TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  LANGUARD LOCATIONS: 
  RAGING SWAN PRESS 
  FISHSHAMBLES 
  
   
  PATREON.COM/RAGINGSWANPRESS 
  	
    
  YOUR TIME IS PRECIOUS 
  MAKE YOUR CAMPAIGN PREP. EASIER 
  JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN 
  
  ragingswan.com 
   
    
  gatekeeper@ragingswan.com 
  LANGUARD LOCATIONS: FISHSHAMBLES 
  Storied Languard— the capital of Ashlar and its greatest city—stands hard against Hard Bay’s turbulent, stormy waters. To the north lies 
  the Mottled Spire’s brooding spray-drenched mass, the curse-haunted ruins of Greystone and Gloamhold’s doom-wreathed halls. Ashlar’s 
  greatest—indeed only—city, Languard is a noisy, dirty place. Here, amid broad, muddy streets teeming with life and shadow-mantled, 
  danger-filled alleyways there is little beneath the sun that cannot be had somewhere—for a price. 
   
  Languard Locations: Fishshambles presents nine additional locations designed for use with City Backdrop: Languard. While the locales within 
  are designed with Languard in mind, they are easily convertible for use in your campaign.  
   
  C R E D I T S  
  Design: Beth Breitmaier, Dave Breitmaier, Rachael Cruz, Steve 
  Hood, John Large, Stewart Moyer, Tyler Omichinski and Rob 
  Smith 
  Development: Creighton Broadhurst 
  Art: Rick Hershey and William McAusland. Some artwork 
  copyright William McAusland, used with permission. 
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat 
  Goblin Games  
  Cartography: Tommi Salama 
  C O N T E N T S  
  The Fishshambles ..................................................................... 2 
  About the Designers ................................................................. 8 
  Join Us! .................................................................................... 9 
  OGL V1.0A ................................................................................ 9 
   
  ©Raging Swan Press 2018. 
   
  The moral right of Beth Breitmaier, Dave Breitmaier, Rachael 
  Cruz, Steve Hood, John Large, Stewart Moyer, Tyler Omichinski 
  and Rob Smith to be identified as the authors 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 
  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 High 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  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. 
  F3 The Castoffs’ Sanctuary: Atop the front half of a bisected 
  freighter lit by flickering candles, a withered half-orc preaches a 
  maddened sermon to a small throng of unresponsive listeners. 
  F4 Jaakola’s Periwinkle Palace: The Palace is well-known for 
  providing healing, narcotics or other diversions harvested from 
  the sea. 
  F5 Kingsfail: This barren, broken chapel once had a kinder name 
  and a happier purpose; now, only broken stone remains. 
  F6 Molley’s Bearded Lady: Whether you’re on the run from 
  debtors, or waiting for the attention of the city watch to 
  wander, Molley is your new best friend. 
  F7 Ruusu’s Rathole: Though boarded up with rotting wood, this 
  store is open for business—at least in old Aalto Ruusu’s mind. 
  F8 Sea’s Bounty: Despite standing at a drunken angle and in 
  outright defiance of the malodorous smell emanating from the 
  tavern, the Sea’s Bounty is bustling with customers.  
  F9 The Five Cuts: Raucous cries and the stink of blood come from 
  within this large basement drinking den. 
  F10 The Arches Bazaar: Set under a large building’s wooden 
  supports, stalls here offer fruit, narcotics and cheap drinks. 
  F11 Sandu’s Grog and Grub: Dark and dingy, yet filled with 
  enticing scents of rich spicy food and laughter, Sandu’s Grog and 
  Grub is a renown Fishshamble’s tavern. 
  
  3 
  F 3 :  T H E  C A S T O F F S ’  S A N C T U A R Y  
  Atop the front half of a bisected freighter lit by flickering candles, 
  a withered half-orc preaches a maddened sermon to a small 
  throng of unresponsive listeners. An elderly woman corrals the 
  inattentive inside, warding them from the crashing tide. All 
  clustered within the faint candle light have the Gloamhold Look. 
   
