets, Traitor’s Gate serves as a grisly reminder of Duke 
  Nenonen’s absolute authority over his duchy. Those with 
  nefarious intent—particularly smugglers and thieves—prefer to 
  enter the city elsewhere.  
   
  Most people who enter Languard on foot do so through 
  Traitor’s Gate. Here the Great South Road linking the city to the 
  duchy proper merges with the hustle and bustle of the Low 
  Market (itself a tangled confusion of stalls, pedestrians, wagons 
  and roving pedlars). 
   
  Two towers and a stoutly reinforced gatehouse comprise 
  Traitor’s Gate. The towers—each fifty-foot high—provide 
  excellent views over the surrounding area and are always 
  manned by vigilant watchers. Traitor’s Gate is the busiest of 
  Languard’s gates and thus is the most heavily guarded. The 
  guards here let the vast majority of visitors pass unmolested, 
  once they have paid the so-called Gate Tax. Suspicious or 
  aggressive individuals, however, face greater scrutiny and 
  perhaps even an interview with the Sergeant of the Watch 
  before being permitted entry. 
   
  Beggars and street urchins cluster just beyond Traitor’s Gate 
  hoping for a coin from generous travellers or to—perhaps—
  secure work as a guide.  
  N O T A B L E  F O L K  
  § 
  Irja (CN young female human thief 1): Grubby and skinny, Irja 
  lingers at the gate in the hope of securing work as a guide. She 
  works for the Shadow Masks and marks those who might be 
  worth mugging or robbing. Trapped in her life through a 
  combination of poverty and misplaced loyalty to her handler 
  she wants to flee Languard to start a new life. 
  § 
  Onni Markku (LN middle-aged male human fighter 2): A 
  jobsworth who delights in following the letter of the law—the 
  more obscure law the law, the better—Onni revels in the 
  power he has over those trying to enter the city. Onni has 
  risen to the rank of Sergeant-at-Arms, not because of his social 
  skills—in truth, he lacks all such skills—but through his almost 
  unrivalled ability to raise taxes. 
  H O O K S  
  § 
  The Sergeant of the Watch takes a dislike to a PC and subjects 
  them to a rigorous search and interview. He has a good 
  memory and bedevils the PC whenever they again meet. The 
  Sergeant could be in the employ of some sinister master or 
  could just enjoy bringing adventurers down a peg or two. 
  § 
  One of the urchins working the gate is in the Shadow Masks’ 
  employ. He tries to manoeuvre the PCs to a Shadow Mask 
  haunt where they can be thoroughly robbed. 
  G 4 :  D U K E ’ S  G A T E  
  Named in honour of Ashlar’s dukes, Duke’s Gate is the least-
  used of Languard’s gates. The road here heads northwards 
  toward Black Tower and dismal Coldwater, and also loops 
  around the city to eventually meet the Great South Road after 
  fording the Svart.  
  N O T A B L E  F O L K  
  § 
  Kaari Nikkonen (LN middle-aged female human fighter 3): 
  Crippled in a skirmish a decade ago, Kaari commands at Duke’s 
  Gate. She is a much-trusted servant of the Nenonen’s and runs 
  Duke’s Gate like a military camp. Smugglers and other ne’er-
  do-wells know to avoid Duke’s Gate. 
  H O O K S  
  § 
  All commoners are questioned before passing through Duke’s 
  Gate. As the PCs wait their turn, a nobleman rides passed with 
  his entourage. Their horses splatter the PCs with mud. 
  § 
  Kaari Nikkonen asks the PCs to hunt down a small bandit gang 
  preying on travellers heading north. 
   
  
  10 
  M A J O R  T E M P L E S  
  T 1 :  F A N E  O F  T H E  W A V E S  E T E R N A L  
  Overlooking the Svart's estuary, the Fane of the Waves Eternal is 
  dedicated to the Mistress of Storms (Serat, CN goddess of the 
  sea, Storms and Voyages). Here, her worshippers bathe in the 
  daily high tides and give thanks for the sea's unending bounty.  
   
  The Fane encompasses a thin spit of land riddled with sea 
  caves and the like jutting out into the Svart’s estuary. Above 
  ground, the faithful maintain a lighthouse and the other facilities 
  one would expect in a temple. In the largest of the sea caves 
  below, the faithful have several small subterranean docks 
  exclusively for use by the temple’s flotilla of vessels. Other small 
  sea caves feature cleverly designed tidal pools for the faithful to 
  bathe in while worshipping their mistress.  
  N O T A B L E  F O L K  
  Many ordinary folk can be encountered at the Fane. A few of its 
  folk, however, are notable. They include: 
  § 
  Taneli Eronen (N male old human druid 9) Serat’s Stormlord in 
  Ashlar, Taneli is a reclusive figure rarely seen beyond the 
  fane's bounds. Now old and wizened, he yet leads daily 
  services. Protective of his flock, he is growing increasingly 
  worried about the rumours of Dagon worship reaching his 
  ears. His mistress is opposed to Dagon and his fell 
  worshippers, and he works subtly behind the scenes to thwart 
  and stymie their growing influence.  
  § 
  Anafa Wildthorn (N female half-elf druid 7) is a capricious, 
  wild soul drawn to the ocean from an early age. She feels alive 
  when sailing the ocean waves or exploring its depths in animal 
  form. Increasingly drawn to Hard Bay’s dangerous waters, she 
  has started visiting several of the islands therein.   
  H O O K S  
  § 
  PC worshippers of Serat could come to Taneli’s notice after a 
  few successful forays into Gloamhold's depths. Tales of battles 
  against Dagon's cultists automatically pique his interest.  
  § 
  If the PCs are struggling to find a sailor brave enough to take 
  them to Gloamhold—and crucially wait for them to return 
  from their foray—they might visit the fane in search of such a 
  redoubtable soul. 
  § 
  Anafa spots the PCs in Hard Bay and follows them in animal or 
  fish form to see what they are doing. She could even come to 
  their aid if they are overmatched by Hard Bay’s monstrous 
  denizens or violent weather.  
  T 2 :  T H E  F A T H E R ’ S  H A L L  
  The most impressive of Languard’s landmarks, The Father’s Hall 
  is an immense structure—perhaps the largest in all Ashlar. 
  Standing 70-foot tall the cathedral dwarfs the finely appointed 
  townhouses of the wealthy and the various other places of 
  worship scattered throughout the city.  
  	
  Dedicated to Conn (LN god of community, family and 
  rulership) the cathedral serves not only as a place of worship but 
  also as a law court. Here, the Lawgiver’s priests sit in judgement 
  upon those accused of both major and minor transgressions 
  against the duchy’s laws.  
   
  With an impressive stepped entrance dominated by carved 
  statues of Conn in his various guises, the cathedral comprises 
  four separate law courts arrayed around a central, cavernous 
  hall of worship. It stands in the middle of a walled compound 
  containing an almshouse, a prison for those awaiting trial, 
  housing for its priests, staff and visiting pilgrims and so on. 
  Beneath it, extensive catacombs pierce the earth. Their full 
  extent is unknown to all but the priests who tend them but is 
  nevertheless a matter of conjecture—not least among 
  Languard’s thieves who idly wonder what burial goods may lie 
  interred within. 
  N O T A B L E  F O L K  
  Hundreds of folk live, work at and visit The Father’s Hall. Most 
  are nothing more than ordinary folk—cooks, labourers and so 
  on. Scores of minor priests also dwell within. Some folk, 
  however, are particularly noteworthy: 
  § High Priestess Hannele Auvuenen (LN middle-aged female 
  human cleric 9) The ultimate arbiter of Conn’s wisdom 
  throughout Ashlar, Hannele is arguably the second most 
  powerful individual in the duchy. She is reputed to be able to 
  recall the worthy from Death’s domain. 
  § Nuluani Sehiateir (LN female half-elf cleric 6) Nuluani has 
  dwelled in the Father’s Hall for almost 40 years. Approaching 
  middle-age, she has seen much and has believes she would 
  make an excellent replacement for Hannele when the time 
  comes. To this end, she has built a network of alliances within 
  the clergy and is politically influential both in the cathedral and 
  the surrounding city. A skilled communicator and orator she is 
  one of the most well-known of the Hall’s clergy. 
  § Teuvo Eskola (LN middle-aged male human cleric 6) One of 
  Conn’s Arbiters, Tuevo is a stern, rigid fellow obsessed with 
  the rule of law as written in Law and Duty. A traditionalist, he 
  often clashes with the more liberal Nuluani Sehiater over 
  punishments for wrongdoers.  
  
  11 
  T 3 :  T H E  G R E A T  F O R G E  
  The centre of Abarin’s faith in Ashlar, the Great Forge is a 
  buzzing hive of industry and commerce. Here, the Great 
  Craftsman’s faithful—reputedly the most skilled craftsmen and 
  women in Ashlar—work at their forges or toil over their 
  workbenches in search of new creations and inventions. While 
  most such folk have a shop or workplace in the city, they 
  congregate here to share news, stories and new techniques.  
   
  The clamour arising from the Great Forge and clouds of 
  smoke often belching into the air make the residences near the 
  church less salubrious and desirable than other locations on the 
  Svart’s northern bank.  
   
