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  LANGUARD LOCATIONS: HIGH CITY 
  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: High City presents ten 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.  
  Designed for use with any edition of the world’s most popular roleplaying game. 
   
  C R E D I T S  
  Design: Creighton Broadhurst, Jeff Gomez, Steve Hood, Amber 
  Underwood and Mike Welham 
  Development: Creighton Broadhurst 
  Art: William McAusland, Bradley K. McDevitt and Matt Morrow. 
  Some artwork copyright William McAusland, used with 
  permission. 
  Cartography: Tommi Salama 
  C O N T E N T S  
  Credits ..................................................................................... 1 
  Contents .................................................................................. 1 
  System Neutral Edition ............................................................. 1 
  Noble Families of Ashlar ....................................................... 2 
  High City Locations ............................................................... 3 
  H5: Anku Sennra’s Fine Diamonds and Other Gemstones....... 4 
  H6: High Bank ....................................................................... 4 
  H7: Miya’s Stables ................................................................ 5 
  H8: Kilpikonna’s Fine Baked Goods ........................................ 5 
  H9: Dragonheart Tavern ....................................................... 6 
  H10: Old Mother Grumm’s.................................................... 6 
  H11: Needle’s Poise .............................................................. 7 
  H12: The Emerald Medusa .................................................... 8 
  H13: Pharran’s Shroud .......................................................... 8 
  H14: The Ruby Plate ............................................................. 9 
  ©Raging Swan Press 2018. 
   
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome to this Raging Swan Press System Neutral Edition Village 
  Backdrop. Herein you’ll find evocative, inspiring text designed to 
  help you—the busy GM—run better, quicker and easier games.  
   
  This book is compatible with most fantasy roleplaying games. 
  It’s impossible to create a truly system neutral book, though, and 
  some generic game terms—wizard, fighter, human, elf and so 
  on—lurk within. These generic terms are easily modified to the 
  GM’s system of choice.  
   
  One special note about the NPCs in this supplement. While 
  some are wizards, fighters, clerics and so on, others are simply 
  normal folk. Because different game systems handle normal folk 
  differently we’ve made no attempt to note their “class” leaving 
  them simply as “female human” and so on.    
   
  If you enjoyed this book, please consider leaving a review. 
   
  If you didn’t enjoy this book, did you know Raging Swan Press 
  offers a money back guarantee? 
   
  The moral right of Creighton Broadhurst, Jeff Gomez, Steve Hood, 
  Amber Underwood and Mike Welham to be identified as the 
  author of this work has been asserted in accordance with the 
  Copyright Designs and Patents Act 1988.  
   
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
   
   
  
   
  2 
  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.  
  N O B L E  F A M I L I E S  O F  A S H L A R  
  Family Nenonen rules Ashlar as they have done since the 
  wandering adventurer, Arndul Nenonen, founded the 
  duchy. Lesser houses hold sway over their own fiefdoms. 
  Such noble families all maintain townhouses in 
  Languard for when they must attend the capital. 
  Ashlar’s noble families include: 
   
  Gall: This wealthy house rules over the 
  town of Dulwich. Its patriarch, Wido Gall, 
  has 
  designs 
  upon 
  the 
  village 
  of 
  Longbridge. 
   
  Issakainen: Led by the dour, but 
  powerful, Ilmari Issakainen, this noble 
  house rules Wellswood and has an alliance 
  with the dwarf clan of Erdikr (who dwell in their 
  subterranean hold—Don Galir—below the 
  village proper). 
   
  Lankinen: 
  The 
  benign 
  Lankinens 
  rule 
  Kingsfell from their fortress-home, Vigil. The 
  paladin Mira Lankinen leads the family. 
   
  Lorsch: Led by Hilduin Lorsch, the 
  scheming (and poor) family Lorsch of 
  Woodridge covet the village of 
  Longbridge and control over the 
  trade passing through that 
  village. They are rivals of 
  house Gall. 
   
  Oksanen: 
  The 
  elderly 
  lord 
  Benjam 
  Oksanen 
  rules 
  the 
  backwater 
  town 
  of 
  Dunstone. 
   