  Run aground near the Fishshambles, but outside Languard’s 
  walls, the wreck serves as a sanctuary of sorts. Here dwell some 
  of the wretched survivors of explorations deep inside Gloamhold; 
  they are known as Castoffs. Ukko watches over those seeking 
  sanctuary here. Once an explorer of Gloamhold along with the ex-
  paladin Sirpa, the dungeon broke them both.  
   
  Shingle Beach: A narrow shingle beach cradles the front half 
  of a slowly disintegrating ship.  
   
  The Deck: A large cooking pot filled with fish stew stands next 
  to the stairs leading into the hold. On the edge of the mouldering 
  deck, shattered crates serves as a makeshift pulpit.  
   
  The Hold: Ragged sleeping bags and worn camping supplies 
  litter the hold. Dim candlelight illuminates the hold. 
  F A V O U R S  
  Father Ukko is a capable leader and healer. However, he only 
  helps the Castoffs; if the PCs want his services, they must do him 
  a favour. Completing small tasks lets the PCs get food, drink, 
  board and adventuring supplies. Completing large or dangerous 
  tasks persuades Ukko to cast remove curse, cure curse or cure 
  disease for the party. 
  N O T A B L E  F O L K  
  § 
  Father Ukko (CG venerable male half-orc cleric 5) is wild-eyed. 
  Barely breathing, Ukko wills himself to hide and protect those 
  that have succumbed to Gloamhold’s curse. Although insane 
  and slowly dying, he refuses to break his vow of pacifism. 
  § 
  Sirpa (LG old female human ex-paladin 4) is electively mute. She 
  broke her sacred oath to save her friends deep within 
  Gloamhold long ago. She now protects the broken adventurers 
  hiding in the sanctuary and Ukko, who is eternally grateful for 
  her sacrifice. 
  H O O K S  
  § 
  Far from the sanctuary, Sirpa leads a wandering Castoff back to 
  safety. Unknown to them, a pair of axe-wielding Takolen follow 
  in the shadows intent on murder. 
  § 
  Along the coast north of the sanctuary, a broken circle bears the 
  symbol of a great lidless eye wreathed in tentacles. Fresh tool 
  marks suggest someone has recently uncovered the symbol. 
  F 4 :  J A A K O L A ’ S  P E R I W I N K L E  P A L A C E  
  A mossy, stone building at the water’s edge partly obscured by 
  seaweed and clinging shellfish is what most visitors see of the 
  Periwinkle Palace. Situated near the waterfront, the Palace is a 
  well-known stop for those who require healing, narcotics or other 
  diversions—as long as you can afford the often-exorbitant fee. 
   
  Ale Jaakola, the owner, is quick to point out the curious 
  properties of the local seaweed and plants he sells to visitors; 
  always in need of money he sells hard to anyone with coin. 
   
  Ground Floor: The building’s ground floor comprises a single 
  cold and clammy, brine-smelling room. Here grow most common 
  seaside plants in seawater pools that extend into tidal caves 
  below the palace. Few of the Palace’s customers are aware of 
  these secret connections to the Svart. 
   