  An extensive network of underground storerooms lies 
  beneath the temple. Here are stored not just the mundane 
  engines of industry—charcoal, wood, coal and so on—but also 
  more 
  esoteric 
  and 
  valuable 
  materials 
  including—it 
  is 
  rumoured—small stocks of mithral and adamantine which they 
  sometimes make available to particularly devout worshippers. 
  Fiendish mechanical traps and merciless clockwork guardians 
  protect the restricted areas (or so it is said). 
  N O T A B L E  F O L K  
  Scores of folk live, work at or visit the Great Forge. Some folk at 
  the Great Forge, however, are particularly noteworthy: 
  § 
  Heimo Karppanen (N male human cleric 6) The high priest is 
  renowned as a skilled weaponsmith and armourer. He is also 
  fascinated with crafting elaborate clocks. Examples of his work 
  adorn several nobles’ homes and other notable buildings such 
  as the Dreaming Spires. His work is expensive, but sought 
  after; consequently, there is a long waiting list for his services. 
  § 
  Janaela Vonothvar (LN female half-elf cleric 3) Fascinated by 
  the movement of the planets and the effects they have on the 
  world, Janaela has constructed a giant orrery. Pale skinned—
  from long hours spent toiling over her mechanism—she only 
  emerges to speak with other learned craftsmen and women or 
  to visit the library at the Dreaming Spires.  
  H O O K S  
  § 
  In Gloamhold, the party have encountered an unusually tough 
  creature resistant to mundane weapons. Following rumours 
  the church possesses a small supply of magical weapons—or 
  weapons crafted from unusual metals—the PCs come here to 
  purchase the weapons. Unfortunately, they are not for sale. 
  Instead, Heimo Karppanen requests a favour. 
  § 
  The party have recovered the twisted remnant of a small 
  orrery. While trying to sell it, they hear of Janaela Vonothvar’s 
  interest (or perhaps obsession) in such objects. 
  T 4 :  W A T C H E R ’ S  S P I R E  
  The home of Darlen’s faithful in Languard, the Watcher’s Spire—
  also known as Champion’s Abbey—is a heavily fortified temple 
  complex in the north of the city. Girded by 20 ft. walls—and part 
  of Languard’s city wall in places—it is an integral part of the 
  city’s defences. Here dwell Darlen’s militaristic followers, in a 
  perpetual state of readiness. 
   
  The complex’s main feature is a stout, massively fortified 
  donjon upon which stands a slender watch tower fully 50 ft. 
  high. From its battlemented roof, sentinels keep watch over 
  Languard’s western seaward approaches.   
   
  Much smaller than Father’s Hall, the relative size of the two 
  compounds speaks volumes as to the two sects’ political power 
  and influence. While Darlen’s faithful are ever-watchful against 
  evil’s rise, they have little influence over the commoners' day-to-
  day life, many of whom see them as an irrelevance. 
  N O T A B L E  F O L K  
  Many of the folk found at the Watcher’s Spire are essentially 
  normal people. A few, however, are notable:  
  § 
  Irina Vitikka (LG female human paladin 5): A rising star among 
  the Darlenites, Irina is widely acknowledged as one of Darlen’s 
  greatest champions of recent years. She is particularly well 
  travelled and knows the duchy well. Recently returned to 
  Watcher’s Spire from Tor Abbey she spends much time at 
  prayer waiting for a sign from her divine patron.  
  § 
  Lady Protector Varma Nikkonen (LG middle-aged female 
  human paladin 5/cleric 3): Now grey around the temples, 
  Varma is still a formidable warrior. She chafes at the common 
  folk’s opinion of the order and yearns for some great battle or 
  test to prove her followers’ worth. She is a skilled diplomat 
  beloved by the common folk (even if her order is not). 
  H O O K S  
  § 
  Darlen’s faithful are ever vigilant—some might say too 
  vigilant—against evil’s rise. While they are a force for good, 
  some can be too quick to judge and see evil where it is not.  
  § 
  All too aware of the lurking aura of evil pervading Gloamhold’s 
  halls the faithful keep a particular eye on adventurers 
  frequently plumbing its depths. Church agents may question 
  the adventurers on their return and even preach to them to 
  keep them safe from Gloamhold’s encroaching darkness.  
  § 
  The party might go to Darlen’s followers for help—perhaps 
  healing and the like—after a delve. Aid will not be without 
  cost—even for a fellow adherent. Such payment will likely 
  entail some form of service that keeps the party away from 
  Gloamhold so any influence it has over them may diminish 
  with time. 
   
   
  
  12 
  L O W  C I T Y  
  The name given to the bulk of Languard sprawling to the south 
  of the Svart, the Low City is home to most of the city’s populace. 
  Also comprising the Shambles, Fishshambles and the Wrecks, 
  the Low City is named both for its position below the High City 
  and for the low-born status of most of the folk dwelling therein. 
  L O W  C I T Y  D R E S S I N G  
  Use this table to generate the minor sights and sounds the PCs 
  experience as they explore the Low City.   
  D10 
  DRESSING/EVENT 
  1 
  A patrol of four watchmen push through the throng; 
  several rakish men disappear into alleys.  
  2 
  A newly arrived, mud-splattered itinerant trader 
  guides his overloaded donkey through the throng. 
  3 
  A woman carrying a basket full of vegetables and 
  other staples walks down the street; two unruly 
  children follow in her wake. 
  4 
  A steaming pile of horse manure lies in the mud. As 
  the party watch, a small boy dumps it into a bucket.  
  5 
  Sounds of an argument—shouts and curses—float 
  over the crowd. 
  6 
  A scruffy man stands on a wooden box haranguing 
  the crowd about an unspecified encroaching doom. 
  He is mad, but not necessarily wrong. 
  7 
  A crowd of child beggars congregates around the 
  party. Seemingly pitiful waifs and strays, they beg 
  for money and all have a sad tale to tell.  
  8 
  A scantily clad woman leans out of a high window 
  and calls lewd greetings to the men walking below. 
  9 
  A man bumps into another man, knocking him to 
  the ground. The first man helps the other to his feet 
  before apologising. Perceptive PCs notice the first 
  man’s hand slipping into the other’s pouch. 
  10 
  A skinny black and white cat stalks through the 
  alleyway’s shadows. It freezes before pouncing on 
  something scurrying through the rubbish pushed up 
  against the wall. Seconds later, it emerges from the 
  rubbish a limp rat held in its mouth. 
   
  L 1 :  L O W  M A R K E T  
  Sprawling across a swath of hard-packed earth (or cloying mud 
  depending on the season) Low Market is a hodgepodge of stalls, 
  handcart vendors and wandering pedlars. Here Languard’s 
  unwashed masses come to browse, shop and gossip. 
   
  Unsurprisingly, thievery is rife in Low Market, and the Watch 
  maintains a strong presence. Unfortunately, due to the sheer 
  crush of people in the market during the day, their efforts are 
  often sadly unsuccessful. By local ordinance, all business in the 
  market must be concluded by dusk; thus, once night has fallen 
  the place is seemingly empty. However, not all is as it seems for 
  many clandestine meetings are convened here at night; some 
  come to drink, others are merely passing through while some 
  tented stalls host prostitutes; others become the temporary 
  home of beggars and outcasts.  
   
  The stalls filling the Low Market almost uniformly deal with 
  the mundane things in life—food, drink, household wares, cheap 
  cloth and so on. Little of actual value is sold here, except—
  perhaps—among the bric-a-brac stalls whereon desperate folk 
  sell whatever they can to make ends meet. Sometimes, 
  unbeknownst to these folk, valuable items come into their 
  possession which they pass on for a pittance. Thus, adventurers 
  can often be found idly browsing such stalls—stories (perhaps 
  spread by the vendors)—are rife of lucky adventurers buying 
  magic items here for a pittance from clueless sellers.  
  N O T A B L E  F O L K  
  Many people work or visit Low Market on a daily basis. Most are 
  nothing more than ordinary folk going about their business. 
  Others are more notable; such folk include: 
  § 
  Asta Ojanen (N female human thief 2): Asta ostensibly sells 
  weak wine to thirsty shoppers from the handcart she trundles 
  through the crowds. She doesn’t ply her thievish skills in the 
  market—it’s hard to make a quick getaway with a 
  wheelbarrow. Instead, she deals in rumours, and for an extra 
  silver, she can tell of minor events of local import. For gold, 
  she might be able to relate other, more interesting, whispers. 
  § 
  Riku Eerola (LN male human): Riku has just purchased a rug for 
  his home, but stupidly neglected to get the merchant to 
  include delivery in the price. Thus, now dangerously low on 
  funds, he is forced to try to carry it home on his own. The rug 
  is long and unwieldy; his passage through the crowds presages 
  a chorus of shouting and swearing. Riku is angry—both with 
  himself and the merchant who sold him the rug. He’s 
  desperate for help, but can’t pay anything. He can, however, 
  introduce any PCs helping him to his sister, Armi, a skilled, but 
  minor, wizard (NG female human magic-user 3). 
  H O O K S  
  § 
  Low Market is a place rife with adventuring opportunities. 
  Perhaps, a PC is pickpocketed or witnesses and intervenes in a 
  crime. Alternatively, the PCs could purchase a fragment of a 
  treasure map or the diary of adventurer which describes 
  several of her delves into Gloamhold. 
   
