Dungeons and Dragons RPG Settlement - Glantri City
The Principalities of Glantri
Settlement Overview - Glantri City
- Settlement Type: City (Capital)
- Location: Mystara, Continent of Brun, The Known World,
The Principalities of Glantri, Hex Gla(0,0)
- Ruler: Council of Princes
- Population: 39,200 residents
Unique Settlement Laws
Military
Organisations
Travel Routes
Tour Start
The nocturnal point of view, presented by Sir Boris Gorevitch-Woszlany, famous socialite
The fog is thick and the distant clamor of the city slowly dies out
in the night. The reflection of the golden glow of a magical street
lamp on the oily surface of the canal is cut by a passing gondola’s
bow. At the rear of the boat, a lonely figure slowly pushes on its
pole, whistling in the night. Finally the ghostly gondolier stops
under a street lamp next to a narrow marble stair on Manor Row. The
bell on Alexander Plaza eerily rings twice as half a dozen men
furtively walk out from the dark. One after another, they cautiously
step down and board the narrow, swaying boat. The night is cold and
the passengers pull their cloaks around them. Moments later, the
gondola slowly leaves, gliding quietly on the waterway.
One of the men sitting at the front leans over to his neighbor. “It
looks as though we are all here for the same reason.”
“So it seems,” answers the other, “and eager to learn more about this
strange city. I was at the Tower of Sighs yesterday. Have you been there?”
“I have,” says the first, and looks perplexedly up and down the canal
and at the gondola. “What an odd way to tour a city,” he continues.
“Frankly, I’m cold, and poling along the canals of this city just to see
old houses does not exactly appeal to me.”
“I agree. You’d think they’d provide some guide to explain what all these
monuments are,” replies the second. “Nor am I sure how safe this trip is.
Have you any idea of what may lurk in these waters?”
“Well, I never leave without my little companion here,” whispers the man,
tapping on the wand that bulges under his cloak.
A voice – smooth, aristocratic, and a little amused – rises from the rear:
“My dear, you’ve no reason at all to fear for your safety. You are my
guests, and absolutely safe; you can put your trust in me!”
All six passengers turn back and realize the gondolier is missing. In his
place now stands an elegant young man, wearing an elegant suit of silk set
off with pearls, white gloves and a red cloak. Behind him, the pole
continues pushing the gondola—all by itself. “I do apologize for appearing
before you in this manner, but a little discretion was necessary. And I
hope you don’t mind my little trick with the pole. Allow me to introduce
myself: I am Sir Boris, representing Prince Morphail here in Glantri. It
is my pleasure to guide you through our charming city.”
“As you’ve noticed, a striking feature of Glantri City is the fact there
are hardly any streets. Instead, we have many canals. They lead to the
rivers south of the city, the Isoile and Vesubia. So we sail along
between the buildings, comfortably seated, enjoying our ride. The city
has over three hundred fifty professional gondoliers, most of them
working during the day. Their fees start at 1 copper piece per ride in
the West Side to 1 dc in the Citadel and Nobles’ Quarters on more
comfortable gondolas. There are even some adorably elegant boats capable
of serving tea and pastries during a ride. How lovely, with their silk
curtains and velvet cushions… Of course, the wealthier citizens have
their own gondolas.
“Glantri is city of 39,200 residents, if we include both suburbs and the
city itself. On the other side of the Isoile River are a few farms and,
immediately after, a long series of rolling hills. On the other side of
the Vesubian River lie marshes for several hundred yards, beyond which
the land dries up. Many fanners live there; they bring their produce to
the city every day. There is little room to spare within the defensive
walls of the city, so many inhabitants have built their homes outside,
on the north and west sides of the walls, forming the suburbs. Beyond
are a large number of small villages and farms, boring places, if you
ask me.
“The walls and defensive towers around the city form a two mile arc
and extend to the rivers, but stop there. The city authorities found
that battlements would ruin the view from the city on its river side.
Of course, the canal entrances can be secured with a series of
watergates. When winter comes, the river usually freezes, which
leaves the south of the city unprotected. But the Great School of
Magic usually sends its most talented students to raise magical walls
there. In spring, when the ice breaks, the walls are dispelled and
the beauty of the scene is restored.
“Meanwhile, the poorer people travel on ice skates; sometimes the
wealthier do so as well, but only for amusement. Even in frozen
weather, the gondoliers are still in business: they mount their
vessels on skates and have them pulled by horses, dogs, sails or
even magic. The most famous winter gondolier is Prinz Jaggar’s,
which uses a tamed white dragon. Truly, the man has style.
“You probably wonder where the water in the canals comes from, since
it flows toward the rivers. Well, this is actually very simple. An
engineer from the Architect’s Cadre opened several small gates to
the plane of water and so supplied the city with an endless source.
No one now knows where the gates are, since they lie at the bottom
of various canals, underneath ten or twenty feet of murky waters.
“One more detail: the water in the Citadel Quarter never freezes,
except on Manor Row and on the School Channel. Perhaps some of the
gates are there, supplying warmer waters. This is fortunate, as
it’s best for this vital part of the city to be better protected
against thieves or creatures of evil intent.