  Vuolle: Dwelling in the dismal costal village of Coldwater, the 
  Vuolles are a diminished, faded line. Now only Elina Vuolle 
  remains and, if rumours are true, she would sell her title to escape 
  her foreboding 
  and depressing 
  home. 
  
  3 
  H I G H  C I T Y  L O C A T I O N S  
  G2 River Gate1: These two towers oversee all river traffic. 
  G4 Duke’s Gate1: The least-used of Languard’s gates. Only those 
  traveling northwards use this gate. 
  H1 Castle Languard1: Family Nenonen’s seat. 
  H2 High Market1: Those with a taste for the finer things in life 
  come to High Market.   
  H3 Urmas’ House1: The aged sage Urmas—one of Ashlar’s 
  greatest authorities on Gloamhold—dwells here. 
  H4 The Dreaming Spires1: Ashlar’s centre of learning, the library 
  here is only matched by that held at the Black Tower. 
  H5 Anku Sennra’s Fine Diamonds and Other Gemstones: Offering 
  the finest gemstones, this shop has a surprising link to Low City. 
  H6 High Bank: One of the best protected buildings in Languard, 
  here many nobles keep their wealth.  
  H7 Miya’s Stables: Stables for the well-to-do visitors to the city 
  who might have “strange” or “atypical” steeds or pets. 
  H8 Kilpikonna’s Fine Baked Goods: This bakery of renown is also 
  where the assassin Ohto Paivanen plies his trade. 
  H9 Dragonheart Tavern: A favourite among nobles for its wide 
  and every-changing menu, the Dragonheart is always busy. 
  H10 Old Mother Grumm’s: Here can be found for sale tasty 
  pastries of all descriptions…and magical potions.  
  H11 Needle’s Poise: The finely tailored clothes on offer here are 
  the best in Languard. 
  H12 The Emerald Medusa: A popular eatery and festhall, the 
  Emerald Medusa was once the Medusa—a caravel now 
  permanently moored in Languard. 
  H13 Pharran’s Shroud: This high-end brothel, is famed for the 
  decadent—and expensive—pleasures on offer within. 
  H14 The Ruby Plate: This open-air eatery is famed for its weird, 
  but not always wonderful, food. 
  T2 The Father’s Hall1: A cathedral dedicated to Conn’s worship 
  and the centre of his faith in Ashlar. 
  T3 The Great Forge1: A clamour of noise and smoke perpetually 
  rises above Abarin’s temple-forge. 
  T4 Watcher’s Spire1: A fortified temple dedicated to Darlen.  
   
   
   
   
   
  1: See City Backdrop: Languard.
  
  4 
  H 5 :  A N K U  S E N N R A ’ S  F I N E  D I A M O N D S  
  A N D  O T H E R  G E M S T O N E S  
  Anku has the best gemstones in Languard, as long as you don’t 
  ask too many questions. Her small, but fabulously well-equipped, 
  shop shows no hint of skulduggery. Dig a little deeper, however, 
  and you’ll find a network of thieves and informants throughout 
  High and Low City alike. Most of Anku’s patrons suspect the truth 
  (particularly if they recognize a neighbour’s gemstone for sale) 
  but feign ignorance in exchange for better prices. 
   
  Anku is careful to leave no trace of her dealings. Given the 
  store’s prestigious location on Market Street, she never meets her 
  contractors here. Instead, Anku dresses in a black shawl and 
  makes her way down to the Mixing Pot tavern (location L5) to 
  organize heists and collect gems. 
   
  Shopfront: The shop is small, but the white marble 
  countertops shine with obvious care. A few small gemstones sit 
  behind thick glass, illuminated by candles and mirrors. These 
  gems are nothing more than a taste of what Anku keeps in the 
  backroom. 
   