   
  
  13 
  L 2 :  V O N Y A ’ S  S P A N  
  The only bridge spanning the Svart, Vonya’s Span—or “the Span” 
  as it is colloquially known—is a prominent city landmark. 
  Comprising three great stone arches, it stands at the point the 
  Svart widens on its journey toward the sea. It marks the spot 
  beyond which ocean-going vessels cannot pass. 
   
  A towering gatehouse stands at its northern end, warding 
  High City. This gate is shut, in times of crisis or danger. Typically, 
  however, it remains open. It is always, however, protected by 
  the City Watch who maintain a small garrison here. 
   
  The bridge itself is 25-foot wide, but buildings cluster on 
  both sides of the street reducing the usable carriageway to 
  barely 15-foot wide. Housing shops at street level, and 
  cantilevered out over the Svart for an extra ten feet to so, these 
  buildings reach three stories or more into the air. A chokepoint, 
  Vonya’s Span is one of Languard’s busiest streets. It is barely 
  wide enough for two carts to pass side-by-side. Sometimes 
  traffic becomes snarled here and chaos results. 
   
  Vonya’s span is named for Vonya Madann—the alcoholic 
  dwarven stonemason responsible for its construction. A 
  companion of Arndul Nenonen—the wandering adventurer who 
  founded Ashlar—she was as skilled as she was troubled. The 
  bridge is of stout dwarven design and construction. Although it is 
  over four centuries old, and one of the oldest structures in the 
  city, it is in excellent condition. Despite this, some say the bridge 
  is haunted by its architect’s capricious shade. Vonya 
  disappeared—tragically—one night while crossing the bridge. 
  Local legend has it her ghost wanders the bridge on the 
  anniversary of her disappearance—but as no-one can agree on 
  the anniversary's actual date, any strange events on the bridge 
  tend to get blamed on Vonya’s restless spirit. 
  B U S I N E S S E S  O N  T H E  S P A N  
  The businesses clustering on the Span are almost all uniformly 
  successful and busy—the sheer volume of traffic on the bridge 
  virtually guarantees this. 
  Most 
  deal 
  with 
  normal, mundane 
  needs: 
  refreshments, 
  clothes, shoes 
  and the like. 
  L 3 :  T H E  S C Y T H E  
  Standing on a dingy side street, a stylised sign of an oversized 
  scythe cutting through an ankle spurting a ridiculous amount of 
  blood marks this semi-reputable establishment. Run by its one-
  legged owner Arvo Outila this inn has operated under its current 
  name since he purchased it 15 years ago after a horrendous 
  accident on his farm. It doesn’t offer food or accommodation. 
  This is a place to drink (copiously) and listen to music. 
   
  The tavern has a narrow frontage but extends back a 
  surprisingly long way. Steps lead down into the common room, 
  which is dingy and often smoke-filled. A bar runs down one wall 
  and steps downward lead to another large room. The lower 
  common room is popular with those who wish privacy—illicit 
  lovers, thieves planning their next job and perhaps adventurers 
  plotting their next quest. 
   
  The Scythe is renowned for its live performances. The upper 
  common room has a small stage which hosts performances—
  some of dubious quality—most evenings. Mid-week sees the 
  “famed” halfling bard Dricolen Nimblefinger (N male middle-
  aged halfling) take to the stage. Bafflingly, Dricolen has a 
  devoted following amongst the locals; when he performs, the 
  Scythe is packed. 
  T A R I F F  
  § 
  Drink: Ale (flagon) 8 cp, spiced wine (flagon) 3 sp, wine (flagon) 
  2 sp 
  N O T A B L E  F O L K  
  § 
  Arva Outila (N old male human) The one-legged, long-haired 
  owner works most nights, hopping dextrously about the place. 
  He is friendly, but a little morose and when deep in his cups he 
  bemoans the accident that cost him his leg. 
  § 
  Anafa Goodwater (NG female halfling thief 2) Yet young, 
  Anafa has already retired from adventuring. The only survivor 
  of a disastrous expedition to Gloamhold, she blames herself 
  for her companions’ deaths. She is cheerful and light-fingered, 
  but only pilfers a few coins from those too drunk to notice. 
  § 
  Delthur Elduum (N male dwarf fighter 3) This immensely fat 
  dwarf serves as the tavern’s only (occasionally needed) 
  bouncer. Typically, he is at the bar nursing a cup of spiced 
  wine. He is surprisingly perceptive and intelligent for a dwarf 
  and sees all that goes on. 
  R E G U L A R  C U S T O M E R S  
  Many regulars drink at the Scythe. They include Berig Many-Belly 
  (male dwarf), Calum (male human), Danil Farwander (female 
  halfling), Elarik Swiftwind (male elf), Hard Armbreaker (male 
  half-orc), Garrow (male human), Parg (young female half-orc) 
  and Skaar (male half-orc). 
   
   
  
  14 
  T H E  S H A M B L E S  
  Lying exclusively to the south of the Svart, between Cheap Street 
  and Low Gate, the Shambles is a place of narrow, twisting 
  alleyways, tottering tenement buildings and cloying desperation. 
  Here dwell Languard’s poor in cramped, unsanitary conditions.  
   
  Most of the Shambles’ dilapidated buildings are of shoddy 
  wooden construction. Typically, three—or sometimes four—
  stories high, they cluster together; upper levels jut out over the 
  alleys below giving the whole district the aspect of a gigantic 
  sunken maze. The streets are nothing more than packed, worn 
  earth that turns to slippery mud during heavy rainfall. To the 
  north, 
  Cheap 
  Street 
  divides 
  the 
  Shambles 
  from 
  the 
  Fishshambles. 
  C H E A P  S T R E E T  
  Wide enough for a cart, Cheap Street is one of Languard’s main 
  thoroughfares. During the day, the street is always busy. The 
  name of the street (unsubtly) alludes to the quality and cost of 
  goods and services available here.  
   
  The wealthiest of the Shambles’ denizens—mostly those 
  with respectable or semi-respectable jobs—dwell in the houses 
  along Cheap Street. Some have pretensions of moving into the 
  Low City proper. Others, cling on by their fingernails—doing 
  whatever it takes to avoid destitution. Many of the buildings 
  here have shops or workshops on the ground floor. 
  C R O S S  S T R E E T  
  Cross Street is one of the busiest in Languard. Running from 
  Cheap Street to Low Gate, it handles much of the traffic going to 
  and from the docks. Also known as Carter’s Way, carts and 
  wagons are a common sight. Businesses on Cross Street cater to 
  travellers; taverns, inns and cartwrights are particularly common 
  here as are provisioners and suchlike. 
  W A R R I O R ’ S  W A Y  
  Those who escape the Shambles but lack the funds to dwell in 
  the nicer part of Old City, end up in the swath of buildings 
  between Warrior’s Way and the southern wall. Here the 
  buildings are more substantial and some are even of stone. 
  Those entering the city through Low Gate with business in the 
  Old City—and desirous of avoiding the unique challenges and 
  dangers of the Shambles—take Warrior’s Way to reach the Low 
  Market and Vonya's Span. While pickpockets lurk among the 
  crowds—ready to escape back into the Shambles with their 
  prizes—the chances of being mugged or murdered on Warrior's 
  Way are low.  
   
  The Watch—from their barracks on Low Gate and Traitor’s 
  Gate—maintain a strong presence on Warrior’s Way. They do 
  not typically enter the Shambles, except in large numbers.  
  S H A M B L E S  D R E S S I N G  
  Use this table to generate the minor sights and sounds the PCs 
  experience as they move about the Shambles.   
  D10 
  DRESSING/EVENT 
  1 
  Two laughing children, clad in ragged clothes, chase a 
  mud-splattered mongrel through the streets. 
  2 
  A drunk, wearing filthy clothing, staggers along. 
  3 
  A stray dog sniffs through a pile of discarded rubbish.  
  4 
  Here, the shadows are particularly deep—the 
  buildings on either side of the alley practically touch 
  their opposite number high above the street. 
  5 
  A weary peasant wends his way home through the 
  murk. He carries a small sack over one shoulder. 
  6 
  A woman pours a bucket of excrement onto the 
  street, from a high window.  
  7 
  Two men stagger along carrying a large, battered and 
  obviously empty barrel between them. 
  8 
  A scream, followed by the brief clatter of blade on 
  blade, echoes from a narrow and dingy side alley. 
  9 
  The mud here is particularly slippery and viscous. 
  Examination reveals the mud to actually be a mixture 
  of blood, mud and animal entrails. 
  10 
  Shadowy figures lurk in the mouth of a nearby alley. 
  If the PCs obviously spot them, the lurkers slip away 
  into the alley’s deeper recesses. 
  T H E  S H A D O W  M A S K S  
  Languard’s pre-eminent thieves’ guild, the Shadow Masks 
  rule the city’s underworld from a network of hideouts, safe 
  houses and subterranean dens scattered through the 
  Shambles. Led by Taneli Laitnen (LE middle-aged male 
  human thief 9), the Shadow Masks are well organised and 
  the scourge of the watch. Many businesses in Low City pay 
  the Shadow Masks protection money and the guild has 
  literally hundreds of informers among the common folk. 
  Little occurs in the city that Taneli does not eventually learn 
  about. The Shadow Masks do not often work in the High 
  City; in the past operating there has brought swift 
  retribution from the duke’s personal guards. 
   
