TEXT: The Glory Road 
  Issue 2 
  Neighborhoods of Estarion, Pt. 1 
  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 
   
  ESTARION:  THE CITY 
  Estarion is crowded, with few paved streets. Buildings mix trade space with residential, with residences above 
  shops. Structures are typically two to four stories, made of mud and brick with flat roofs, often with gardens atop the 
  buildings. Wealthy homes may be made of brick and stone, and wooden construction is rare. Overall, Estarion has a  
  Mediterranean feel, with hot, dusty, crowded streets. Tunnels riddle the earth under the city, mostly the remnants of 
  older cities that were built over, but there were also sewers, basements and caves — some secret, built by criminals and 
  cultists to hide their work — and others just forgotten. 
   
  Social stratification is normal. Not only do 
  people of wealth and standing have greater rights and 
  protections under the law, but sumptuary laws prevent 
  people from even seeming like they are of higher social 
  classes by penalizing the use of titles or even clothing 
  of a higher social class. Armor and weapon are 
  theoretically controlled, but the law is loosely enforced, 
  particularly in poor neighborhoods. However, the city 
  watch and Imperial centurions are gladto harass 
  anyone equipped for violence leading many thugs, 
  criminals, and commoners to equip themselves with 
  ‘tools’ which serve as weapons in a pinch: hammers, 
  chisels, and so forth… at least in areas where the 
  guard still maintains a strong presence As a 
  consequence, weapon smuggling is big business for the 
  various gangs and criminal syndicates. 
  To choose a random neighborhood, roll 1d8:  
   
  1. Selindra 
  2. The Old City 
  3. The Second City 
  4. The New City 
  5. The Riverfront 
  6. The Waterfront 
  7. Red Lanterns 
  8. Downwind.  
   
      The River Selintan runs north of the main 
  city, with a bridge crossing the river between the Old 
  City and Selindra. Estarion sprawls from the river over 
  the tip of a small peninsula, with ocean to the east and 
  south, seeing river barge traffic to the north, along the 
  Selintan, and ocean ships along the waterfront to the 
  south. A wall protects the edges of the city except for 
  the riverfront, the waterfront, Red Lanterns, and 
  Downwind, with a moat outside the western wall as 
  well, red by the Selintan and flowing down to the 
  ocean. West and southwest of Downwind there is a 
  swamp, the Salt Marsh, home to smugglers, alligators, 
  huge rats, giant spiders, and all manner of human 
  scum. 
   
  THE OLD CITY 
  The site of the original trade city of Estarion, 
  the Old City is built of stone, with flat-roofed houses 
  and shops, typically of two or three stories. The streets 
  in the old city tend to be winding, narrow, 
  cobblestone, and without easy drainage. 
    
  d6     Location 
  1. 
  The Palace. The imperial governor, Prince 
  Lucius Martellus’ palace. He sees petitioners 
  once a week, as chosen by his councilor, Marius 
  Escandar. This is well guarded by a garrison of 
  Imperial Centurions. 
  2. 
  Temple of The Olympian Twelve. The most 
  powerful religious faction in the city, but lacking 
  in the traditional value of the temple of Hecate. 
  Hecate was the patroness of Estarius, and thus is 
  the patroness of the city that bears his name. Her 
  priestesses have since had the ear of the city’s 
  princes. 
  3. 
  The Gem Market: Jewelers meet here to trade 
  gems and precious metals under heavy guard 
  every morning. 
  4. 
  The Court of Justice. The courts meet six days 
  a week. Court proceedings are by tribunal, with 
  Aquilan judges accountable only to the Prince. 
  The hangman’s noose, whipping post and stocks 
  are outside, but crucifixion happens outside of 
  the city, in view of Downwind. 
  5. 
  The White Dragon Inn. A wealthy and well-
  heeled establishment with rooms for traders of 
  status and food for the well bred. They do their 
  best to keep out the riff-raff. 
  
  2 
  6. 
  The City Jail. Heavily guarded with tiny, 
  miserable cells and a continuous problem with 
  vermin. 
   