  Second Floor: The “good stuff” is kept in a locked iron vault 
  worthy of High Bank. By keeping illicit goods hidden, Anku 
  minimizes the risk of a patron recognizing their stolen stones. 
  N O T A B L E  F O L K  
  § 
  Anku Sennra (LE female human) grew up a servant’s daughter 
  in High City but spent her time with the poor in the Shambles. 
  She acted as a fence for Jere Millo, eventually earning enough 
  money to purchase her shop. Silver-tongued and raven-haired 
  with an ageless face, Anku can switch between charming and 
  brutally cold at a moment’s notice. 
  § 
  Jere Millo (NE male human) is Anku’s partner and part-time 
  lover. Jere is a life-long social climber with blackmail material on 
  nearly everyone me meets. Slick, strange and always smiling, 
  Jere hangs around the shop with two bodyguards and whistles 
  at passers-by through bone white teeth. There’s nothing Jere 
  likes more than watching his henchmen beat a debtor to a pulp. 
  H O O K S  
  § 
  A wealthy diplomat from a foreign land arrives in Languard with 
  a ruby the size of a fist. Anku wants the gem, but it is embedded 
  in the diplomat’s chest. 
  § 
  A mansion vault was burglarized, but only a single flawless black 
  diamond was stolen. Some suspect Anku, but don’t have the 
  evidence to press charges. 
  H 6 :  H I G H  B A N K  
  Many fortunes flow through Languard, and most of them spend 
  time in High Bank. Situated next to Castle Languard and equipped 
  with nearly as many guards, High Bank stores and invests High 
  City’s wealth. Ironically, the richest place in Languard is perhaps 
  the least ostentatious—the black marble façade is as severe and 
  humourless as the stone-faced employees. High Bank is the 
  ultimate ambition of every thief in Languard, but if anyone has 
  successfully plundered its reputedly impregnable vaults they have 
  kept their mouths shut. 
      Ground Floor: The interior is dully lit by wax candles and oil 
  lamps which drip onto the black marble floor. After entering, 
  visitors wait on hard velvet benches in a stifling hot room. When 
  the bank is ready, the patron is summoned to a small office to 
  discuss matters. When their business is concluded, the patron is 
  escorted from the building. There are no warm welcomes or 
  friendly exceptions here.  
      Underground Vaults: There is no single vault in High Bank. 
  Instead, the wealth is subdivided into three dozen iron 
  compartments, all connected by a web of twisting stone passages. 
  High Bank employs ten guards to roam these halls in pairs. The 
  vaults doors themselves are of the highest calibre, thick iron 
  portals which would take a skilled thief hours to defeat. A lead-
  lined compartment of water surrounds the entire underground 
  complex area. If a would-be burglar punctures this liquid barrier, 
  the water slowly drains away and sets off numerous alarms. 
  N O T A B L E  F O L K  
  § 
  Tacitus Greev (LN male human) is as cold as the wealth he 
  oversees. His thin face is pale from years underground. As the 
  current Manager of High Bank, Tacitus suffers no break from 
  protocol no matter the circumstance. 
  § 
  Antero Kaapo (LE male human fighter 5) is a brute, but well 
  suited for his role as Captain of the Guard. He revels in inflicting 
  pain on his lessers, and thoroughly enjoys catching and 
  punishing criminals. Antero rose through the ranks of the 
  watch, and now lords his august position over his minions. 
  H O O K S  
  § 
  A mysterious outsider is planning an impossible heist of high 
  High Bank. If the PCs can find the outsider, they can either join 
  in the heist or prevent it from happening. 
   
   
  
  5 
  H 7 :  M I Y A ’ S  S T A B L E S  
  These stables quarter mounts for the well-to-do. Obviously, the 
  High City’s rich residents won’t stand for horses wandering the 
  streets and won’t hitch their animals outside a tavern like the hoi 
  polloi, so this is a frequent stop for wealthy visitors.  Miya Orava, 
  a retired human druid, owns the stables and tends to animals and 
  exotic mounts quartered here. 
   