  Second Floor: This floor holds Jaakola’s living quarters and a 
  barracks for his slimy workers. 
  N O T A B L E  F O L K  
  § 
  Ale Jaakola (NE male human magic-user 3) is a wrinkled old, 
  hunched-back man. He far prefers the underwater world to the 
  company of men and only deals with others because he needs 
  money to keep his prized plants growing and to fund his bizarre 
  aquatic experiments.  
  § 
  Ella Jaakola (NG female thief 1) is Jaakola’s adopted daughter; 
  the old man purchased her from an orphanage when his bad 
  back prevented him doing the manual labour in the Palace. Ella 
  fears her adopted-father but doesn’t wish to abandon the other 
  labourers. She is a brown-haired woman with a kind face, who 
  seldom speaks when her father present. 
  § 
  The Fish-Eyed Labourers (N male or female coral zombie) 
  comprise most of the workers in the Palace. Ale created them 
  through laborious experimentation with an aquatic variant of 
  the yellow musk creeper—a coral creeper; they are dim-witted 
  wretches serving Jaakola solely as muscle. They remain silent 
  and seem to have little intelligence; when not following orders 
  they just stand, staring into space. 
  H O O K S  
  § 
  A local thief, Topi Huttunen, has gone missing whilst being 
  pursued by the authorities; he has been poisoned with 
  powdered coral creeper dust and has begun to transform into 
  one of Jaakola’s zombie-like labourers. 
  § 
  An uncommunicative dullard has been found wandering 
  Languard, he seems in a stupor but the seaweed clinging to him 
  suggests he is from the Fishshambles. He is actually one of the 
  Fish-Eyed Labourers who Ella sent to get help, in a desperate 
  attempt to escape her cruel adopted-father. Unfortunately, due 
  to the creature’s limited intelligence it simply sought out the 
  nearest group of people. 
  
  4 
  F 5 :  K I N G S F A I L  
  This barren, broken chapel had a kinder name and a happier 
  purpose many years ago; now, only broken stone remains, barely 
  solid enough to keep out the wind.  
   
  It seems a strange sacrilege to step foot here, where once 
  sages foretold the birth of the “Great King of the World”. The true 
  name of this place, its prophesied saviour and those stories have 
  been long lost—pointedly ruined and erased from time.  
   
  Carefully layered floor tiles are methodically cracked, and the 
  accumulated dust of years mixes heavily with the crumbs of 
  deliberately destroyed statues and low-relief sculptures. 
   
  Each step within this place poses more questions than 
  answers. Who was this prophesied King of the World? Who built 
  this chapel? Who destroyed it…and why? 
   
  Thieves and other scavengers picked this place clean of any 
  obvious treasure long ago. Perhaps there may still be something 
  for the sharp of sense to discover—for during the angriest of 
  storms, one can feel the foundations of this building shake and 
  hear a sound like rhythmic breathing coming from below. 
  N O T A B L E  F O L K  
  § 
  Ansa Kivela (NG female human magic-user 1) is a short, scrawny 
  young woman with wide, owlish eyes made bigger by her 
  oversized spectacles. She favours thick, woollen robes—“I get 
  so chilly at night,” she often chirps. She usually carries a thick 
  tome—one-part personal study-book and one-
  part diary—with her. She is something of a 
  self-proclaimed mystery aficionado. She 
  loves the enigma of Kingsfail and tries to 
  visit whenever possible, convinced there 
  are great secrets to learn and fantastic 
  adventures to find in the ruin. 
  H O O K S  
  § 
  A local traveller shares the story of his 
  arrival to Languard: without coin he 
  sheltered in Kingsfail to avoid the rain. 
  All night long, his dreams were 
  plagued with gibbering whispers, 
  and the imagine of a strange, 
  indescribable symbol filled his 
  mind. 
  § 
  A local artefact dealer 
  offers to pay—and pay 
  well—for even a scrap 
  of 
  Kingsfail’s 
  proven 
  history. 
  Another 
  (mysterious) 
  benefactor 
  offers more money…but less 
  explanation. 
  F 6 :  M O L L E Y ’ S  B E A R D E D  L A D Y  
  Whether you’re on the run from debtors or waiting for the 
  attention with the city watch to wander, Molley is your new best 
  friend. Molley’s is a rambling old building converted into an inn 
  that specializes in a clientele that wants to ensure multiple escape 
  routes. The inn grew from humble origins in one building into the 
  buildings on either side. Selective work broke down walls and 
  built new ones to create a little labyrinth of decadence for the 
  down at heel and the criminal element. 
   
  Ground Floor: The bar and kitchen, complete with the 
  “kitchen entrance”, dominate the central building. The ground 
  floors of the other two buildings feature various nooks, common 
  rooms and the like.   
   
  Second Floor: A veritable warren of bedchambers fill the 
  second floor. Officially, the stairs in each of the three former 
  buildings only lead up to each of the three upper stories. In reality, 
  there are plenty of hidden doors leading into hidey-holes, other 
  rooms and even outside.  
   