  THE SECOND WARD 
      The second phase of the city’s development, this 
  area has wider, more organized streets. The second 
  ward was built by and for merchants, and serves as the 
  heart of the city’s economy. 
   
  d6     Location 
  1. 
  The Grand Guildhall. The trade guilds 
  maintain a monopoly on training, certifying, 
  pricing, and distributing many kinds of craft 
  goods and skilled trades in the city. They are part 
  corporate monopoly, part trade union, and part 
  mafia family. Among the most influential guilds 
  are the guilds of stevedores, porters, and 
  blacksmiths 
  2. 
  The Three Lions Tavern. A respectable tavern 
  for merchants, tradesmen, and guild members, 
  the Three Lions is a clean place filled where 
  informal business is done regularly. 
  3. 
  The Temple of Hecate. The Temple of Hecate 
  is politically powerful, holding a historical 
  significance because Hecate is considered the 
  patron goddess of the city. Her temple is devoted 
  to her role as goddess of the moon, crossroads, 
  and learning. She is also considered a protective 
  goddess over homes, who brought prosperity 
  and blessings to homes. Her priestesses consult 
  with the prince, give blessings to different 
  factions, and guide policies that affect daily life. 
  4. 
  The Great Bazaar. This large open-air market 
  is an essential shopping area, where small 
  merchants maintain booths selling goods of all 
  sorts. Market stalls open every day, and remain 
  busy throughout the year. 
  5. 
  The Scola Magica. The Scola Magica is a 
  educational institution for the wealthy and 
  powerful. Part University, part school of 
  wizardry, the Scola Magica plays a key role for 
  magical investigations. 
  6. 
  The City Watch Armory. The armory is a 
  center of the city’s defenses. It is both a garrison 
  for soldiers and a storehouse for arms and 
  armor, a visible sign of the city’s commitment to 
  protecting the Second Ward. 
   
  THE NEW CITY 
      The westernmost of the city’s main wards, the New 
  City was expanded on in the last five decades, built as 
  the Empire sought to expand its interests eastward. The 
  plans never came to fruition, so the New City is home 
  to more foreigners, poor, and outcasts than other 
  portions of the city. 
    
  d6     Location 
  1. 
  The Sanitarium. Run by doctor Marcellus 
  Nonus, the city sanitarium treats the mentally ill, 
  with a focus on helping the poor and needy. The 
  Sanitarium seems to be preternaturally still, and 
  the people there very calm, though Nonus is very 
  enthusiastic about helping. In truth, it is a cover 
  for Nonus’ necromantic experiments on patients 
  he thinks will not be missed. 
  2. 
  The Shrine to All Gods. A simple shrine with 
  an altar to the Unknown God. The building is 
  maintained by the priesthood of the Olympians, 
  but serves as a placeholder for worship of any 
  god unknown or unrecognized by the Olympian 
  priesthood, and is used for worship by all 
  manner of people, particularly foreigners. 
  3. 
  The City Baths. The public baths are widely 
  used by working folk, in particular the local 
  Tarquai, for not only hygiene, but as a place for 
  sharing news and rumors. The place is divided 
  into the women’s baths and the men’s, and 
  sections of the baths are maintained for the 
  wealthy and the common. 
  4. 
  The Great Arena. The Aquilans are fond of 
  combat, and the Great Arena is where games 
  are held, sometimes between convicted criminals, 
  sometimes between professional gladiators, and 
  sometimes with wild animals or monsters. Some 
  fights are prizefights where no one dies, others 
  are full-on blood sports with fights to the death. A 
  great deal of gambling goes on behind the 
  scenes, and is key part of the games. 
  5. 
  The Farm Market. The stalls here sell produce, 
  meat, dairy and simple farm goods such as 
  soaps. The place is usually busy every day. This 
  is less a place of merchants than of farmers 
  earning extra cash. 
  6. 
  The Horse Market. The market sells horses and 
  beasts of burden as well as other livestock at a 
  daily auction.
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Savage Swords of Athanor (SW)/Glory Road (Savage Swords of Athanor Periodical)/Glory Road 02.pdf