  Miya has carved out a little patch of land upon which her 
  charges roam. Due to the value or bizarre natures of the mounts, 
  she or one of her grooms accompanies creatures set loose from 
  the stables. Miya owns two horses—one abandoned at the 
  stables and the other taken from an abusive owner—and offers 
  free riding lessons to youngsters when she is not otherwise 
  occupied with her duties. 
  T A R I F F  
  § 
  Stabling: Dog or other small animal 5 sp/day, horse or other 
  large animal 1 gp/day, exotic animal or creature 2–5 gp/day. 
  N O T A B L E  F O L K  
  Miya employs seven young women and men as grooms (most of 
  whom are unremarkable commoners) and slyly attempts to 
  inculcate a love of nature in their breasts—she grows old and 
  know she must soon find a successor to take over her business. 
  § 
  Miya Orava (N old female human druid 5) is a former 
  adventurer from a distant land who arrived here after her final 
  expedition. Taken by the parade of horses, riding dogs and 
  other unusual creatures serving as mounts, she settled down. 
  Her husband died two years ago, and she has thrown herself 
  into maintaining the grounds and caring for her charges. She 
  closed off one of the stalls and uses it as modest living quarters, 
  so she can keep watch over her clients’ mounts. Miya dresses 
  smartly in hues of bright green and brown and takes a business-
  like attitude when negotiating fees. She turns away obviously 
  abusive or neglectful owners and conspires to liberate their 
  animals from them. 
  § 
  Jarno Vähänen (CN male halfling thief 1) is on the run from 
  thugs to whom he owes money and pretends to be a teenage 
  boy while serving as a stablehand. Despite his dodgy 
  background, he has proven himself Miya’s most skilled worker. 
  H O O K S  
  § 
  Miya has learned the Dragonheart Tavern has a captive griffon 
  which the tavern will cut up into steaks two days hence. She 
  implores the PCs to rescue the beast and offers a considerable 
  reward from her own savings for its release. 
  § 
  A wealthy customer’s horse disappeared from the stables 
  overnight. Evidence suggests the horse burst out of its stall, but 
  Miya suspects otherwise and asks the PCs to investigate. 
  H 8 :  K I L P I K O N N A ’ S  F I N E  B A K E D  G O O D S  
  Standing near High Market, Kilpikonna’s exudes pleasant aromas 
  at all hours of the day. This two-storey bakery employs several 
  expert bakers as well as employees from other districts to help 
  with mundane tasks. Kilpikonna’s offers an assortment of typical 
  cakes, pies and other pastries, but Mirja Kilpikonna prides herself 
  on her and her staff’s ability to promptly satisfy special request, 
  (for suitable recompense). 
   
  While Kilpikonna’s would be a prime target for freelance 
  assassins who use poison, but Mirja is ever vigilant. The assassin 
  Ohto Paivanen already uses the bakery as cover for his activities 
  and ensures no outsiders use the location to get to their mark. 
  Mirja alone knows a frequently changed codeword which 
  customers can use to gain Ohto’s attention. 
   
  The bakery is a centre for other shady activity. Mirja uses her 
  confections to send coded messages, or to hide items useful for 
  jailbreaks—for which she charges a ransom, since she considers 
  this use of her creations a bad show. A private room in the 
  building’s second storey is available for clandestine meetings. 
  T A R I F F  
  § 
  Drink: tea (cup) 2 sp, tea (pot) 1 gp. 
  § 
  Food: cake or pie (slice) 5 sp, cake or pie (whole) 2 gp, special 
  request (completed within 24 hours) 5–10 gp. 
  N O T A B L E  F O L K  
  Mirja’s wares command high prices, which allows her to staff the 
  bakery most of the day. Most of the cakes and pies are prepared 
  overnight, so the bakery stays open to customers all hours. 
  § 
  Mirja Kilpikonna (N female human) served in the kitchens at 
  Castle Languard, where a distant Nenonen cousin noticed her 
  aptitude with pastries. The noble sponsored the opening of her 
  own bakery and soon returned to his own lands, leaving her to 
  her own devices. She surprised herself with her ability to 
  manage the bakery, but demand required her to engage 
  additional bakers and helpers to alleviate the pressures on her 
  time. 
  § 
  Ohto Paivanen (LE male human assassin 6) arrived at 
  Kilpikonna’s hoping to poison one of the cakes Mirja was 
  making for a client. She caught the assassin in the act, but Ofto 
  used his masculine wiles to weasel out of any legal 
  entanglements. He decided to remain and use the bakery as a 
  cover for his activities, which Mirja insists cannot be traced to 
  the business. The two are occasional lovers. 
  H O O K S  
  § 
  Mirja pays the PCs to deliver a cake in the hope they won’t 
  attract the suspicions of those watching her client. 
  