“Notice the number of towers and the way the houses are built in
Glantri. All the buildings compete in elegance, with their
balconies, graceful galleries for boarding gondolas, statues and
gargoyles at the corners, high slanted roofs, turrets and
pinnacles. Stained glass is very popular because of the color and
the privacy it offers the occupants. Of course, the tower is a
sign of high social standing; they are usually inhabited by a
powerful user of magic, or a master in the art of alchemy or
arcane lore. Many of these towers are covered with layers of
bronze, brass, or, in the case of the Parliament, with thin sheets
of gold and silver. When the sun rises over the city, the view can
be breathtaking. Some of the older towers have a green hue because
the brass has tarnished over the years, but once in a while the
owners have the metal cleaned or changed.
“The city is divided in quarters that correspond to the general
type of inhabitants dwelling there and what they do, such as the
Citadel Quarter, for all that deals with government; there are
also the Nobles’, Business, Entertainers’, Port, Middle Class,
and West Side Quarters.”
Locations of Note
Important note: except where a wall is shown, the
transition between neighborhoods is gradual, not sharp. When
traveling from the rich Hill area to the affluent Bricktop
neighborhood, all the traveler notices is that the dwellings
slowly become less costly, slowly become smaller. Continuing
on toward the Merchant District, the traveler will slowly see
more and more businesses along the street, until they
gradually crowd out residences altogether.
Locations of Note for Specularum
- Westron Road – This is where the Westron Road enters
Specularum.
Citadel Quarter
– “The most fabulous district of Glantri City, the Citadel Quarter,
contains the glorious buildings from whence the nation is ruled. It
is usually restricted to nobles, government retainers, guards and
students. Other visitors must have a written pass from one of the
three city gate constables, or from the Port Authorities. Local
gondoliers will ask for passes before allowing unknown visitors
aboard. They might refuse the visitor (or alert the next patrol),
but bribery sometimes works. Any unauthorized visitor caught here
is immediately taken to the Tower of Sighs for questioning.
“Armed gondolas regularly patrol these canals during the day. This
area is under a curfew during night hours. No guards will then be
found, but a powerful creature of darkness watches over this area
of the city, especially the Citadel and the Tower of Sighs.”
Locations of Note for Citadel Quarter
- (1) Citadel
– Carlotina’s and Jherek’s 1st and 3rd
Banners are garrisoned here, totalling 372 soldiers, plus high
ranking constable officers, servants, council retainers and
guests.
The citadel has three bronze doors that open on large
marble walkways. Under attack, these walkways will collapse
under the weight often or more men. This pentagonal structure
has five inner courts, five defensive towers, and a large
central building topped with the city’s highest tower. Prinz
Jaggar has permanent quarters in the tower, where he can be
found during his visits to the capital. The stones of the
citadel are of a deep red color and the central tower is
covered with plates of shiny brass engraved with dragon
silhouettes. The stones were hewn in the southern quarries,
in the Principality of Blackhill, and ferried to Glantri
City, a process that took years to accomplish.
- (2) Parliament
- This most elegant building is the seat of the voting session
in the House of Lords, as well as of the Court House and the
Chancellery. Magistrates and all Parliament retainers work here.
The building is made of white marble, and bears many
decorative gargoyles, turrets, and statues of various historical
nobles. The roof and the highest pinnacles are covered with thin
layers of gold and silver. Four slim towers rise above the
Parliament, one of which houses Prince Volospin’s personal
quarters. Various other high-ranking officials live in the other
towers.
- (3) Alexander Plaza
- This area is a large, smooth, bare plaza made of black
marble. Many noble and wealthy people made it their favorite
place for a relaxing stroll before going to the Parliament.
In the center of the plaza is the City Belfry, actually
a mausoleum dedicated to Lord Alexander Glantri, a hero of
Glantrian history. It contains the hero’s remains in a crypt,
as well as a magical mechanism that rings every hour. Depending
on the predicted weather, various statues come out near the top
wearing garb appropriate to the expected weather. The tower is
made of pink marble with red veins in the stone. No door to the
tower exists.
Alexander Platz has covered bridges that arch over the
waterways to the Parliament, the Great School of Magic and the
southern end of Manor Row. The bridges to the school and the
parliament are guarded (a proper pass is necessary to enter).
Many stairs around the plaza allow visitors to get on and off
gondolas.
- (4) Great School of Magic
- This imposing building is made of dark grey stones, covered
with plates of bronze and silver decorations. The bronze turned
green many years ago. There is only one entrance, at the bridge
to Alexander Plaza. Several towers of various heights and shapes
rise above the school. The highest tower contains Prince
Etienne’s personal quarters. Only scholars and students are
usually allowed in. The school is protected by many magical wards
and guards which are not common knowledge.
- (5) House of Ministers
- This large structure houses all ministers and government
retainers. This is the central authority of the tentacular
Glantrian bureaucracy. Although it is in charge of enforcing
any decisions from the Council of Princes or the Parliament, it
is a power in its own right because of its incredible inertial
strength. The House of Ministers also contains the nations’
treasury vault. This House has no doors or windows that can be
opened, but only magic doors with a magic word allowing entry
and exit. It changes every day.
The building itself was constructed with smooth stones of a dark
blue color. The large tower on the top of the building is of a
lighter blue and glows dimly in the dark. It contains the
personal quarters of Princess Carlotina, Prince Vanserie and
various visiting ambassadors.
