TEXT: The Glory Road 
  Issue 3 
  Neighborhoods of Estarion, Pt. 2 
  I wanted the feeling of romance and the sense of wonder I had known as a kid. I wanted the world to be what they had promised 
  me it was going to be--instead of the tawdry, lousy, fouled-up mess it is. — Robert A Heinlein, The Glory Road 
  SELINDRA 
      Located across the River Selintan, Selindra was once 
  a small orchard village. Selindra is now part of the city, 
  connected by a great bridge and walled for its 
  protection. Its inhabitants are largely Tarquai , with a 
  heavy number of them living lives tied to fishing and 
  the orchards, either as laborers, owners, or merchants. 
    
  d6 Location 
  1. Fish Market. Daily loads of fish come in from 
  fishermen’s boats for sale here, while dried fish are 
  also sold in numbers. This is a place of wheeling 
  and dealing by fishmongers, who buy and trade in 
  what is freshest each morning. 
  2. Djaffar the Herbalist. Djaffar Assad is an elderly 
  wise man, an herbalist and apothecary who has a 
  collection of herbs and medicines that range from 
  the common to the extraordinary. 
  3. Fruit Market. Fresh fruit from the orchards around 
  Selindra make their way to this daily market and its 
  stalls. 
  4. The Temple of Astarte. The cult of Astarte is 
  ancient in Selindra, and remains influential. By 
  agreement with the Church of Hecate, Astarte’s 
  temple remains in Selindra, where her priestesses 
  serve not only as temple prostitutes to fill the coffers, 
  but also as mercenaries serving the goddess’ role as 
  a goddess of war. Most often, however, she is 
  worshipped as a fertility goddess by the farmers 
  and fishermen of Selindra, and serves to bless their 
  bounty each season. 
  5. The Golden Apple Tavern. A homey, rustic 
  tavern, this place has cheap, simple fare for people 
  not interested in rooms or finery. It is a good place 
  to meet with simple, rustic folks. 
  6. The Lighthouse. A simple lighthouse helps guide 
  trade around the mouth of the River Selintan. It 
  remains used and maintained by the Navigators’’ 
  Guild as a service to the city. 
   
  THE RIVERFRONT 
      The river docks on the southern side of the River 
  Selintan are part of the barge traffic inland leaving the 
  city. This bustling area is filled with foot traffic, 
  stevedores, porters, and barge handlers who work 
  hard, drink hard, and leave the city quickly. 
    
  d6 Location 
  1. The Happy Eel Tavern. A rough and tumble 
  tavern catering to laborers along the river. They 
  serve hard drinks for men who want to get drunk 
  fast, and they don't tolerate having any interesting 
  characters around to give the joint "atmosphere". 
  2. Warehouse. Warehouses are very common along 
  the river docks. 
  3. Stevedores’ Guildhall North. The Guild controls 
  what cargo goes onto and off of barges. They get a 
  cut of all river traffic, legal or illegal, as a result. 
  They enforce their monopoly both through labor 
  stoppages and sabotage. Rarely, they send thugs, 
  too. Rumor has it that they also give a cut to a major 
  crime lord. 
  4. Severian’s Barge and Boat Repair. Known as 
  the best at what he does, and has many clients 
  among the river traders. He is serious and devoted. 
  He is also known as an aid to smugglers, but only 
  talks to those he knows and trusts. 
  5. Jovialus the Black. A former centurion, dismissed 
  from service due to some questionable interactions 
  with natives on the southern border. He is ruthless 
  and stingy, but beloved by employers for finding 
  cheap short-term labor for unpleasant jobs. He also 
  runs several press gangs to help his recruitment 
  efforts. 
  6. Honest Hari’s River Supplies. An outfitter who 
  will sell any number of goods, though his goods are 
  often either shoddy or of questionable origin. He 
  won’t answer questions about where his supplies 
  come from, or tell others who he sold to, which 
  makes his goods attractive to the right kind of 
  customer. 
   
  THE WATERFRONT 
      The southern ocean docks are the center of a 
  different sort of trade, though the sort of rough 
  customers here are similar to those on the riverfront. 
    
  d6 Location 
  1. The Tipsy Mermaid Tavern. A dive, filled with 
  dockworkers and foreigners. The place is frequently 
  the site of gambling, brawling, and criminal 
  dealings. 
  