  6 
  H 9 :  D R A G O N H E A R T  T A V E R N  
  Excess money breeds a lust for unique experiences, and the 
  Dragonheart Tavern caters to culinary cravings. The proprietors 
  claim to be adventurers who travel the countryside to procure roc 
  breasts, bulette flank steaks and cockatrice eggs. One draw to 
  dining here is enjoying specially prepared food with potentially 
  lethal consequences. Whether the inn provides truly exotic meals 
  or uniquely flavoured deceptions is unknown. For the less 
  adventurous who don’t mind losing face by selecting them, 
  mundane yet well-prepared meals are also available. 
   
  As a notable tavern, this location serves as one of the High 
  City’s favourite public meeting places where business between 
  nobles and other well-to-do residents occurs. Rarely, tempers run 
  high and patrons come to blows. If opposing groups cannot 
  reconcile their differences, the inn’s guards break up fights in a 
  way that ensures no side receives preferential treatment. 
  T A R I F F  
  § 
  Drink: wine (glass) 1 gp, wine (bottle) 20 gp, whiskey (cup) 5 sp. 
  § 
  Food: meal (steak, roasted potatoes, cheese) 1 gp, exotic meal 
  (basilisk cutlets, poached cockatrice eggs, etc.) 5–50 gp. 
  N O T A B L E  F O L K  
  The Dragonheart Tavern employs numerous cooks, wait staff and 
  bouncers and has many regular customers. The owner and the 
  bartender are the most noteworthy people here. 
  § 
  Niilo Majatalonisäntä (NE male dwarf fighter 3/thief 2) 
  inherited the inn from his parents and seeks to honour the 
  neutrality they established here. However, he is not above 
  accepting gold to ensure a dining experience is fatal. 
  § 
  Herrta Syöksyhammas (N female half-orc) was spotted by Niilo 
  chopping wood. He hired her as a guard, but she proved to be 
  an excellent bartender; despite the initial reaction her outward 
  appearance may engender, she gets customers to open up to 
  her. This makes her an excellent source of information about 
  High City. She freely supplies Niilo with this information but 
  shares it with others for the right price. 
  H O O K S  
  § 
  The PCs receive an invitation from an influential noble to dine 
  with her at the inn. The noble expects them to provide muscle 
  in case a touchy negotiation goes awry. As discussions progress, 
  it becomes obvious the deal is detrimental to the other party, 
  and they react accordingly. The PCs gain favour with their host 
  if they intervene on her behalf or earn a powerful enemy if they 
  decide to stand up for the other side. 
  § 
  Niilo asks the PCs to capture a basilisk alive, or, if they must kill 
  it, to do so within 24 hours of delivery. He promises a sizeable 
  bounty for the creature. 
  H 1 0 :  O L D  M O T H E R  G R U M M ’ S  
  Supplementing her baking skills with potion sales and spellcasting 
  services, Old Mother Grumm’s is a favourite among locals and 
  adventurers alike. From sticky toffee to bespoke potions, many 
  things can be found for sale here. 
   
  Inside: Bearing a slightly weird name this small shop has an 
  even weirder interior. Bubbling cauldrons and alembics steam 
  alongside large ovens and fantastically expensive glass cabinets. 
  Selling everything from fruit-cakes and sweets to potions of spider 
  climbing and elixirs of love Aila the proprietor is always scuttling 
  around the shop making things.  
   
  Counters filled with jars of sweets, tangled toffee sticks and 
  gingerbread men clutter the walls whilst a counter of baked goods 
  and sweet-meats dominates the far end of the room. Signs 
  proudly state all goods are homemade, many with ingredients 
  taken from the tiered garden covering the roof of the shop above 
  her small flat.  
   