  Cellar: The cellar is Molley’s pride and joy. Originally 
  excavated to serve as storage, years of surreptitious excavation 
  has led to three separate secret escape passages from the cellar 
  to nearby buildings, the owners of which each receive a small 
  stipend from Molley to keep things running smoothly. 
  N O T A B L E  F O L K  
  § 
  Mugwort “Molley’ Zinthra (CN male human fighter 4) is a 
  former member of the city watch with a chip on his shoulder. 
  Corruption, especially a willingness to look the other way for 
  small crimes, eventually led to his removal from the watch. 
  Now he lives as Mugwort Molly, regularly dressed as the 
  bearded lady for which the bar is named. Even so dressed, he is 
  more than willing to dive into a brawl. He has no problem with 
  lesser crimes, and so long as you don’t do something truly evil 
  he’s likely to give you a fair shake. 
  H O O K S  
  § 
  Molley is a larger than life figure, and that means he needs to 
  have larger than life birthdays. Having Molley owe you a favour 
  is a good thing, and Molley would like a very special wine to 
  celebrate this birthday. Normally only noblefolk can afford the 
  vintage; the only known supplies lie in High City in the 
  townhouses of several of Ashlar’s noble families. 
   
   
  
  5 
  F 7 :  R U U S U ’ S  R A T H O L E   
  Though it bears no sign and is boarded up with rotting wood, this 
  store is open for business—at least in old Aalto Ruusu’s mind.  
   
  Townsfolk call the dilapidated two-room shack “Ruusu’s 
  Rathole”, dismissing its reclusive owner as a crazy peddler. Ruusu, 
  however, scoffs at these mutterings as his shop is clearly one of 
  Languard’s best.  
   
  In reality, the “shop” is a laboratory of chaos, with half-spilled 
  vials and spell components strewn between stacks of dusty 
  tomes. Allowing no sunlight that might contaminate—or 
  illuminate—his illicit wares, Ruusu hoards herbs, artefacts and 
  other more sinister materials for his experiments. 
   
  The old man’s work is interrupted only by growls coming from 
  the cellar. When the noises become too distracting, Ruusu tosses 
  dubious-looking leftovers into the cellar before bolting the door 
  tightly.  
   
  Ground Floor: A would-be patron who enters the front room 
  sees an ordinary-looking spitting fire and a food-encrusted 
  cauldron. The room adjacent, however, would send most people 
  fleeing from the mess—and the pungent scent of decay. 
   
  Cellar: In the dank darkness, a stringy-haired young woman is 
  curled up on a fetid cot. The walls are streaked with rusty red, and 
  the floor is littered with tiny bones and fingernails.  
   
  For Sale: Spell component pouch (5 gp) and other less 
  wholesome components including choice pieces of corpses. 
  N O T A B L E  F O L K  
  § 
  Aalto Ruusu (NE male human magic-user 4) scavenges 
  “trinkets” from the corpses hanging from Traitor’s Gate; they 
  were easy pickings for his shop—until the guards got wise. 
  However, 
  the 
  crackdown 
  did 
  little 
  to 
  sate 
  Aalto’s 
  kleptomaniacal hoarding—or his explorations in the dark arts. 
  With his potion-splotched face concealed under a thick cloak, 
  Aalto ventures out almost nightly to grab some valuables the 
  guards are less likely to miss—such as a few fingers or toes.  
  § 
  Riita Ruusu (CE female human ranger 1) has long forgotten the 
  needs for companionship and sunshine. Always a quiet child, 
  Riita retreated into the basement as her father became 
  increasingly neglectful, rarely remembering to feed her. When 
  Aalto started tossing down “meat” from his experiments, the 
  starved, half-feral girl developed a taste for human carrion—a 
  hunger that has turned insatiable. As her ordeal continues, she 
  has begun to transform into something truly horrible—a form 
  of living ghoul! 
  H O O K S  
  § 
  The PCs are called to Languard’s outskirts to investigate a 
  shadowy figure lurking near the Traitor’s Gate. A trail of gnawed 
  vermin bones leads to Ruusu’s Rathole. Locales warn the PCs 
  the cantankerous Ruusu will be uncooperative.  
  F 8 :  S E A ’ S  B O U N T Y   
  Despite standing at a drunken angle, and in outright defiance of 
  the malodorous smell emanating from the building, the Sea’s 
  Bounty is bustling with customers. The Sea’s Bounty is famous for 
  the promise of the cheapest meal in all of Languard and the ear 
  of its kind old owner—who is never too busy to listen to even the 
  most minor of gripes or the latest bit of gossip. 
   