- (6) Tower of Sighs
- This sinister and lonely tower rises from the middle of the
murky waters of the citadel quarter. The name of this black
structure comes from the prisoners sighing as they sail to the
tower. Few will ever see the sun again, for this is the dreaded
Glantrian prison and the seat of the capital’s constabulary. The
Glantrian police headquarters and secret intelligence network
are based here.
The prisons are located far below the ground, under the surface
of the citadel’s canals. Horrible creatures guard the dark
dungeons, such as the one that patrols this district at the
night. It is a nightwing (from the Master DM’s book) under the
control of the Supreme Judge, Prince Jherek Virayana. His
personal quarters are located near the top of the tower. A
large, slippery chute opens at the top of the tower and reaches
the lower levels of the dungeons. The nightwing uses it to fly
in and out of the tower.
Nobles Quarter
- “Noble families reside in ‘The Rim,’ the eastern side of the
city. Most own their mansions there. Newcomers can rent
residences, but the prices are outrageous and there is often a
waiting list. This area of the city is the richest and the most
ostentatious. There are a few luxury inns and tea parlors, but the
most common shops here are jewelers, goldsmiths, and rich cabinet
makers who specialize in the construction of various items
according to the (expensive) fantasies of nobles living here.”
Locations of Note for Nobles Quarter
- (7) Malapietra Estate
- This beautiful white marble mansion belongs to Prince Innocenti
di Malapietra. It is the permanent home of his sister, “la
Signorina Lucrecia.” Once a month, Lady Lucrecia organizes
worldly receptions in order to meet potential new nobles and have
them join the House of Sirecchia. She tries to keep them under
her control rather than her brother’s. The prince’s quarters are
in the tower above the mansion.
- (8) Carnelia's Tower
- This is where Princess Carnelia stays when coming to the city.
This fine house is made of pink marble and carved wood. Many
bushes and flowers grow in niches and balconies on the walls.
The roof has an elegant garden with a small jade fountain
continuously spouting white wine. Receptions are usually given
here in summer.
Carnelia lives in the upper levels of the tower. At the top is
an aviary with hundreds of small, multicolored singing birds.
Alas, these creatures are ferocious predators in presence of
living flesh (unwanted visitors soon end up in the aviary,
leaving no trace).
- (9) The Rim
- This area is the easternmost paved walkway of the city. The
nobles call it the rim because of its round shape and it is as
far as one can go in the city. Princes and other nobles can
often be seen here walking along with their personal escorts,
or sitting on palanquins. Beggars and low class visitors are not
allowed on The Rim and will be harshly dealt with by the various
nobles’ guards.
- (10) The Gorevitch-Wozlany's Manor
- Sir Boris, Prince Morphail’s older brother, lives in this
stylish manor. Receptions and banquets are commonly offered
here, but always at night and before crucial voting sessions
at the Parliament. Boris’ tactic consists of charming guests
in order to gain some political advantage during the next day’s
votes. The cellar of the manor contains a large kennel of
wolves. Unwanted visitors will certainly run into the wolves in
charge of guarding the house in Sir Boris’ daily “absences.”
- (11) Haunted House
- This rich house was once inhabited by a powerful noble, now
presumed dead. Several months after his disappearance, it became
apparent the house was haunted, or at least occupied by some
strange creature. City authorities sent constables, and
adventurers to deal with the unknown, without success. None ever
returned. Since then, the city declared the house “unsafe” and
sealed all the exits. At night strange noises can be heard from
within, but the local citizens have grown accustomed to the
house. It has now become an attraction familiar to the locals
as an interesting monument.
- (12) South Manor Row
- This house is quite familiar to the locals because of the
outrageous and decadent parties that regularly take place there.
It is the house of Sire Henri d’Ambreville and Dona Carmina de
Belcadiz. Gambling is common here, occasionally ending with the
loser’s body floating down Duke’s Canal. A dangerous
“follow-the-leader” game on the outer walls of the house, for
sport, often entertains the people on Alexander Plaza, across
from the manor. The object of the game is to dare the laws of
gravity by jumping from one ledge to another, without falling
into the murky canal waters. Dona Carmina is a champion at this
game and has never yet lost her footing.
- (13) Amberhouse
- This is the abode of Charles and Isabelle d’Ambreville, the
representatives of Prince Etienne at the Parliament. They are
slightly embarrassed by Henri d’Ambreville’s antics at South
Manor Row (see above), and the notoriety of these events
ultimately costs them a few votes at Parliament. The couple
organizes receptions at the same time as Henri’s in an attempt
to lessen the number of people attending Henri’s parties. They
are quite offended by people not showing up at their parties
after being formally invited. Long-time offenders might have to
deal with the Guild of Thugs later on.
- (14) House for Rent
- This elegant house was once the property of a noble merchant.
He died after going bankrupt and selling his estate. The house
now belongs to the Merchant’s Consortium and can be rented for
450 dc per month, or purchased for 8,000 dc. The Consortium,
which maintains the house, hopes to find a suitable occupant.
Spies working for the City Constabulary are among the house’s
permanent staff. Their mission is to keep a watch on the nearby
Embassy of Alfheim (see #21, below).