  2 
  2. Warehouses. Warehouses are very common 
  along the waterfront. 
  3. Shipbuilders’ Guildhall. The shipbuilders have a 
  great deal of power in the city, and are closely 
  allied to the bankers. They control access to the 
  merchant trade and ability to get into the ocean. 
  They are wealthy and deeply influential. 
  4. Navigators’ Guildhall. The navigators are able 
  to control sea trade by making sure that no one can 
  get across the ocean without access to maps and 
  navigators. Ships are not allowed to sail in or out of 
  the city without a guild-approved Navigator, which 
  earns them money and control. 
  5. Shipyards. This is where ships are built and 
  repaired. 
  6. Stevedores’ Guildhall South. The Guild of 
  Stevedores controls what cargo goes onto and off 
  of barges. They get a cut of all sea traffic as a 
  result. They enforce their monopoly both through 
  labor stoppages and sabotage. Rarely, they send 
  thugs, too. Rumor has it that they also give a cut to 
  a major crime lord. 
   
  RED LANTERNS 
      Located outside of the walls of the city, the Red 
  Lanterns district is a small section of buildings 
  dedicated to vice and general lawlessness. The city 
  watch turns a blind eye to this place, but that also 
  means it is unpatrolled and potentially dangerous. 
   
  d6 Location 
  1. The Gold Lilly. The Gold Lilly is a high-class 
  brothel with a variety of goods. It is clean and well 
  cared-for, but does not cater to any unusual tastes. 
  The Lilly provides food, drink, and entertainment 
  along with its services. 
  2. The Silk Slipper . The Silk Slipper is the rival to 
  the Gold Lilly. Its women are a bit less attractive, its 
  rooms a bit dingier, its prices a bit lower, its services 
  less developed, and more options for exotic tastes. 
  3. The House of Fortuna. This casino serves high 
  rollers in games of chance of all sorts. The place is 
  heavily armed and backed by major crime bosses. 
  4. The Three Lotuses. The Three Lotuses is a drug 
  den, where users of lotus powder go to obtain the 
  drug and forget their world. The clients are both 
  wealthy and poor, the business lively, and the fates 
  of those who find their way here usually increasingly 
  grim. 
  5. The Two Dogs Tavern. Two Dogs is a seedy 
  tavern, known for its animal fighting pits and its 
  ruthless crowd of drug-dealers, crime-lords and 
  thugs. 
  6. The Slave Market. The Slave Market is operates 
  freely, largely selling slaves captured on military 
  campaigns as spoils of war, though slaves from 
  distant lands like Cathay to the east or Kush to the 
  south can be found here, too. 
   
  DOWNWIND 
      Downwind is the poorest of neighborhoods of the 
  city, but it isn’t truly in the city. It’s a shantytown 
  outside of the walls of the city. It is filled with the 
  poorest of the poor, industries too noxious or foul to 
  exist within the walls of the city, and to the city’s 
  necropolis. It is unpatrolled, overrun with crime, and 
  largely controlled by the Beggar King of Estarion, 
  Shariq Al-Bassad and the criminal gang known as the 
  Hawk Masks, who patrol the city in their distinctive and 
  eponymous masks. 
    
  d6 Location 
  1. Garbage Pits. The garbage pits to the north of 
  Downwind are maintained by the Garbage Men, 
  who scavenge among the refuse and regularly 
  burn it to make room for more. 
  2. Ibn Fazl. Ibn Fazl is a criminal healer who helps 
  those who need healing. He also uses his skills to 
  conduct experiments on living subjects. He is a 
  cruel and vicious man and a born sadist. 
  3. The Night Market. The Night Market is the city’s 
  illicit trade center, a black market where any sort 
  of good, particularly illegal ones, is available. 
  4. The Green Skull. The Green Skull is the worst 
  shit-hole tavern in the city, serving a watery stew 
  made of mystery meat, watered-down beer, and 
  sour wine. It is a wretched hive of scum and 
  villainy, a place where illegal deals are sealed all 
  of the time. 
  5. Tenements. Downwind is filled with tenements and 
  flophouses. 
  6. Necropolis. The necropolis is where the city’s 
  dead are buried on the western edge of 
  Downwind, in a walled open-air city of the dead on 
  a hill just outside of the Salt Marsh. 
   
  THE SALT MARSH 
  West of Downwind is a brackish marsh. Smugglers, 
  criminals, goblins, and hermits frequent the Salt Marsh. 
  In addition, the marsh is filled with dreaded salt 
  spiders, leeches, giant rats, and bloodsucking needle-
  bats. 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Savage Swords of Athanor (SW)/Glory Road (Savage Swords of Athanor Periodical)/Glory Road 03.pdf