  The building looks to be one breeze away from transitioning 
  from building to debris, rusted nails protrude dangerously from 
  many surfaces and more than a few bear scraps of clothing and 
  strips of flesh and hair—gruesome pennants flapping in the draft. 
   
  Despite its awful condition, the Sea’s Bounty is never short of 
  custom. The owner, Atso Savela, has made his reputation by 
  selling cheap meals in return for cash, favours and, most 
  profitable of all, information. The building’s foul stench comers 
  from a massive cauldron bubbling away night and day, containing 
  what the locals simply call Grey—a dubious concoction 
  comprising only offcuts and leftovers, discarded by the 
  fishmongers of Languard, as well as mouldering vegetables and 
  meats of dubious origin. 
  § 
  Food & Drink: Meal (1 scoop of Grey) 1 cp. 
  Ground Floor: The ground floor mainly comprises the common 
  room, the centre piece of which the tavern’s “famed” cauldron. 
  Constantly bubbling away, and attended by Atso whistling 
  tunelessly or gossiping with the next customer in line, the 
  cauldron is a minor celebrity in itself—it is said to never cool; food 
  is always available here.  
   
  Second Floor: This floor features a small bedroom, a living 
  area with a desk and soft seating as well as a small kitchen area 
  (Atso never eats the Grey himself). Hidden in the desk are several 
  journals containing damning information on several prominent 
  figures in Languard society.  
  N O T A B L E  F O L K  
  § 
  Atso Savela (CN old male human thief 1), owner of the Sea’s 
  Bounty and collector of secrets, is known for his friendly smile 
  and shrewd almost black eyes. A local from the shambles, he 
  used his savings from years of grifting to purchase the Bounty 
  and is using it to gather information on local officials and 
  citizens with plans to blackmail his way to a better life.  
  H O O K S  
  § 
  Atso risks incurring the wrath of the local underground and the 
  authorities alike. Many people want him dead, but all fear what 
  would become of their secrets if he was to suffer a terrible 
  accident. Atso’s hidden notebooks contain a treasure trove of 
  information that many would pay dearly to possess.  
  
  6 
  F 9 :  T H E  F I V E  C U T S  
  Raucous cries and the stink of blood come from within this large 
  basement drinking den. The legendary platform at the centre of 
  the Five Cut’s common room draws in fighters from all over Ashlar 
  to duel with daggers in a bid to deliver five cuts to their opponent. 
   