- (15) Beaumarys-Moorkroft's Mansion
- The Duke of Hightower lives in this mansion when in Glantri
City. In his absence, servants and his majordomo take care of
the estate.
- (16) Haaskinz's Manorhouse
- The Archduke of Westheath often comes to this classy manor,
especially when dealing with important topics at the Parliament.
He rarely receives visitors. Once in a while, his black
palanquin can be seen coming in or out, but with curtains pulled
down, concealing passengers.
- (17) Hillsbury Mansion
- Lady Margaret’s mansion is quite well known to the locals for
its rather conspicuous ceremonies. The Duchess has a personal
company of Klantyre Guards standing on two gondolas and playing
their bagpipes, whenever she or any high status visitor leaves or
enters the mansion. Falling off a gondola in presence of the
Duchess can be a serious problem for her guards. The whole
ceremony is colorful indeed, but of questionable taste when it
takes place in the middle of the night.
- (18) The Silver Tower Inn
- The high society of Glantri often meets here for leisurely
luncheons. This classy inn is reserved for nobles, and seems
much like a small palace. Dinner may cost from 10 to 100 dc per
guest. The owner boasts he offers the best food and service in
Glantri, and that any customer’s wishes may be fulfilled. The
night can be spent in a posh palace suite, for a minimum 350
dc per person per night. Customers of the Silver Tower Inn
immediately gain some recognition from the local nobles.
Note: Tuesday Group has lodgings in this building.
- (19) Ambassador of Karameikos
- A permanent representative from the Grand Duchy of Karameikos
lives here. Once or twice a year, the ambassador will organize
a reception to maintain good relationship with the Glantrian
Nobles.
- (20) Ambassador of Darokin
- This large mansion belongs to the Ambassador of Darokin, a
prime ally of Glantri. Receptions may occur but business related
meetings are more common. They usually involve the Chamberlain
of the Land, the Treasurer of the Council, the ambassador and a
representative from the Merchants’ Consortium.
- (21) Ambassador of Alfheim
- The elves of Alfheim maintain a permanent embassy here. Although
Alfheim is an ally of Glantri, the building is often under watch
by the Constabulary of Glantri. The constables try to single out
spies or members of the Elven Liberation Front who might show up.
Undercover constables are located in various neighboring houses
or across Ambassadors’ Canal. Suspicious characters leaving the
embassy might be secretly abducted to the Tower of Sighs (see
area #6 above). Innocents are usually not released; this
prevents any sort of diplomatic incident from occurring.
- (22) Temple of Rad
- These are commonly found in Glantri City and most towns in the
nation. The larger are usually built of purple stones, while
those in remote areas are simple log structures. They consist of
a main meditation hall with several hundred small gongs (their
use is detailed in the “Living in Glantri City” section) and one
or more smaller chapels for private worship. Golden statues of
the greatest wizards in Glantri’s history sit in small alcoves
all around the main meditation hall. Visitors light a candle at
one of the statues and toss a coin into its alcove, as a sign of
good faith.
The upper levels contain the quarters of the Shepherds of Rad,
the spiritual guides of the temple. These wizards preach respect
of the magocracy upon the people. The temple’s crypts contain
the Shepherds gold as well as an array of magically-tamed
monsters. They are released at the night to keep intruders out
and protect the temple’s statues.
Business Quarter
- “Most of the city business is conducted in the Business
Quarter, south of the Parliament. You shouldn’t miss the Open
Market, where you can get all materials necessary for the craft
as well as petty purchases such as food, clothing and various
services. In the marketplace, you will find tamed monsters,
finely carved woods and metals to become the receptacles of
magical powers, spell and potion components by the pound, blank
spell books, scrolls ready to be inscribed, anything you need.
All around this place are shops with bizarre and obscure secrets
for sale, even shops with magically dweomered items, if you know
how to ask. Silk, gold, services, people, information and exotic
delights – all are here to satisfy one’s demands. Truly, this is
the busiest site in our city.”
Locations of Note for Business Quarter
- (23) Open Market
- This is the biggest paved area after Alexander Plaza (see
#3 above). It covers the whole area east and west of the
loading docks (area #32). Here, anything can be bought or
sold. Here you can find the most different people side by
side: beggars might be here, next to a noble, a wealthy
merchant, or a great mage from the School. These are the
hunting grounds of thieves, cutpurses, extortionists, money
lenders and changers, or bankers of varying integrity. This
place is still crowded in the quietest hours of the night.
All the houses here have an entrance or at least a corridor
leading to the open market. The biggest houses have an exit
on the back, over the Magistrates’ Passage, Safe Conduct or
Kash Flow canals, for loading and unloading of merchandise.
Many shops open at ground level, or on the higher floors in
the larger buildings. The rents for such places are usually
high, but business is good. The poorer merchants operate in
the open marketplace, in tents or wooden stands, all year
long.
- (24) Movers' Guild
- The guild’s headquarters are located in this posh building.
Although the upper levels are not accessible to the public, the
lower levels contain a series of offices representing the
wealthiest moving businesses in Glantri. A lot of hawking is
done in the corridors and waiting rooms in order to attract
the customer’s attention: “Carpets for Hire, Fly the Friendly
Carpets!… Oxen Trailways, slow but cheap! Safety guaranteed!