  Other notable members of the Shadow Masks include 
  Tahlys Azariarn (CE female half-elf thief 8) widely 
  acknowledged as the guild’s most skilled burglar and deputy 
  guild mistress, Narlen Vuolle (LE female half-orc fighter 
  3/thief 2) the Masks’ chief enforcer and Haguk Salonen (LE 
  male half-orc thief 8) the self-styled “Gentleman Explorer” 
  known for his expeditions into Gloamhold’s outer reaches in 
  search of lost treasures or—if the price is right—lost 
  adventurers.   
  
  15 
  S 1 :  R A I S A ’ S  C U R I O S  
  One of the best-known establishments on Cheap Street, Raisa’s 
  Curios fills the first three floors of a tottering four-storey 
  townhouse. Known throughout the city, Raisa’s Curios is one of 
  those places adventurers often come to browse in hopes of 
  finding something interesting or valuable among the junk and 
  bric-a-brac.  
   
  As well as selling all manner of things, Raisa also offers 
  money changing and pawn broker services. Rumours suggest 
  (untruly) she has links with the Shadow Masks, and these anger 
  her. Consequently, she is scrupulously honest in her dealings in 
  an attempt to disprove the rumours.  
   
  She maintains a strong-vault of sorts hidden in her private 
  quarters on the fourth floor where favoured customers can store 
  items (for a small fee). The vault contains items left by several 
  customers who have subsequently disappeared in Gloamhold’s 
  depths. At some point, if they remain unclaimed, they’ll find 
  their way onto the shop floor. 
  N O T A B L E  F O L K  
  Raisa employs a staff of three young, brawny men—Mikko, 
  Tuukka and Viljo—to tend her busy shop; many people come 
  here to browse her wares. Notable folk at Raisa's Curios include: 
  § 
  Mikko Leino (LN male human fighter 1): Bearded and swarthy, 
  Mikko often follows customers he thinks look dodgy around 
  the shop. He thinks he is subtle; he is not. For Mikko, dodgy 
  customers include anyone visiting the shop for the first time. 
  And halflings—all halflings. 
  § 
  Raisa Ojanen (NG middle-aged female human magic-user 2):  
  Raisa was once an adventurer, but a near-death experience—
  coupled with the realisation she could make good money as a 
  dealer in curios—led to her retirement. She is happy to part 
  fools from their money but respects intelligence. Raisa likes to 
  chat with customers and often shares stories from her 
  adventuring days. In truth, these tales are generally other 
  people’s stories, and so their veracity is doubtful. Still, careful 
  listeners may gain some useful nuggets of information. 
  § 
  Tuukko Takala (N male human thief 2): Half Takolen, Tuukko 
  hides his heritage to avoid the prejudice surrounding those 
  dwelling in the Wrecks. Raisa has guessed the truth of his birth 
  but has not yet confronted him. Tuukko is fiercely loyal to 
  Raisa and does not steal from customers or the shop. Of late, 
  though, he has begun to consider trying his hand at a spot of 
  late-night burglary.  
  § 
  Viljo Hafeltyrr (CG male half-elf fighter 1/magic-user 1): Viljo is 
  happy-go-lucky and irritatingly cheerful. He loves working here 
  and has a prodigious memory of where particularly interesting 
  items are stored. 
  S 2 :  T H E  B L O O D Y  E A G L E  
  A ship’s figurehead—a rampant eagle with wings outstretched—
  looms over this tavern’s door and casts its shadow into the 
  muddy street. Flecked with peeling, weather-worn paint the 
  once-proud eagle has seen better days. In many ways, it reflects 
  the faded fortunes of the Bloody Eagle’s owner, Fruen the 
  Unlucky (CN female half-orc fighter 2/thief 3).  
   
  Once a wealthy merchant widely suspected of being a 
  smuggler, Fruen has fallen on hard times. Both her ships lie 
  wrecked beneath Hard Bay’s storm-tossed waves, and she is all 
  but bankrupt. All that remains of her fortune is the figurehead 
  that gives the establishment its name and the tavern itself 
  (which she purchased with the last of her dwindling wealth). 
   
  In truth, Fruen is not as poor as she makes out. Her business 
  had become deeply in debt to the Shadow Masks. Hiding her 
  wealth on an isolated island far out in Hard Bay she wrecked her 
  vessels and hoped the Shadow Masks would forget about her. 
  Sadly, they did not and now force her to run the Bloody Eagle—
  one of their many fronts in the Shambles—to pay off her debt.  
  T A R I F F  
  § Food: Cabbage soup with bacon and bread 1 sp, pork and leek 
  pie with fried parsnips 3 sp 
  § Drink: ale (flagon) 6 cp, wine (flagon) 2 sp 
  § Accommodation: Bed in a shared room of four 5 sp 
  N O T A B L E  F O L K  
  All the staff of the Bloody Eagle are in the Shadow Masks’ pay. 
  § Fruen the Unlucky (CN female half-orc fighter 2/thief 3) Still 
  clad in faded finery, the dark-haired, muscular Fruen casts a 
  dejected figure. Although once wealthy, Fruen was a child of 
  the streets and has many friends among the seedy clientele 
  frequenting the Bloody Eagle. She dreams of the time when 
  her service with the Shadow Masks is complete, and she can 
  (secretly) reclaim her lost treasures.  
  § Indyere Shortstep (NE male halfling thief 2) Mean, vicious and 
  moody, Indyere desperately wants to become an enforcer for 
  the Shadow Masks and be feared throughout the underworld. 
  Forced to work here, his plan is not going well, and he is 
  frustrated. He thinks adventurers are idiots for going 
  anywhere near Gloamhold and steals from them whenever 
  possible. He’s also not above a little bit of “light murder” if he 
  can get away with it. 
  § Many of the regulars at the Bloody Eagle are members of, or 
  affiliated with, the Shadow Masks. They include Cyanae 
  Kaniateir (NE male elf thief 2/magic-user 1), Neega (NE half-orc 
  female fighter 1), Usko “the Sly” (NE male human thief 1) and 
  Varma Vuolle (CE female human thief 3).  
  
  16 
  T H E  F I S H S H A M B L E S  
  The Fishshambles sprawls along the waterfront to the north of 
  Cheap Street. Here a tangled, reeking labyrinth of narrow, 
  tenebrous alleys—punctuated by a few wider roads—runs down 
  to the Svart and the network of rickety wharfs and jetties jutting 
  from its southern bank.  A few folk maintain totteringly decrepit 
  warehouses, hard against the docks; most such locations are 
  used for nefarious activities such as smuggling. At least two are 
  under the Shadow Masks’ control. 
   
  The folk here are tough, well used to dealing with the 
  vicissitudes of life and Hard Bay’s perils. Adventurers seeking a 
  boat and its master brave enough to sail to Gloamhold will likely 
  eventually gravitate here.  
   
  Many of the folk and businesses in the Fishshambles—
  unsurprisingly—make their living from the sea. Most of the 
  choicest fish is landed in the Old City; the folk dwelling here 
  must make do with the cast-offs and leavings of the wealthier 
  folk across the river.   
  F I S H S H A M B L E S  D R E S S I N G  
  Use this table to generate the minor sights and sounds the PCs 
  experience as they explore the Fishshambles.   
  D10 
  DRESSING/EVENT 
  1 
  The maddeningly cloying stench of fish is particularly 
  overpowering here.  
  2 
  A man pushes a wheelbarrow full of stinking fish. He 
  enthusiastically tries to sell the PCs some fish. Even a 
  cursory glance reveals the fish are passed their best. 
  3 
  A small dog tears down the alley—a fish in its mouth; 
  behind it an angry fishmonger screams curses at the 
  “furry thief” and threatens dire revenge.  
  4 
  Two women struggle along carrying a ragged fishing 
  net. A huge hole pierces the net which must be 
  repaired before it can be used again.  
  5 
  A figure swathed in a cumbersome hooded cloak 
  move down the alley. Perceptive PCs notice the figure 
  keeps to the shadows and seems to have something 
  bulky concealed under the cloak.  
  6 
  A particularly swarthy and ugly man walks passed the 
  party; he is a Takolen and pays them no mind. If the 
  PCs engage him in conversation he curses them and 
  leaves as quickly as possible. 
  7 
  From an upper window, two children shout cheerful 
  greetings to the party; their calls could alert a lurking 
  trio of muggers of rich pickings coming their way. 
  8 
  A throng of pushing and shoving commoners fills the 
  alley; all are trying to buy some suspiciously cheap 
  fish from a trader’s handcart. 
  9 
  Deep grooves and footprints mar the muddy ground.  
  10 
  Two women loudly curse each other from buildings 
  opposite each other across the alley. 
  S M E L L Y  A L L E Y  
  A hub for fishmongers and the like, this surprisingly wide alley 
  reeks of fish, salt and the stench of unwashed bodies. Here, 
  fishermen sell their daily catch from small booths while others 
  smoke fish or bake fish pies. The freshest fish on Smelly Alley are 
  available as soon as the daily catch has been landed. 
  Unscrupulous fishmongers—of which there are many on Smelly 
  Alley—have no qualms about selling fish several days old to 
  unsuspecting (or poor) customers.  
   