  Ground Floor: Set above the floor, a wooden platform 
  covered in sawdust and blood dominates the dingy taproom. 
  Bare-chested opponents wait around the edges to prove their 
  worth to the gathered crowds of drunks and dregs who make the 
  tavern their virtual home. Screaming loudly and counting down 
  each successful cut with a raised tankard and cheer, the crowd 
  stand ready to step in and help Sanna should things get out of 
  hand.  A large noticeboard states the rules very simply:  
  § 
  Can’t fight, don’t enter. 
  § 
  Five cuts—no more no less or take the consequences. 
  § 
  Management is not responsible for injury or death.  
  § 
  Use the provided knives only, no excuses. 
  § 
  Pay for a coffin before entering or feed the fish. 
  N O T A B L E  F O L K  
  § 
  Kai (NE male human fighter 5) is the owner of the Five Cuts. Sat 
  at a private alcove at the back of the crowds he sits and watches 
  the fights each night and makes sure the simple rules are 
  obeyed. Rumoured to have connections to the Languard’s 
  underworld he is not a man to wrong. He has few morals and 
  demands unflinching loyalty from his staff and the participants 
  in the ring. Whispers of his anger speak of families wiped out 
  and fathers murdered in their own beds.  
  § 
  Sanna the Rogue (NE female human thief 4) is an overly tall and 
  lanky beauty. She is the public face of the Cuts. Partner to Kai 
  she stands by the stage steps each night ready to throw her 
  poisoned daggers at anyone breaking the rules. An expert knife 
  fighter and practitioner of assassination she is rumoured to be 
  an acolyte of an evil death god. 
  H O O K S  
  § 
  A local champion knows information the party needs but will 
  only sell it if the party’s champion defeats him in a bout. 
  § 
  A bully is intimidating one of the locals and needs a lesson. The 
  bully is a regular at the Five Cuts and is notoriously unable to 
  back down from a challenge. 
  § 
  A paladin steps into the ring seeking atonement for a past act 
  but everyone refuses to fight him. 
  § 
  A local noble concerned for his son’s safety hires a PC to fight 
  and lose to him, so he doesn’t have to fight some of the more 
  violent, bloodthirsty participants in the tavern’s blood sport.  
   
  F 1 0 :  T H E  A R C H E S  B A Z A A R  
  Set under a large building’s wooden supports, several stalls here 
  offer strange fruit, narcotics and cheap drinks to shoppers. Each 
  day, hawkers rush to set up their small stands or position their 
  hand carts to sell their eclectic wares and services. Some of the 
  more interesting “merchants” here include: 
  § 
  Daji’Albar (N male human) is a swarthy, exotic-looking man. He 
  offers leeches alongside haircuts to people for 1 cp.  
  § 
  Flenser (NG female human) is a small but sturdily built woman 
  who offers to massage away aches and ease long term injuries 
  for only 3 cp. She has strong hands (and, unfortunately, scabies 
  which may infect her customers). 
  § 
  Finbarr the Notorious (NE male human magic-user 2) offers 
  scrolls of low-level spells and notary work. He is a cantankerous 
  old man who charges extortionately for his work. 
  § 
  Mother Akia (NE old female human) is a skilled fortune-teller. 
  She offers insight into people’s future but has no real power; 
  she is an expert at reading people and telling them what they 
  want to hear. She charges 2 cp. 
  § 
  Jermia the Cobbler (N male gnome) sits on a barrel next to a 
  seat cleaning and repairing footwear. He can water-proof boots 
  for 1 sp. (He hates Laila, see below). 
  § 
  Bilge (N male halfling thief 1) sells poor quality bread. He is also 
  a watcher for a local street gangs and points out rich marks for 
  them. 
  § 
  Lucky ‘Hands’ Morwen (N male human) offers a unique betting 
  game. He has a large barrel with several holes cut into its lid. He 
  offers customers a chance to bet on from which hole his 
  (trained) rat will emerge. People can bet up to 1 sp and winners 
  get back five time their stake. Morwen is infatuated with a local 
  woman—Hallean—who works at Sandu’s Grog and Grub (see 
  location F11 for more details). 
  § 
  Laila’s Poultices (NG old female gnome cleric 2) stands on a box 
  behind her stall offering cures to all ailments for 2 cp. She 
  sometimes asks for help gathering herbs for her treatments. 
  H O O K S  
  § 
  A brawl breaks out. It quickly spreads throughout the bazaar. 
  Several customers use the opportunity to loot some of the 
  bazaar’s stalls. 
  § 
  A pickpocket targets the party after Bilge points them out as rich 
  marks. 
  § 
  Laila needs plants from Gloamhold to cure Flenser. She has 
  nothing really to offer the party except for a paltry amount of 
  gold. She would make a good friend, though. 
   