  Aila is here from dawn till dusk supervising her three staff 
  (human female expert 1) who bake most of the goods found here 
  and spending her own time brewing potions. She offers bespoke 
  potion making as well as spellcasting services to people, usually 
  withdrawing to the roof garden to discuss such jobs with the 
  customer. The local urchins and beggars know Aila is a kind-
  hearted soul and watch over her in return for the sweets and 
  cakes she gives to them at the end of each day. Recently the shop 
  has become very popular with adventurers for her sugared trail 
  rations and raisin and cherry rock cakes. 
  N O T A B L E  F O L K  
  § 
  Aila Grumm (NG old female human magic-user 4) is a 
  diminutive old lady. She wears her hennaed hair in a bun and is 
  often covered in flour. She is good-natured and popular but 
  does not have the energy she once had. An old injury—a badly 
  fixed broken leg—aches fiercely when it rains and thus she 
  hates the winter. 
  § 
  Tiggy is Aila’s tubby flour dusted bobcat familiar. She is usually 
  asleep in the front window or sat by the door licking the 
  remnants of some sugary substance off her paws. Tiggy follows 
  Aila around if she leaves the shop floor.  
  I T E M S  F O R  S A L E  
  § 
  Drinks & Confectionary: tangled toffee sticks (bag, 2 cp), 
  gingerbread men (1 cp), sugared and fruited iron rations (week, 
  3 gp), sugary berry flavoured drinks (bottle, 2 cp). 
  § 
  Magic Items: philtre of love (300 gp), potion of climb (500 gp), 
  potion of diminution (500 gp), potion of growth (300 gp). 
  § 
  Spellcasting Services: Aila charges normal fees for spellcasting 
  services. 
  
  7 
  H 1 1 :  N E E D L E ’ S  P O I S E  
  Perfection has a price, and the renowned tailor of Needle’s Poise 
  caters to the few who can afford it. Airi Luoma’s shop is a two-
  storey stone-brick building, boasting two tall, fabulously 
  expensvie glass windows to display the shop’s offerings. Its 
  mannequins are decked with vibrant colours, silk brocade and 
  golden thread fit for nobility, but also practical leather and fur 
  garments designed for adventurers. This duality makes Airi an 
  intermediary between noble and adventuring society; she draws 
  noble attention to promising adventurers, and helps adventurers 
  find upper class patrons. 
   
  Ground Floor: The sales floor contains rows of mannequins, 
  each one garbed in a unique style. All of the clothing here is for 
  display rather than purchase, used to demonstrate Airi’s skill 
  and provide examples of different techniques and options. 
  A desk at the centre is staffed by Airi herself or one of 
  her apprentices who personally assists every 
  customer.  
   
  Basement: This is Airi’s workshop, a space 
  well lit with magic lamps to avoid fire and 
  heat. The workspace is filled with in-
  progress 
  garments 
  and 
  someone 
  is 
  always 
  working here, but 
  Airi 
  maintains 
  strict 
  order 
  and 
  tidiness. Customers may be invited in to try on 
  unfinished garments but are otherwise kept out. 
   
  Second Floor: Airi’s living quarters fill the 
  second floor, and they are out of bounds to most. 
  The comfortable sitting room, furnished with well-
  cushioned chairs, is only seen by trusted clients 
  and 
  friends. 
  When 
  Airi 
  needs 
  a 
  quiet 
  environment to educate adventurers on niceties 
  or speak about private matters, she sometimes 
  brings them here. 
  N O T A B L E  F O L K  
  § 
  Airi Luoma (NG middle-aged female human) 
  Airi is elegant and creative; she is proud of 
  her work and responds enthusiastically to 
  any interest in fashion or her techniques. If 
  she thinks an adventurer has promise, Airi 
  offers them education on fashion and 
  etiquette, and will bring them to the 
  attention of nobles. Anyone who 
  accepts may get more than they 
  bargained for: Airi is a 
  demanding teacher. 
  H O O K S  
  § 
  One of Airi’s apprentices approaches the PCs and invites them 
  to her shop. A noble has taken interest in them but wants them 
  presentable before they meet. Airi has already been paid for 
  their attire but needs to take their measurements and quickly 
  teach them proper etiquette. 
  