  Smelly Alley can be very busy—normally after the daily catch 
  has been landed. Other times, while the boats are at sea, it is 
  almost deserted.  
   
  Notable businesses operating from Smelly Alley include 
  Honest 
  Irina’s 
  Fishmonger 
  (a 
  small, 
  surprisingly 
  clean 
  establishment), Ossi’s Fish Emporium (a grand name for little 
  more than a dingy shopfront and small storeroom) and Sauli & 
  Alma’s (a scrupulously honest, but wildly unlucky, husband and 
  wife team).  
  W A T E R  L A N E  
  Bounded by ruined and crumbling buildings, Water Lane is the 
  haunt of beggars, lepers and those with nowhere else to go. No-
  one really cares what happens on Water Lane; it is a good place 
  to plot nefarious doings (or to dispose of a body).  
  T H E  C I T Y  W A T C H  
  Charged with maintaining law and order throughout the city, 
  except within Castle Languard’s walls, the watch maintains 
  garrisons at strategic points throughout the city. Led by Veli 
  Nikkonen (LN middle-aged male human fighter 5) the watch 
  numbers roughly 180 individuals, although only a quarter or 
  so of this number are on duty at any given moment. 
   
  The watch maintains a continuous presence in High City 
  and Low City with daily and nightly patrols. Disturbances—
  particularly in High City—are quickly investigated.  
   
  In the Shambles and Fishshambles, however, the watch 
  is a rare sight; here they only venture in large numbers. The 
  watch avoids the Wrecks except in times of great need; 
  incursions against the clannish Takolen are always well-
  planned and often have support from the Watcher’s Spire 
  such is the foul reputation of these degenerate folk. 
   
  Unless they are specifically expecting trouble, watch 
  patrols normally comprise four men. Sometimes, in the Low 
  City, the watch mounts double patrols led by an experienced 
  sergeant. Most watchmen prefer working in the High City; 
  here the folk are generally more pleasant, violence and 
  robbery are rarer and the opportunity for bribery is greater. 
  
  17 
   
  Water Lane is low-lying and often floods. Heavy rain, 
  unusually high tides and the savage annual winter storms 
  regularly inundate it—and the surrounding buildings. Mud and 
  silt fill the cellars of the houses here. Persistent rumours speak 
  of treasures lost in several of the cellars. Occasionally, treasure 
  hunters come here to dig; none have admitted finding anything 
  of value. No-one voluntarily dwells on Water Lane.  
  P U D D L E  L A N E  
  Puddle Lane lies at the top of Water Lane. Here, when Water 
  Lane floods the ground is merely boggy. Folk living along Puddle 
  Lane are some of the poorest, most desperate folk in Languard.  
  D R A G M I R E  W A L K   
  Another low-lying part of the city, this alley is often little more 
  than a quagmire. Here, houses—their meagre foundations 
  eroded away—lean drunkenly against one another. The sun 
  rarely banishes the gloom from this narrow thoroughfare. The 
  folk living here will do almost anything for coin.  
  F 1 :  H O U S E  O F  S I G H S  
  This large, dilapidated building was once a warehouse and is 
  now an almshouse. However, where once the House of Sighs 
  was a charitable enterprise funded by local merchants it is now 
  little more than a workhouse. People here have literally 
  nowhere else to go. Conditions within are grim; the roof leaks, 
  the place is overcrowded and the food is poor. In return for the 
  dubious benefits of a bed, the “inmates” fix nets, plait rope and 
  attend to other less wholesome tasks. Many rumours swirl about 
  the House of Sighs and its chancellor, Nalias Boferg.   
  N O T A B L E  F O L K  
  § 
  Chancellor Nalias Boferg (NE male dwarf fighter 5): A skilled 
  warrior, Nalias is adept both in fighting and deception. Few 
  realise the black depths of his heart. He cares little for his 
  charges’ health or wellbeing and only cares for profit. He is 
  shameless, lazy and a sadist.  
  H O O K S  
  § 
  Rumours reach the PCs ears that the House of Sighs is a front 
  for a clandestine slaving operation. (This may well be true; 
  certainly, inmates disappear with surprising regularity.) 
  § 
  Nalias—hearing of the PCs’ successful adventures—seeks the 
  party out in hopes of securing a donation to keep the House of 
  Sighs running. Most of any coin given ends up in his pockets. 
  F 2 :  T H E  D R U N K E N  S A I L O R  
  A rowdy dockside tavern, the Drunken Sailor is a favoured 
  sailors’ drinking den. The crowd here ebbs and flows with the 
  tides’ ebb and flow and, surprisingly, violence and brawls here 
  are rare. The offering is basic, but cheap—just how the clientele 
  likes it. Run by the balding, bombastic half-elf Arlamen Evdrearn 
  (N middle-aged male half-elf fighter 3) the Drunken Sailor is the 
  place to meet sailors, fisherfolk and the like.  
  T A R I F F  
  § 
  Drink: Ale (flagon) 8 cp, wine (flagon) 2 sp 
  § 
  Food: Fish stew (2 sp), crusty fish pie (2 sp) 
  N O T A B L E  F O L K  
  § 
  Arlamen Evdrearn (N middle-aged male half-elf fighter 3): 
  Well-known and respected, Arlamen is one of the best-
  connected folk in the Fishshambles. A retired adventurer, he 
  has a soft-spot for those following in his footsteps. He is 
  particularly fond of bardic tales of high adventure.  
  H O O K S  
  § 
  The PCs hear the Drunken Sailor is a good place to meet 
  someone willing to sail them to Gloamhold.  
  G E T T I N G  T O  G L O A M H O L D  
  One of the first problems adventurers face when trying to 
  explore Gloamhold is Hard Bay’s turbulent waters. PCs with 
  the requisite skills and coin could purchase their own vessel. 
  Most, however, seek one of Fishshambles’ many sailors to 
  convey them thither. Sailors are in the main superstitious 
  folk and fear Gloamhold and its terrors. However, those with 
  enough coin (1 gp a day) can secure the services of a sailor 
  brave enough to dare the journey. For extra coin, they may 
  even return at an appointed time to collect their charges. 
  Fisherfolk willing to dare the journey include: 
   
  Aaro Korpela (NG old male human): Aaro is a skilled 
  sailor, but lost in dreams of his youth. He often exaggerates 
  his own skills and prowess, which has resulted in a couple of 
  situations he survived through luck alone. 
   
  Taneli Leino (LN male human): Taneli has a large family 
  and is desperate for extra coin to feed his growing brood. He 
  takes no unnecessary risks. 
   
  Usko Rintala (N middle-aged male human): Usko has 
  sailed Hard Bay’s waters for decades and knows them well. 
  He can spend hours just staring at the water; recently, he 
  has begun to believe the ocean is whispering secrets to him. 
   
  Laina Eronen (NG female human fighter 1): Laina once 
  served in the Nenonen’s household guard to pay off a family 
  debt to the crown. Once the debt was paid she returned to 
  her first love—the sea. She is a skilled sailor and an 
  enthusiastic brawler. She has a reputation as a reliable hire 
  and, consequently, charges double the normal rate. 
  
  18 
  T H E  W R E C K S  
  Where the ramshackle and slimy, sagging wharfs redolent with 
  decay cluster thickly along the Svart’s muddy, slick bank gather 
  the ferociously independent and inbred Takolen. A singular air of 
  ruin and decay hangs heavily over the rotting wharves and the 
  festering, stinking boats moored alongside or grounded in the 
  shallow water thick with silt, seaweed and jetsam.  
   
  Many of the fetid hulks moored along the crumbling docks 
  have not put to sea in living memory. In truth, most cannot. 
  Lashed together, the boats form a confused mishmash of homes, 
  warehouses, whorehouses, taverns and other less pleasant 
  businesses. Even the agents of the Shadow Masks dare not work 
  here, but some of the braver—or perhaps more debased—souls 
  do occasionally 
  visit 
  certain 
  of these 
  uniformly 
  foul, 
  unwelcoming businesses.  
   