Can’t beat our prices… Now available! The Ultimate on the
market, try our instant teleporting movers! Order Now…
Thou-Haul! Move today, pay later! Don’t miss our special low
rate offer, available until tomorrow only!”
- (25) Builders' Conglomerate
- This guild has its headquarters here, with its main entrance
on Bridgetower Place. It is probably the most elegant house in
the district, a true demonstration of the guild’s talents in
construction.
- (26) Meister Rannigar Budulug’s Tenement
- The guildmaster of the Spokesmen’s Guild purchased the two
top floors in this five story structure. Rannigar boasts the best
view over the Vesubia River. The building has a refuse chute that
leads directly into the river (an exit unwanted visitors are
likely to follow).
- (27) Watergates
- These small towers guard entry to the various city canals. The
gates bar entry by means of thick chains that extend above and
below the surface of the water. The metal web is not tight
enough to stop a swimming man, but boats cannot get through.
The watergates are usually closed, except for the ones leading
to the port (the West and East Port Canals). A platoon of twelve
constables usually guards each tower.
- (28) Towerbridge
- The southern entrance to the city is a very large bridge
with a a heavy defensive tower upon it. The bridge portion,
directly underneath the tower, is made of two large bronze
plates. They can be raised separately to block the bridge
passage under the tower. One bronze plate then forms the north
door, the other blocking the south tower entrance. The tower
is a fortress of its own. Usually guarded by a score of
soldiers it can house up to fifty soldiers and their war
machines in case of war. Visitors must pay a fee to enter and
get a pass from the local constable (see area #68 for more
detail).
- (29) Towerbridge Plaze
- This paved area is where most travelers end up when first
entering the city. A crowd of gondolas of various types and
prices wait here for customers. Because of the heavy traffic,
the waterways beyond this place are usually heavily congested
and many gondoliers can be heard insulting each other for a
right of way or a dent in their gondolas. Making it to the
Merchants’ Consortium’s tower at the hub of this traffic is a
tough job (area #30).
- (30) Merchants' Consortium
- This large tower sits in the middle of a wide watery area, at
the intersection of the Kash Flow and the Safe Conduct canals.
It is the seat of the Merchants’ Consortium. It is usually
difficult to reach the tower because of the heavy gondola traffic
to and from area #29. The tower contains a treasure vault rumored
to be as full as that of the House of Ministers.
- (31) Spokesmen's Guild
- This large building has no evident windows but a heavily
armored door on the Open Market side. It is the seat of the
Spokesmen’s Guild. The building contains offices where the
representatives are “managed” and the accounting done.
The house has tunnels and chambers below canal level, where
spokesman apprentices are conditioned and trained for their
profession. The guild guarantees the safety and success of the
conditioning on the grounds that no one has ever contested the
claim. Those who wish to become professional representatives
come of their own free will, and leave as spokesmen by the main
door, or as floating debris on Dukes’ Canal (a swift execution
immediately follows a failed conditioning – outside knowledge
of the conditioning is too great a risk for the guild).
- (32) Market Docks
- The traditional way of getting to the Open Market (area #23)
is to ride a gondola, although some people make it a point to
actually teleport, fly or dimension door to impress the crowd.
This area of Merchants’ Waterway and the dock are almost always
jammed by the crowd of gondolas trying to come in and out. Most
merchants enter through back doors on Dukes’ Canal, Magistrates’
Passage or Kash Flow, only using the docks to load merchandise
before sunrise.
- (33) Moster Handlers' Syndicate
- This building is the headquarters for the syndicate and a
store for a fair choice of monsters of small to human size.
They are either alive or dead, in one undamaged piece or in
various other forms. One may find about any substance of monster
origins. For larger specimens, the syndicate has a warehouse in
the Port Quarter.
The list of available merchandise changes every morning and is
posted at the entrance. One could read the following:
(cr = Crown 50gp (glows) or 5gp (non glowing), dc = Ducat 1gp,
sv = Silver Sovereign 1sp, cp = Copper Penny 5cp)
- Beholder: an eye-stalk 27 dc
- Black Pudding: a slice (live) 25 cr
- Blink Dog: an ounce of hair 79 dc
- Carrion Crawler: a gallon os slime 35 sv
- Centaur: a hoof 21 dc
- Cockatrice: an eye 2 cr, a fether 15 dc
- Dispalcer Beast: a roasted tentacle 32 dc
- Dragon: a fang or claw (any colour) 52 dc, a red
snout 9 cr, a slice of blue tail 87 dc, a scoop of white sweat
33 dc, a square yard of gold wing 87 cr, a puff of green gas
58 dc, a jar of black acid 23 dc, a dozen unidentified eggs
295 dc
- Dragon Turtle: a shekk (at the port) 55 cr
- Dwarven Skull: trephinated twice 10 dc
- Elephant: a trunk 5 sv
- Fire Giant: a yard of skin 76 dc
- Gelatinous Cube: a pound (live) 420 dc
- Ghoul: a dried tongue 12 dc
- Green Slime: a pot of the items for sale in the
shop. The initial sales price should be at least double the
creation costs. Haggling is appropriate here, too.