  8 
  H 1 2 :  T H E  E M E R A L D  M E D U S A  
  Once a large multi-decked sailing ship, The Medusa is a popular 
  eatery and festhall permanently moored in Languard famed both 
  for its food and “enchanting” evening dances. The vessel is 
  named—unsurprisingly—for its intricately sculpted medusa 
  figurehead which now stands prominently on deck. The medusa 
  holds intricately carved—magical—lens amid its beautifully 
  carved, breathtakingly realistic writhing snake-hair. 
   
  A place for nobles to meet the Emerald Medusa is the perfect 
  place to discuss adventures or plot intrigue. Moored close to the 
  docks it has several ornate gangplanks leading up to the main 
  deck. Here small bands of musicians play beautiful, music under 
  wide canvas canopies.  
   
  Below Decks: Here the choicest tables offer a view of the river 
  and bay through finely made portholes. Larger tables set into the 
  main hold provide space for larger groups to dine.  
   
  Nightly Entertainments: Each night, a presentation of 
  beautifully crafted food, from swordfish baked in rock-salt to 
  venison with exotic plum sauce is made at the eighth bell. It is 
  customary for the person inviting others to pay for the meals. 
  Many adventurers are invited by aspiring nobles to show off their 
  wealth and social superiority.  
   
  The medusa figurehead is positioned so that its large 
  enchanted glass lenses watch over the dancing crowds below and 
  periodically emit beams of twinkling light to which dancers must 
  freeze when they are touched. As the night goes on more and 
  more lights are emitted making the dance around the pretend 
  statues harder and harder. The last person dancing at midnight 
  wins access to the Captain’s Table—a private dining room much 
  in demand among Languard’s elite.  
  N O T A B L E  F O L K  
  § 
  Mira Rantanen (NG middle-aged female magic-user 3) owns the 
  Emerald Medusa. She is popular among Languard’s elite, who 
  vie with each other to win her favour. She is friendly, but a 
  shrewd judge of character.  
  T A R I F F  
  A favourite among nobles the food and wine cater to the desires 
  of the upper class and wealthy adventurers. 
  § 
  Evening entertainment (includes food, drink and dancing) 30 gp, 
  elven wines and sweetmeats 50 gp, light meal on deck 10 gp. 
  H O O K S  
  § 
  The party is asked to attend the ship to help a young noble win 
  the dance contest. 
  § 
  In a strange turn of events, a dancing couple are turned to stone 
  during the nightly dance below decks. Mira asks the PCs to 
  discover why as she fears foul play and can’t trust any of her 
  customers to get to the bottom of the matter.  
  H 1 3 :  P H A R R A N ’ S  S H R O U D  
  This large townhouse serves as a high-end brothel, providing a 
  wide range of services to Languard’s powerful and wealthy. Run 
  by Pharran, a tall silk-shrouded lady of unknown origin, “The 
  Shroud” as it known to the locals serves the needs of the rich and 
  noble. All the workers wear ornate face masks to hide their 
  identity and it is rumoured some of the workers are nobles’ sons 
  and daughters sating their lusts amongst the common folk.  
   
  Ground Floor: Well-made oak doors set with leaded glass and 
  silken drapes are watched by burly well-dressed guards. Beyond 
  lies a large entry hall and several rooms dedicated to meeting 
  people and serve food and drinks all night at a reasonable price.  
   
  Upper Floors: A balcony overhangs the ground floor on which 
  the working girls and lads, known as “Masques” strut about. 
   
  Curtained archways lead further into the building where 
  many different themed rooms—from elven boudoirs to 
  sumptuous palaces—are available. Most themed rooms are 
  rented for the night; smaller rooms are available for short periods.  
   