  Perhaps numbering 200 souls, the Takolen are universally 
  thought of as a surly, rude and violent folk. Rumours of 
  inbreeding, the unknown fate of those venturing into the 
  Takolen’s rotting realm and strange religious practices conspire 
  to keep outsiders at bay. Even among the unsavoury and 
  debauched Takolen, however, the cult of Dagon—the Shadow 
  Under the Sea—has found little purchase. Still, a few of the 
  more deranged and morally bankrupt individuals have embraced 
  his blasphemous teachings. Hidden deep in the part-flooded 
  hold and bilges of the semi-sunken Acheon lurks the centre of his 
  profane worship—the so-called Briny Fane—in the Wrecks.  
  T H E  W R E C K S  D R E S S I N G  
  Use this table to generate the minor sights and sounds the PCs 
  experience as they explore the Wrecks.   
  D10 
  DRESSING/EVENT 
  1 
  This section of ramshackle wharf is particularly 
  odorous and slippery. Long slide marks in the muck 
  show where others have fallen. 
  2 
  The stench of rubbish and tang of saltwater hangs 
  heavily in the air.  
  3 
  A black-haired man stares menacingly at the party 
  from his rowboat that bobs a dozen or so feet away 
  from the wharf. When he locks eyes with one of the 
  PCs, he spits into the river.  
  4 
  Flotsam and jetsam choke the water obscuring all 
  sight of the surface; the rubbish undulates with the 
  movement of the water.  
  5 
  A pile of stinking rubbish intertwined with a fishing 
  net litters the ground. The pungent smell of rotting 
  fish rises from the pile. 
  6 
  Three small grubby children of indeterminable age 
  use long sticks to try and snag choice pieces of 
  floating rubbish. As the PCs watch, one of the 
  children pushes another into the water. 
  7 
  The sound of cackling followed by faint chanting in an 
  unknown language floats through the air. 
  8 
  Mould and fungi grow thickly among the glistening 
  seaweed draped over a nearby boat’s hull. 
  9 
  Somewhere in the distance, a baby begins shrilly 
  screaming.  
  10 
  A group of scruffy Takolen watch the party as they 
  explore the Wrecks. They do not accost the party, but 
  never seem that far away.  
   
  N O T A B L E  F O L K  
  Many of the folk living in the Wrecks are depraved or disfigured 
  or both. 
  § 
  Aea Larak (NE female human thief 4): As vicious and depraved 
  as the most merciless assassin, nevertheless Aea has a rough 
  moral code. She would never willingly submit to Dagon’s 
  worship and despairs of the rumours of the Shadow’s 
  influence among her people. 
  § 
  Gudea Ki-Am (CE middle-aged male human fighter 4): Son of 
  Samuqan, Gudea is a simple, violent man. In love with his 
  muscles, he loves to smash those weaker than himself. Bald, 
  he has decorated his head and face with elaborate tattoos of 
  various mythical sea creatures.  
  § 
  Samuqan Ki-An (NE old male human cleric [Dagon] 5): The 
  Takolen’s elderly patriarch, Samuqan is also—secretly—the 
  High Shadow of Dagon. He slowly works to nudge the rest of 
  his people to his fell lord’s worship but knows his life is 
  drawing to an end. He loves his son but despairs of his simple, 
  violent and unsubtle nature. Thus, he searches for a successor. 
  T H E  T A K O L E N  
  Of obviously different racial stock to the majority of Ashlar’s human population, most ordinary people see the Takolen as a debased, 
  lesser—or perhaps even aberrant—strain of humanity. 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. Most make 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.  
  
  19 
  W 1 :  D U R A N K I ’ S  
  For adventurers seeking to explore Gloamhold’s doom-drenched 
  halls one of the first problems to present itself is how to actually 
  get there. Sensible folk, seek out one of the braver—or more 
  desperate—boat owners in the Fishshambles. Adventurers with 
  a bad reputation—or who seek a sailor with no fear or few 
  morals—often come to Duranki’s. 
   
  The Duranki are a family of Takolen who make a living 
  ferrying adventurers, explorers and smugglers to and from 
  Gloamhold. Foul and coarse, they are not pleasant company. 
  Ugly rumours also have them abandoning their charges to a 
  terrible fate if circumstances warrant.  
   
  The family make their home on the remains of a once proud 
  three-masted caravel—the Wave Dancer—which sunk here 
  under mysterious circumstances long ago.  A huge hole pierces 
  the waterline and the Duranki have expanded the breach to 
  create a sheltered boathouse of sorts. Here—away from prying 
  eyes—they moor their two skiffs. It is a tight squeeze inside and 
  so the Duranki have removed many of the Wave Dancer’s 
  internal walls (and much of the lower decks).  
   
  Almost a dozen Duranki—three generations of the family—
  dwell here. The family have long buried their dead in the Wave 
  Dancer’s bone-choked bilge (Ekur, the family patriarch, plans to 
  animate the remains once his dark lord—Dagon—has seen fit to 
  grant him enough power to do so).  
  N O T A B L E  F O L K  
  All the Duranki are skilled sailors, but Ekur or Ibi-Sin conduct 
  most of their business with outsiders. 
  § 
  Ekur Duranki (CE middle-aged human rogue 1/cleric [Dagon] 
  3): Ekur has given himself wholly over to Dagon’s worship. He 
  enjoys pushing heavily laden adventurers overboard in the 
  middle of Hard Bay as a sacrifice to his dark lord. 
  § 
  Ibi-Sin Duranki (NE male human fighter 2/rogue 1): Ibi-Sin is an 
  evil man, but not a patch on his father. Driven by normal 
  lusts—principally gold and women—he is simple, but capable 
  of breath-taking violence (when he is certain he’ll triumph. 
  H O O K S  
  § 
  The PCs learn of the Duranki’s willingness to convey 
  adventurers to Gloamhold from another group planning their 
  first foray across the bay. The PCs never see the other 
  adventurers again. 
  § 
  While the PCs are exploring Greystone or some other portion 
  of Gloamhold close to the Murkwater they lose their means of 
  escape. (Perhaps their ship sinks or the sailor they hired gets 
  scared and flees). The Duranki offer to take them to safety for 
  a hefty fee (and make it clear they must abandon their original 
  employers to do so).  
  W 2 :  T H E  F A L L E N  M A I D  
  This ramshackle vessel lies at the end of a rickety dock littered 
  with broken crab pots, shredded fishing nets and other rubbish. 
  Even the Svart’s slimy, debris-filled waters seem strangely 
  subdued here. 
   
  Here dwells Arura Kutha, one of Ashlar’s preeminent 
  assassins. Feared by all right-minded folk, few visit Arura’s lonely 
  home. The Fallen Maid—a name Arura bestowed on the part-
  sunken vessel when she installed a lop-sided figurehead she 
  received as payment for a job which amused her—serves as 
  both her home and her place of business. She has two 
  apprentices—Enmul Mari (CE male human rogue 3/fighter 1) 
  and Utu Sirara (NE male human rogue 3)—who both constantly 
  seek to undermine the other in pursuit of Arura’s favour. 
  N O T A B L E  F O L K  
  § 
  Arura Kutha (NE female human assassin 7): Arura goes by 
  many names and is a master of disguise. Utterly without mercy 
  or compassion she’ll kill any non-Takolen, for the right price. 
  § 
  Enmul Mari (CE male human fighter 1/assassin 3): A hulking 
  brute of a man, in some ways Enmul is even more terrifying 
  than his master. He often serves as Aruru’s public “face”. 
  When his lust to kill grows to strong, Enmul sneaks into the 
  Fishshambles to kill some unsuspecting beggar or vagrant. 
  § 
  Utu Sirara (NE male human thief 3): Where Enmul is a brute, 
  Utu is cunning and stealth personified. A weedy, weak man he 
  favours guile and cunning over outright violence. Utu prefers 
  the use of poison in his work and is a good cook. He completes 
  many of his kills in taverns and private homes. 
  H O O K S  
  § 
  The PCs witness Enmul attack a beggar late one evening. If the 
  PCs interrupt his “work” he flees into the Wrecks, but vows 
  revenge. He does not rest until he has killed the beggar who 
  escaped his attentions.  
  § 
  The PCs are in a tavern when Utu slips a deadly poison into his 
  mark’s meal. The mark collapses almost immediately and dies 
  if the PCs do not intervene. If the PCs do intervene, Utu does 
  all he can to learn more about them. If his mark survives, he 
  tries again when an opportunity presents itself. 
  
  20 
  H I G H  C I T Y  
  Set upon the Svart’s northern bank, High City rises above the 
  stink and muck of the rest of Languard by dint of a series of 
  bluffs rising from the river’s waters. Here dwell the great and the 
  good (or perhaps just the wealthy) of Languard.  
   
  In High City, the streets are cleaner and broader, the houses 
  are of stone and slate, and the folk are wealthier and healthier. 
  The concentration of so much wealth and power should attract 
  thieves and other ne’er-do-wells. However, given the large 
  numbers of men-at-arms, bodyguards and other armed 
  personages serving the folk dwelling here, it is a brave, stupid or 
  superlatively skilled burglar who works in High City.  
   