- (34) Magic for Sale (Also known as the eyeStore)
- This small building appears as a shop for prestidigitators,
selling mostly mechanical tricks and decks of cards to impress
the ignorant. But this is just a front for the People’s
Spell-Casters Company. The informed customer knows some stolen
magical items or spell books might be available from the
shopkeeper. The price of these items varies greatly depending on
their powers.
DM Note: See “Creating Spells and Magical Items” to find the cost
of the items for sale in the shop. The initial sales price should
be at least double the creation costs. Haggling is desirable at
+/-30% of the item’s supposed value.
Entertainers Quarter
- “For my part, I find the Entertainers’ Quarter, in die south
part of the city, much more interesting. There, you will enjoy
anything from boisterous taverns to the most select inns,
spectacles in the streets involving troubadours, actors, acrobats,
wrestlers, animal and monster handlers, as well as exotic
spellcasting in die streets. Most travelers go diere first in
order to find a place to sleep. Taverns are usually busy and one
might not necessarily find a room on the first try. Once a proper
inn is found and the room paid for in advance, the traveler is
free to enjoy die activities, and die great choice of food or
drinks in this quarter.
“Avoid rooms on Actors’ Lane, because it is a noisy place until
late at night. Princes’ Way is quieter at night, but early in the
morning gondola traffic will start, with much yelling and
bickering between gondoliers going back and forth to Towerbridge
Plaza. Avoid especially the intersection between Kash Flow and
Princes’ Way, for the foulest of languages may wake you up at
dawn.”
Locations of Note for Entertainers Quarter
- (35) Metropolitan Theatre
- This great building is one of the most ancient in this
quarter of the city. The greatest Glantrian actors perform
here, offering a strange mix of conservative theater and
magic-use. The most popular plays involve a heroic scene in
which a monster (live) is reduced to ashes. Occasional
accidents occur, when the monster does not cooperate as
expected, but this is equally interesting.
- (36) Game Lizards, Inc
- This shop is named for the owner, who is fond of polymorphing
into a lizard to entertain the crowds. Here you can buy arcane
manuals on monster-hunting and the acquisition of treasure; you
can find various decks of cards, dice games (loaded or not),
phony coins with two heads or two tails, etc. This shop also
carries an extensive line of “how-to” manuals for organizing
entertaining receptions with a seasonal theme, so you will
find many nobles wandering here, looking for the latest such
tome.
- (37) The Watertower Inn
- Wealthy people traveling to the city might be better off
getting a room at this place. It is a tower located at the
center of Circus Pool, where Princes’ Way joins with Barons’
and Earls’ Gates. This stylish inn is covered with bronze
that turned green many years ago. The top of the tower is a
comfortable dinner area protected by a crystal dome. The
tower dominates the rest of this quarter, offering a
pleasant view of the river flowing south. Rooms go for 20 dc
a night per person, and a copious dinner with the finest New
Averoigne wines and brandies for a reasonable 5 dc. Their
specialties include Troll Steak du Chef and Gelatinous
Cubelings Flambe.
- (38) Fireworks Arcane House
- This small factory has a shop that opens on Princes’ Way. The
owner is a magic-user who prepares magical staves capable of
producing noisy but colorful explosions in the skies. The magic
used is perfectly inoffensive. Once a month, during warm summer
sights, the shopkeeper will organize a grandiose display of
these eerie effects to advertise his merchandise. A staff only
functions once and costs 30 dc.
- (39) The Golden Imp
- This tavern should be visited at least once for its shady
looks and bizarre customers. This is one of the favorite places
for dockers, soldiers and gondoliers. It also happens to be the
secret meeting place of the Followers of the Claymore. Obvious
spell-casters are usually not welcome here.
- (40) Holstelry of the Unicorn
- This family hostelry looks perfectly quiet and respectable, but
only the ignorant believe this. The place actually belongs to the
Sisters of the Private House.
- (41) Shurav Orlovski’s Tenament
- Shurav the Thief lives in this rundown place. He spends part
of the day on Actors’ Lane, displaying his contortionist’s
talents for a few sovereigns, or following wealthy-looking
travelers to get a hand on their pouches or anything of
value.
- (42) Lou Garou's Fries
- This small tavern located at the northern edge of Actors’
Lane offers an incredible variety of exotic foods for low
prices. The exact nature of the food is not common knowledge
and usually hard to identify because it is always deep fried
in batter; nevertheless, it is of excellent taste.
- (43) United Artists' Guild
- This incredible house is located on the west side of Safe
Conduct, next to the Open Market place. The building is
particularly remarkable because it glows slightly in the dark
and shadows can be seen moving along on the walls. Whether
they are an optical illusion or actual creatures still remains
a secret of the guild.
- (44) Mages' Hostelry
- This establishment is one of the most surprising inns of the
city. Dim magical lights permanently glow inside, instruments
play a fine background music all by themselves, and the customers
are attended to by various invisible forces. The place is
sponsored by the Great School of Magic and serves as laboratory
for courses on Useful Magic-Use in Common Life, or experimental
study grounds for school trainees. Most of the inn’s effects are
permanent until dispelled (an offense for which a guest can be
thrown out of the hostel).