  The “Dungeons”: Concealed doors lead to hidden stairs that 
  descend into dimly lit chambers below the house. Here Varg, a 
  large half-ogre of immense proportions, manacles and throws 
  customers into curtained off cages to await the intentions of their 
  masque. Whilst frightening to some this is all part of the show. 
  T A R I F F  
  § 
  Masques: normal masque 2 gp, “specialist” masque 10 gp. 
  § 
  Rooms: small room 1 gp/hour, themed room 5 gp/hour, the 
  “Dungeons” 10 gp/hour. 
  N O T A B L E  F O L K  
  § 
  Pharran (NG [fe]male human cleric 5) is actually Silas 
  Morganstern a male priest of the god of love using the 
  trademark shroud to disguise his appearance. Being a good 
  person at heart he donates a large amount of his earnings to 
  local charities and invests in local businesses. As Silas 
  Morganstern, he is a popular gentleman in the area. 
  § 
  Varg (N male half-ogre fighter 3) is massively strong and prefers 
  to be in a state of undress. An impressive sight, his presence is 
  incredibly intimidating to those not used to violence.  
  H O O K S  
  § 
  A local noble is enraged that his son works at the Shroud. He 
  seeks information on his son’s activities in a clandestine manner 
  and hires the PCs to make discreet enquiries. 
  § 
  A well-to-do potential patron wishes to meet the party at the 
  Masque. He is an idiot and thinks meeting in the Dungeons will 
  be atmospheric.  
  
  9 
  H 1 4 :  T H E  R U B Y  P L A T E  
  Roaring fire bursts from pans, knives flip through the air and 
  colourful arrangements adorn plates in this open-air restaurant. 
  Thick wooden columns, and a mess of tables, surround Jalo’s 
  central cooking station; a shingled roof keeps out the elements. 
  The sizzle of frying fat and the aroma of dill and chives float from 
  its corner of Market Street, enticing market-goers to come see the 
  spectacle. This is The Ruby Plate, pride of cook and proprietor Jalo 
  Rinne. 
   
  Jalo strives to provide something unique, and it doesn’t stop 
  at his constant showmanship; the menu changes day to day as 
  Jalo buys exotic and bizarre ingredients and cooks meals he may 
  never be able to prepare again. Truth be told the quality of the 
  food suffers from this, but the opportunity to try sea-serpent 
  meat, shrieking mushrooms and ankheg legs keeps customers 
  coming back. 
  T A R I F F  
  The Ruby Plate’s menu is unreliable, changing from day to day. 
  The following meals are examples of what it might serve. 
  § 
  Food Glow pie [savoury game pie with phosphorescent fungus 
  sauce for the glow] 6 sp, stone-egg pastry [pastry with rice and 
  cockatrice-egg filling] 8 sp, sealord platter [giant crab leg, fish 
  stew and fresh bread] 1 gp. 
  § 
  Drink Assassin wine [assassin vine berry wine] (bottle) 10 gp, 
  oozing mead [diluted gelatinous cube acid, milk and honey] 
  (pitcher) 1 gp. 
  N O T A B L E  F O L K  
  § 
  Jalo Rinne (LN male human) is an exuberant and outgoing and 
  engages customers and passers-by with a cheerful patter. He is 
  optimistic 
  and 
  confident, 
  sometimes 
  overly 
  so; 
  he 
  underestimates the difficulty of tasks and throws himself into 
  projects beyond his ability.  
  H O O K S  
  § 
  Keeping the Ruby Plate supplied with intriguing dishes is a 
  challenge, so Jalo leans on adventurers to help him. If the PCs 
  dine at The Ruby Plate, Jalo quietly offers to buy any interesting 
  ingredients they come across for a small sum. He’ll buy anything 
  fit to eat, whether monster meat or magic fungus. 
  § 
  A dire boar was spotted a few days away from Languard, and 
  Jalo yearns to make a feast of it. He speaks of it to every 
  adventurer who passes by, including the PCs. Jalo’s enthusiasm 
  and the substantial reward he’s offering for the boar is sure to 
  turn the hunt into a competition. 
   
   
  
   
  10 
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  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  Languard Locations: Low City. ©Raging Swan Press 2018; Author: Creighton Broadhurst, Jeff 
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