   
  
  7 
  F 1 1 :  S A N D U ’ S  G R O G  A N D  G R U B  
  Dark and dingy, yet filled with enticing scents of rich spicy food 
  and laughter, Sandu’s Grog and Grub is a renown Fishshamble’s 
  tavern. Sandu, rumoured to be an ex-pirate and adventurer in 
  Gloamhold, runs this small tavern. Adventurers and ruffians alike 
  are drawn here by the exotic food from Sandu’s native land and 
  its owner’s impressive reputation. 
   
  Ground Floor: A large stove dominates the centre of the 
  taproom. Here, Sandu cooks the spicy food for which his 
  establishment is renowned. Tables stand against the walls and a 
  large common table takes up one end of the room. Large stores 
  with access to the alleys beyond are set at the back of the 
  building. In the cold store, a large grate opens up into a large tidal 
  pool linked by a submerged passage to the Svart River. It is 
  rumoured Sandu uses the pool to dispose of bodies, including 
  that of the previous owner who disappeared mysteriously just 
  after Sandu offered a derisory amount of money for the tavern. 
   
  Second Floor: Sandu’s living quarters and Hallean’s small 
  room are here above the main room. No one is 
  allowed to enter this area; the last person 
  caught here was given a sound 
  thrashing and thrown in the 
  river. Sandu’s keeps 
  several 
  baskets 
  containing his pet exotic 
  poisonous snakes in 
  his room. 
  N O T A B L E  
  F O L K  
  § 
  Sandu (N male human 
  fighter 2) is a muscular 
  man with an intimidating 
  scar across his dark-
  skinned brow (which he 
  often covers under a felt hat). Sandu is a bit 
  of an enigma. Mostly false rumours put him 
  as a bad-tempered pirate, murderer and 
  rogue who has slain countless people just for 
  upsetting him. In reality, he is an ex-adventurer 
  from far off a jungle who fell on bad times after a failed foray 
  in Gloamhold. He now sells over-spiced meats and drinks. 
  Whatever the truth of his origins, people seem to enjoy the 
  thrill of dining at the dangerous man’s tavern. 
  § 
  Hallaen (N female human) is a small exotic-looking woman who 
  serves food here in the evenings and works in the arches bazaar 
  during the day. Sandu is very protective of her and deals with 
  any trouble swiftly and messily. Hallaen is currently being 
  hassled by a rogue called Morwen at the bazaar but hasn’t told 
  Sandu in case it causes trouble. 
  H O O K S  
  § 
  Morwen (see location F10) turns up at the eatery with some 
  cronies to see Hallean, while Sandu is away. He clearly has 
  sinister design upon the woman. 
  § 
  The PCs are hired to find a missing person. Rumours abound of 
  the person being dumped through the grate in the tavern’s cold 
  store. Hopefully, the person was dead before being thrown into 
  the pool. 
   
   
  
  8 
  A B O U T  T H E  D E S I G N E R S  
  Dave Breitmaier is the crunch, Beth Breitmaier is the fluff—and 
  it’s a pretty great combo, if they do say so themselves. As rising 
  writers on the RPG scene, they have been published in several 
  3pps, including Wayfinder and the Xeno File, a periodical for the 
  Starfinder OGL. 
   
  When Beth’s imagination and stats run away with her, Dave is 
  the faithful rules lawyer who reins her in. (After being married for 
  four years, they’ve found it works that way in real life, too.) 
   
  The couple resides in the college town of West Chester, 
  Pennsylvania in the U.S. By day, Dave works in radio (that thing 
  some people still listen to). Beth is launching a full-time 
  freelancing career while she cranks out her novel—and tries not 
  to get distracted writing fanfiction. They are both grateful to love 
  what they do and do what they love. 
   
  Rachael Cruz is a writer, artist, and all-around nice person. 
   
  Best known for her work with Modiphius Entertainment, her 
  writing has appeared in Robert E. Howard’s Conan: Adventures in 
  an Age Undreamed Of, Star Trek Adventures, and Infinity. 
   
  A fantasy lover at heart, you will also find her work in Green 
  Ronin’s Fantasy AGE Campaign Builder’s Guidebook.  She collects 
  riddles and fairy tales, and follows her dreams unapologetically. 
   