  All Ashlar’s noble families maintain townhouses in High City 
  for when family members visit the city on business (or pleasure). 
  Such places are staffed permanently by trusted servants and a 
  small garrison of men-at-arms to discourage theft.  
  A B B E Y  R O A D  
  Fringed by ancient oaks planted long ago, Abbey Road runs in 
  the shadow of the city’s north wall. It leads directly to Watcher’s 
  Spire and by local ordinance must be kept clear of rubbish, 
  debris and stalls so that the abbey’s garrison can move quickly 
  and freely to Duke’s Gate and Vonya’s Span.   
  B R O A D  S T R E E T  
  Running along High City’s docks, Broad Street is a bustling centre 
  of commerce for businesses grown too successful for High 
  Market. Here, shops and workshops catering to the residents’ 
  expensive tastes crowd closely together.   
  M A R K E T  S T R E E T  
  Like many of Languard’s streets and roads, Market Street is 
  imaginatively named—for it leads directly to High Market. 
  Market Street is one of the few roads in the High City where 
  businesses may display their wares on the street. Consequently, 
  many porches or capacious awnings shelter tables, display cases 
  and the like crammed with items for sale. Children and 
  apprentices work hard to lure potential buyers into examining 
  the goods therein.  
  H O O K S  
  Although it is a relatively safe place, adventure can still be found 
  in High City.  
  § 
  As they wander High City’s streets, the party (literally) bump 
  into Jorma Outila, trusted servant of Wido Gall (the ruler of 
  Dulwich), and his bodyguard. Jorma is imperious and demands 
  an apology. If such is not readily forthcoming, he demands to 
  know their names. In the future, he revels in any opportunity 
  to repay their slight. 
  § 
  A town crier wanders the streets calling out news of import 
  and making ducal proclamations. Chief amongst these are 
  increasingly severe punishments for those caught stealing in 
  High City. (This is also a good way for the PCs to hear of 
  adventuring opportunities or rumours the GM specifically 
  wishes them to learn.) 
  H I G H  C I T Y  D R E S S I N G  
  Use this table to generate the minor sights and sounds the PCs 
  experience as they move about High City.   
  D10 
  DRESSING/EVENT 
  1 
  A richly dressed woman—attended by two servants 
  and an armed and obviously vigilant bodyguard—
  imperiously walks the street.  
  2 
  Two men on horseback canter along the street. The 
  two are finely dressed, clearly in good spirits and are 
  not paying much attention to pedestrians.  
  3 
  Two horses pull a heavily laden wagon piled high with 
  boxes and barrels through the streets. Two children 
  perch among the boxes and gawk at the finery of 
  those on the street. 
  4 
  A town crier, carrying a small wooden box, walks 
  passed on the way to set up in High Market. He 
  carries a proclamation about several murderers and 
  the timing of their public executions.   
  5 
  A well-dressed apprentice stops the PCs to enquire if 
  they have need of his master’s services.  
  6 
  A patrol of four watchmen casually wander along the 
  street. It is obvious from their demeanour they don’t 
  expect any trouble.  
  7 
  A caged wagon guarded by a patrol of watchmen 
  escort two dejected prisoners to trial at the Father’s 
  Hall.  
  8 
  Wooden scaffolding covers the front of a fine house 
  abutting the street. Workmen swarm about the 
  scaffolding, hard at work.  
  9 
  A man pushing a wheelbarrow totters down the 
  street. Every now and then he stops to shovel horse 
  manure into his barrow. 
  10 
  The sound of marching feet heralds the arrival of a 
  detachment of the duke’s personal guards. As they 
  march down the street—everyone except the noble-
  born—is expected to get out of their way or be run 
  over. 
  
  21 
  H 1 :  C A S T L E  L A N G U A R D  
  The grim walls and towers of Castle Languard loom over the city 
  like an ever-watchful guardian.  The castle stands on the site of 
  Arndul Nenonen’s first fort and is the oldest continuously 
  occupied building in the city. 
   
  The centre of Ashlar’s governance, it is the most heavily 
  fortified and protected place in the duchy. The castle has 
  evolved over the centuries and has undergone several distinct 
  building phases under various dukes. (Even the castle, though, is 
  dwarfed by the Father’s Hall’s bulk.) The oldest part of the 
  castle—the central keep—stands high up on the bluffs with 
  commanding views of both Languard and the Mottled Spire.  
   
  The ancient builders also discovered a network of caves 
  riddling the bluffs and incorporated these into the castle’s 
  original design. Thus, the castle incorporates extensive 
  subterranean workings. Rumours abound of several long tunnels 
  linking the castle to various buildings in the city proper. A little-
  visited hidden level of oubliettes and cells wherein the 
  Nenonens’ enemies languish are also said to exist. Family 
  Nenonen’s family burial crypt also lies deep under the central 
  keep as do a well-stocked network of storage chambers and 
  cisterns.  
   
  As well as housing the Nenonen family and their immediate 
  servitors, the castle also protects Ashlar’s royal mint and serves 
  as an armoury and barracks for the duke’s household warriors.  
  N O T A B L E  F O L K  
  Castle Languard houses hundreds of people. A few of the most 
  notable include: 
  § 
  Chancellor Marja Pasanen (LN old female human): Learned 
  and wise, Chancellor Marja oversees the mundane, day-to-day 
  running of the duchy. Duke Armas implicitly trusts Marja, and 
  she has his complete confidence. They have worked together 
  for decades, but now Marja grows old. Her mortality much 
  troubles her, and she has begun searching for a worthy 
  replacement.   
  § 
  Duke Armas Nenonen (LN male half-elf fighter 4/magic-user 
  8): Armas has held the title of duke for almost a century. 
  Determined to keep his people safe, he believes in the rule of 
  law over all else. Because of this, many of his subjects see him 
  as harsh and inflexible, and he is not beloved by many. A 
  joyless man, duty and honour consume him.  
  § 
  First Protector Elmo Rekunen (LN middle-aged male human 
  fighter 7): First Protector Elmo leads and oversees house 
  Nenonen’s household warriors. A skilled warrior, Elmo is 
  steeped in warcraft and has a reputation as being unbeatable 
  on the field of battle. 
  H 2 :  H I G H  M A R K E T  
  In contrast to Low Market, High Market is well ordered and 
  regulated. Here, stand neat rows of tented stalls ready to receive 
  wealthy patrons who can browse freely without fear of thievery 
  or assault.  
   
  By ancient gift, family Pasanen—a commoner family—owns 
  the land upon which High Market stands. Consequently, 
  although they are obliged to pay a hefty tax on their income to 
  the ducal family, they have grown exceedingly affluent. (In fact, 
  they may be the duchy’s wealthiest commoner family). To 
  protect their revenue, they recruit guards to patrol the market; 
  consequently this is one of the safest places in Languard. 
   
  All manner of fine and expensive goods are for sale in High 
  Market. Many of the city’s most skilled crafters maintain stalls 
  here, staffed by their apprentices and servants, from which to 
  sell their merchandise and hawk their services.   
  N O T A B L E  F O L K  
  Many people visit or work in High Market. Some notable 
  examples include: 
  § 
  Reima Sianio (LN old male human fighter 2): The longest-
  serving guard in High Market, Reima is a beloved fixture of the 
  place. His duties are now really honorific rather than actual, 
  but he still wanders the aisles using his spear as a walking 
  stick. His knowledge of the market is unrivalled, making him a 
  useful person to know.  
  § 
  Virpi Korpela (N female human): Virpi has ideas above her 
  station (or so her rivals think). A clothier by trade, she has a 
  stall in Low Market, but desperately wants to expand to High 
  Market. When the PCs encounter her, she has just been 
  denied a booth and is angry; she has invested much of her 
  savings in a shipment of fine cloth and now has nowhere to 
  sell it. 
  H O O K S  
  § 
  The PCs witness a rare crime in High Market and intervene. 
  The victim, Aaro Ahokas, is grateful to the PCs and could be a 
  valuable contact for them in the future.  
  § 
  The PCs are approached by a middle-aged woman, Kirsti 
  Purho, selling a magical dagger so she can settle her husband’s 
  debts. She doesn’t want to sell the blade as it is a family 
  heirloom but feels she has no choice. She has approached the 
  PCs because they are not part of Languard’s “high society” and 
  thus—she hopes—the transaction will stay private.  
  
  22 
  H 3 :  U R M A S ’  H O U S E  
  Overlooking the Dreaming Spires on the Isle of Scholars (or 
  Alina’s Isle to give it its ancient name) Urmas’ house stands on 
  the Svart’s northern bank near Vonya’s Span. The once-finely 
  decorated three-storey town house has a faint air of dilapidation 
  and neglect about it. Few people now visit the aged wizard and 
  renowned sage dwelling within, and that’s just how he likes it. 
   
  Ground Floor: Little-used these days, the front room is 
  where Urmas met his friends, guests and customers. Most of his 
  friends are now dead, however, and he hates having to take on 
  paying work. A thin dust covers much of the room—mutely 
  bearing witness to its lack of use. 
   
  The room is outfitted as a comfy wizard’s study; strange 
  things cluster on side tables and a dozen weighty tomes fill a 
  sagging bookshelf. None of these things is magical or valuable; 
  they are little more than props to augment Urmas’ image as a 
  sagacious sage and wizard. 
   
  First Floor: These rooms comprise Urmas’ living quarters. 
  They are dirty, disorganised and stuffy. Urmas doesn’t care—and 
  it shows. His children have long-since left home, and their rooms 
  lie empty and dusty. Sadly, for Urmas, his wife is dead—cut 
  down tragically by an out-of-control cart a decade ago. Since her 
  death, knowledge has been his mistress. 
   