Invisible stalkers under the innkeeper’s control, levitation,
telekinesis or telepon any item are commonly used is this hostel.
Almost every customer need is met by magic. Once in a while, a
student will make a faux-pas, but the victims are promptly
compensated for any inconvenience. The school will offer to
repair any serious wound to customers at the school itself (bad
publicity is highly undesirable).
Port Quarter
- “Farther west comes the port area. Oh, dear, dear… The people
here are incredibly rude and not very helpful unless you have
some alcohol or money on hand. This area contains mostly
warehouses and grain silos, river barges’ and gondolas’ repair
docks, and so forth. It is very busy during the day, and totally
deserted at night, save for the Port Authorities’ patrols in
charge of the warehouse security.
“People run around with carts of merchandises back and forth
from barges to gondolas and warehouses. The river merchants,
farmers and travelers often arrive through East or West Port
from the Isoile River and unload passengers and goods on any
of the three main docks. The merchandise is then stored in the
warehouses, or ferried toward Back Canal or directly onto a
freight gondola. Most of the gondola traffic leaves through
Boldavian Channel, Teamsters’ Waterway and Back Canal.
“Only passenger gondolas are allowed on Actors’ Lane after
sunrise to avoid causing more traffic congestion. Port
Authorities normally supervise the local activities and will
watch out for visitors; these will be directed to the Port
Authorities to pay the entrance fee and get information on
where to go.”
Locations of Note for Port Quarter
- (45) Monster Handler's Warehouse
- These metal buildings belong to the guild. They use them to
store various large items that would not fit in their office at
the Business Quarter. The buildings have several lower levels
with cages and cells containing the more dangerous (live)
specimens in stock. The foods appropriate to these creatures and
various restraining tools used to control them are stored here
as well. These warehouses are simply locked at night since no
one really dares to enter this place alone (in some areas, the
stench alone will kill burglars).
- (46) Warehouses
- These large buildings are used to store most of the
merchandises entering or leaving the port. Any warehouse may
contain up to hundreds of golden ducats’ worth of merchandise;
however, the place is often patrolled by the Port Authorities,
on foot or on gondola.
- (47) Grain Silos
- These huge tower structures are used to store grain and
vegetables that are needed to feed the city population. The silo
openings are magically sealed and require a special word to
unlock; the Port Authorities have the word.
- (48) Port Authoriries
- This branch of the City Constabulary is in charge of managing
all business activities taking place in the port. They are
responsible for collecting entrance fees and taxes on
merchandises, as well as enforcing the law within the port or
on the rivers. Port Authorities are entitled to sign official
passes to visitors if they need to enter the Citadel Quarter
(see area #68 for details).
- (49) River Teamsters Headquarters
- The central authority that control the Glantrian river barges
and the city gondolas is located in this building. They have a
private court of their own where responsibilities in gondola
damage are solved and fines issued. To be a gondolier, one must
belong to the River Teamsters.
- (50) Ship Yards
- This place is used to build or repair barges. It is an
incredible mess of wooden hulls, masts, oars, ropes, tools, tar
or paint buckets and wooden scaffoldings.
- (51) Boatmen's Tavern
- Passengers unloaded on the western dock may only exit through
this area. The ground level of the building is a protected
gondola port for passengers, and is fairly crowded. A Port
Authority officer will be here collecting entrance fees from
visitors (see area #68 for more detail).
Stairs go up to the upper-level Boatmen’s Tavern, a place
frequented mostly by port workers, boatmens, and gondoliers.
The crowd is usually rowdy and brawls are frequent, with the
various undesirables flying out the windows into Teamsters’
Waterway’ below. Gondolas will not stop unless the hapless
swimmer waves a coin of sufficient value for the passage
fee.
Middle Class Quarter
- “The Middle Class Quarter is the part of the city where most of
the population lives. It is located in the north and center area
of the city. There you will find all the people and talent behind
the art of wizardry, such as sages, alchemists, scribes,
librarians, paper makers, and ink specialists. Truly, it is the
domain of the Glantrian Intellectual class.
“House rents are more acceptable here, ranging from 1 dc per month
for a small tenement to 100 dc monthly for a family tower. The
area is relatively quiet allowing intellectuals to study. One of
the most serious offenses here is disturbing the peace during the
night. Fines can go from 10 dc to a couple of days at the Tower of
Sighs.
“People not owning shops in this area leave during the day to work
in other places of the city, for instance as servants of the Noble
Quarter, retainers of the Citadel Quarter, shop owners in the
Business area, and so on. Gondolas are extremely busy here in the
morning or late in the afternoon. The rest of the day remains
quiet.”
Locations of Note for Middle Class Quarter
- (52) Sages' League Headquarters
- This large building is the center of the sages’ activities in
Glantri. Dozens can be seen coming in and out during the day,
most of them working for a noble wizard or another. Some reside
in the city; others, who live in distant principalities, find
room and board in this building. There are several entrances on
Main Waterway South and North.
Most of the building is surrounded by a protected walkway with
mooring areas for gondolas. Several amber golems, a gift from
the d’Ambreville family, patrol the walkway night and day. To
enter the building, one must either show proof of membership to
the league (a magical medallion with a secret symbol) or declare
a need for sage’s help. In the latter case, one of the golems
will usher the visitor to a waiting room.