  Also, she believes in you. 
   
  Steve Hood lives most of his time in his head creating worlds 
  and wandering the streets of Port Blackstone, his own 
  campaign setting. When not drawing maps and 
  designing locations he spends his time 
  sculpting, painting models, creating scenery and 
  talking to his dog Dave. A proud 
  dad he excels 
  at 
  nerf 
  wars and 
  being 
  generally 
  good 
  at 
  pointless 
  activities. 
  His 
  daughters 
  are 
  his 
  biggest 
  inspiration 
  preferring 
  to 
  call them by the 
  nicknames Super-
  Model Rock Chick 
  (BoBo) 
  and 
  Poppy 
  Noodle the Hero Ninja. A lifelong gamer, Steve loves creating 
  things from his imagination that other people can experience and 
  enjoy.  
   
  John Large lives in England and started roleplaying during his 
  early teens when—like a lot of people at the time—he ended up 
  being the GM by simple virtue of having the books. This began a 
  love affair with RPGs that lead to him marrying someone working 
  at his local games store, starting a blog, a YouTube channel and 
  eventually self-publishing some of his own humble roleplay 
  scribblings. 
   
  John spends his time with his lovely wife Hannah and their 
  two cats, when he isn’t busy doodling yet more dungeons for his 
  Lamentations of the Flame Princess campaign, he invariably up to 
  his neck in game planning or messing around creating electronic 
  tokens, props and other such things on his computer. 
   
  Red Dice Diaries blog: https://www.reddicediaries.com 
   
  Stewart Moyer is a freelance writer with an English degree 
  and a minor in creative writing. Introduced to Pathfinder by 
  several friends from his local college gaming group, Stewart was 
  enticed by the game and strove to become a freelancer. So far, he 
  has one credit to his name; writing a series of feats for the third 
  person party publication “Wayfinder #18”. 
   
  When not looking for writing opportunities, Stewart also 
  works as a freelance voice actor, starring in podcasts 
  such as “White Noise” as Father Victor Greene, 
  online webcomics like “Dear 
  Children” 
  as 
  Aaron 
  McAryes, and in video 
  game mods such as “The 
  Forgotten 
  City”, 
  the 
  Australian Screen Writer’s 
  Guild award-winning mod 
  for Skyrim. 
   
  Tyler Omichinski is a 
  writer and game designer 
  from the wilds of 
  Canada. His work 
  includes serving as 
  editor for the Ennie 
  Award 
  nominated 
  Little Heroes, the lead 
  writer for the ReAnimator 
  boardgame from Dynamite Entertainment, and the 
  lead writer for the upcoming Wild Hunt from Stygian Fox. His 
  portfolio and ramblings can be found at www.omichinski.com.  
   
  Rob Smith is a dad, gamer and geek.
   
  
  9 
  J O I N  U S !  
  Please join our Patreon campaign. 
   
   
  Get our books before they go on general release. Help Raging Swan Press be more awesome! 
   
   
  Sign up at patreon.com/ragingswanpress. 
   
  O GL  V 1. 0A  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) "Product Identity" means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this 
  agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. You 
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor to do 
  so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  Languard Locations: Fishshambles. ©Raging Swan Press 2018; Author: Beth Breitmaier, 
  Dave Breitmaier, Rachael Cruz, Steve Hood, John Large, Stewart Moyer, Tyler Omichinski and Rob 
  Smith. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, 
  artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, characters, 
  artwork and trade dress are product identity as defined in the Open Game License version 1.0a, 
  Section 1(e) and are not Open Content. 
   
  Open Content: Except material designated as Product Identity, the contents of Languard Locations: 
  Fishshambles are Open Game Content as defined in the Open Gaming License version 1.0a Section 
  1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission. 
   
  To learn more about the Open Game License, visit wizards.com/d20. 
   
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  ragingswan.com 
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan City Backdrop Languard/Raging Swan Languard Locations Fishshambles.pdf