  Second Floor: Here are Urmas’ library, workshop and 
  personal sanctum. Rarely for Languard—the windows are glazed 
  to enable natural light into the well-heated rooms. Urmas is 
  proud of his glass windows; anyone breaking them suffers his 
  ire; local children have learnt this the hard way and no longer 
  throw stones at them.  
  N O T A B L E  F O L K  
  § 
  Urmas Aalto (N old male human magic-user 4): Urmas is old 
  and cantankerous; lust for knowledge consumes him utterly. 
  When he was younger, Urmas made his fortune exploring 
  Gloamhold’s outer halls. His fortune now dwindles.  As death 
  creeps closer, he spends more and more time among his 
  beloved books—he suspects he is on the verge of an important 
  discovery about Gloamhold’s ancient history, but it thus far 
  remains maddeningly out of reach. 
  H O O K S  
  § 
  Urmas probably won’t want to deal with the PCs, but a 
  shortage of funds may force him to take on paying customers. 
  He is well known as a knowledgeable authority on Gloamhold, 
  but he will exact a hefty price for his help.  
  § 
  Alternatively, his studies may require a certain object which he 
  could hire the PCs to acquire. This item lies in Gloamhold’s 
  halls—perhaps he glimpsed it on one of his long-ago delves, 
  but could not retrieve it for some reason. Wherever possible, 
  Urmas delays or forgets his debt to the PCs. 
  H 4 :  T H E  D R E A M I N G  S P I R E S  
  Languard’s Dreaming Spires—or sometimes simply “the 
  Spires”—is the duchy’s greatest seat of learning and its only 
  university. Sprawling over Alina’s Isle, the Dreaming Spires 
  stands in splendid isolation from the city’s stink and clamour. It 
  is here those desirous of learning come.  
   
  Merchants and nobles alike send their children to the Spires 
  to learn their letters and numbers as well as many other 
  scholarly subjects. Commoners are rarely found among the 
  students, for their parents cannot afford the near-ruinous fees 
  required to secure a place at the school.  
   
  The Dreaming Spires maintains an impressive library—the 
  so-called Sequestered Hall—for use by its students and teachers. 
  The Sagacious Masters of the Eldritch Nexus hold the only library 
  of greater extent in Ashlar behind the Black Tower’s vitrified 
  walls. The Sequestered Hall is a hard place for outsiders to reach. 
  A gift of a rare book or handsome donation is, however, usually 
  enough to secure a brief perusal of its stacks. 
  N O T A B L E  F O L K  
  Many of the folk encountered in the Dreaming Spires are 
  nothing more than students, minor members of staff and so on. 
  A few, however, are notable: 
  § 
  Master of Tomes (LN old male human magic-user 3): 
  Responsible for safeguarding the Sequestered Hall, the Master 
  of Tomes is almost sixty years old. He oversees a small staff 
  and cares little for anything happening beyond his small 
  empire. In truth, he resents letting anyone into the 
  Sequestered Hall—including the students. 
  § 
  Mistress of the Spires (NG old female human magic-user 6): 
  The Mistress has dedicated her life to the pursuit of 
  knowledge. A powerful wizard, she has not left the Dreaming 
  Spires in years. In truth, she is tired—exhausted—but a near-
  fanatical devotion to her duty keeps her going. 
  H O O K S  
  § 
  Kanbrar Nuninrae (NE male half-elf thief 3) approaches the 
  PCs. He has been hired to steal a certain book from the 
  Sequestered Hall but knows he needs help. He lies to the PCs, 
  spinning a tale of forbidden love between himself and Eeva 
  Laitnen—daughter of a 
  wealthy 
  merchant 
  studying in the Spires. 
  He begs the PCs to 
  help him break into 
  the Spires so he might 
  steal some tender 
  moments with his 
  love. 
   
  
   
  23 
  P L A Y E R ’ S  G U I D E  T O  L A N G U A R D  
  Languard is a busy, noisy place. The administrative and 
  mercantile heart of the Duchy of Ashlar it is, however, also a 
  place of fear and gradual decay. 
   
  Sprawling over a series of rocky bluffs, and heavily fortified, 
  the town defends Hard Bay’s narrow mouth and the settlements 
  beyond. Many adventurers, sell-swords and mercenaries come 
  to Languard. The closest settlement of note to Gloamhold, and 
  the duchy’s largest port, here are found the greatest 
  opportunities for fame, gold and advancement. Here also (for 
  the unlucky or careless) are found the greatest opportunities for 
  infamy, poverty and death.  
   
   Although it is a city—and Ashlar’s largest and richest 
  settlement—living in Languard still feels like living on the 
  frontier. Although the city has not been attacked or overtly 
  threatened in living memory, its proximity to Gloamhold’s doom-
  drenched halls throws a pall over its alleys and thoroughfares. 
  The high proportion of adventurers, retired adventurers and 
  other folk well used to magic and/or violence means the city is 
  rarely truly peaceful.  
  L I E  O F  T H E  L A N D  
  From each of Languard’s gates, a broad and muddy street leads 
  into the city. The finest houses and inns flank these roads. 
  Here, wealthy merchants live above their shops, sea captains 
  rest when not voyaging and other rich folk —members of the 
  clergy, adventurers (both retired and still active) and so on—
  enjoy life. 
   
  Narrower 
  roads 
  lead 
  away 
  from 
  these 
  bustling 
  thoroughfares; along these, the houses are narrower, taller and 
  in worse repair. From these streets, a warren of alleys and tiny 
  lanes radiate away; here the poorest citizens live cheek to jowl. 
  Perpetual gloom cloaks these alleys—the jetties of the 
  ramshackle houses almost meeting those of the house opposite 
  high above the street. 
  T H E  L O W  C I T Y  
  The name given to the bulk of Languard sprawling to the south 
  of the Svart, the Low City is home to most of the city’s populace. 
  It is named both for its position below the High City and for the 
  low-born status of most of the folk dwelling therein. 
  T H E  S H A M B L E S  
  Lying exclusively to the south of the Svart, between Cheap Street 
  and Low Gate, the Shambles is a place of narrow, twisting 
  alleyways, tottering tenement buildings and cloying desperation. 
  Here dwell Languard’s poor in cramped, unsanitary conditions.  
   
  Most of the Shambles’ dilapidated buildings are of shoddy 
  wooden construction. Typically, three—or sometimes four—
  stories high, they cluster together; upper levels jut out over the 
  alleys giving the whole district the aspect of a gigantic sunken 
  maze. The streets are nothing more than packed, worn earth 
  that turns to slippery mud during heavy rainfall.  
  T H E  F I S H S H A M B L E S  
  The Fishshambles sprawls along the waterfront to the north of 
  Cheap Street. Here a tangled, reeking labyrinth of narrow, 
  tenebrous alleys—punctuated by a few wider roads—runs down 
  to the Svart and the network of rickety wharfs and jetties jutting 
  from its southern bank.  A few folk maintain totteringly decrepit 
  warehouses, hard against the docks; most such locations are 
  used for nefarious activities such as smuggling. At least two are 
  under the Shadow Marks’ control. 
   
  The folk here are tough, well used to dealing with the 
  vicissitudes of life and Hard Bay’s perils. Adventurers seeking a 
  boat and its master brave enough to sail to Gloamhold will likely 
  eventually gravitate here.  
   
  Many of the folk and businesses in the Fishshambles make 
  their living from the sea. Most of the choicest fish is landed in 
  the Old City; the folk dwelling here must make do with the cast-
  offs and leavings of the wealthier folk across the river.   
  T H E  W R E C K S  
  Where the ramshackle and slimy, sagging wharfs redolent with 
  decay cluster thickly along the Svart’s muddy, slick bank gather 
  the ferociously independent and inbred Takolen. A singular air of 
  ruin and decay hangs heavily over the rotting wharves and the 
  festering, stinking boats moored alongside or grounded in the 
  shallow water thick with silt, seaweed and jetsam.  
   
  Lashed together, the boats form a confused mishmash of 
  homes, warehouses, whorehouses, taverns and other less 
  pleasant businesses. Even the agents of the Shadow Masks dare 
  not work here, but some of the braver—or perhaps more 
  debased—souls do occasionally visit certain of these uniformly 
  foul, unwelcoming businesses.  
  H I G H  C I T Y  
  Set upon the Svart’s northern bank, High City rises above the 
  stink and muck of the rest of Languard by dint of a series of 
  bluffs rising from the river’s waters. Here dwell the great and the 
  good (or perhaps just the wealthy) of Languard.  
   
  In High City, the streets are cleaner and broader, the houses 
  are of stone and slate, and the folk are wealthier and healthier. 
  The concentration of so much wealth and power should attract 
  thieves and other ne’er-do-wells. However, given the large 
  numbers of men-at-arms, bodyguards and other armed 
  personages serving the folk dwelling here, it is a brave, stupid or 
  superlatively skilled burglar who works in High City.  
  
  24 
   
   
   
  
   
  25 
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  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
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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. 
   
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  R A G I N G S W A N . C O M  
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  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan City Backdrop Languard/Raging Swan City Backdrop Languard.pdf