If no sage shows up, the customer is to leave the waiting room
at nightfall (else one or more golems will attempt to force the
customer out). If the visitor is lucky, or the person asked for
is readily available, a sage will show up and deal with the
visitor. If no specific sage is requested, the chances one will
show up are 10% per day. If a specific one is requested,
success chances reach 25% per day (sages are busy people).
- (53) Scholars' Fraternity Headquarters
- This is where scholars, teachers and specialists in various
domains may be hired. The building is located at the
intersection of Alchemists’ Duct and Princes’ Way. There is an
entrance (reserved for the scholars of the fraternity) at the
base of the building’s tower, on Prince’s Way, and another on
Raknaar Garden, west of the building. The top of the tower
contains an observatory, a very popular place for astrologists
(or constable spies who need a closer view to nearby
buildings).
Every three months, the fraternity organizes meetings on
Raknaar Garden where they conduct free lectures for the
people. This is part of an educational program to improve the
general intellectual level of the local citizens. These are
communal courses on reading and counting. The city named the
garden after the heroic battle Sir Anton Vlaardoen fought
against a dragon called Raknaar. The place is a pleasant
garden where studious scholars walk around or relax while
reading ancient tomes. Students also favor this place of
peace.
- (54) Corporation of Alhemists' House
- This large purple stone tower is located on the northeastern
side of Kreepton Aire, a paved area almost entirely covered
with a mosaic. On the floor glow thousands of well-known
alchemical formulas, signs and runes arranged in a decorative
pattern. At the top of the tower is a bright fire which never
goes out. There are many barred windows at various other
levels; on some, the bars bend outward, with badly charred
marks around the rim of the openings.
The place is well known for its common explosions and bizarre,
nauseating fumes. These mishaps usually don’t affect people
outside, but once in a while debris of unspeakable origin
flies out the windows. Alchemists are prompt to come out and
sweep these remains into Alchemists’ Duct. The fire at the top
of the tower is the result of one of these explosions, which
the alchemists have still not managed to put out. Rather than
admit ineffectiveness in the matter, the corporation claims it
found the secret of perpetual fire (they haven’t) and have
chosen to let the fire burn. The alchemists dedicated the fire
to the Ever Glowing Light of Knowledge. Nevertheless, the
authorities have banned the corporation from any dangerous
experiments after nightfall, in order to preserve the
peace.
- (55) City Library
- This lonely tower standing amidst the grey waters of Library
Drain is the largest library in Glantri. Others exist in the
Citadel and at the Great School of Magic, but this one contains
the greatest number of volumes. The building is open all year
long, at any hour of the day or night. Many visitors enter and
do not come out for days, since the books cannot be taken out
(book theft or vandalism in this building are serious offenses,
worth a trip to the Tower of Sighs). Rather than leaving, many
visitors pay library servants to leave the tower and fetch food
or any other needed item. The library servants are easy to
recognize by their red and yellow outfits.
At each level of the library tower are small rooms one can rent
to study in peace without being interrupted by other visitors.
The entrance fee to the library costs 5 dc, plus 1 sv per hour
of presence. Visitors must register at the entrance, facing Ink
Flow. A private chamber costs 10 dc per day, and a servant
service goes anywhere from 1 sv to 10 dc depending on the
difficulty of the task.
At the top of the tower is a laboratory specialized in
deciphering ancient or foreign tomes, at a rate of 1 sv per
page. The library does have floors below canal level; they
contain older archives and precious tomes. The place is dark
and dusty, and magic prevents water seepage. Some people have
lost their way in this vast maze of bookshelves that go from
floor to ceiling. The place is rumored to be haunted by the
souls of the unfortunate visitors who never returned; now few
people willingly enter here.
- (56) Scribes Association Headquarters
- This huge, decrepit building holds the Association offices,
as well as the city’s most efficient parchment and papermaking
manufacturer. Workers can be seen rushing around, carrying
loads of woods, reams of fresh scrolls, and blank tomes. In
the front of the building are carts being unloaded of raw
merchandise brought straight from the Gondoliers’ Landing Port
(see area #57) or from the west city gate (area #68).
Anyone can buy blank scrolls here, at 3 sv die dozen, 12 sv
for high grade vellum. Scribes are available for hire. Other
similar factories related to books, ink, paper, feathers,
blotting sands, leather works (etc.) are common in this area
of die Middle Class Quarter.
- (57) Gondoliers' Landing Port
- This small inner port is the place where most gondoliers leave
their boats during the night, and where raw merchandise is
unloaded for the numerous manufactures located in this area of
the city. The port lies at the end of Gondoliers Strip.
This place is always crowded; however, the gondoliers are quieter
than usual because in die middle of the port stands a pedestal
with a city constable in charge of traffic. He is a tall, rough
man who does not tolerate disorder, and has been known to sink
the gondolas (widi passengers aboard) of argumentative
gondoliers. The constable is rumored to have some ogre
blood.
- (58) Master Daron Jakar’s Tenement
- This middle-class building contains several apartments. One
of the tenants is Jakar’s quarters. If the place is carefully
watched, one can see a few shady-looking people entering the
building when Jakar lights a candle at his window, behind a
blue glass shade. The visitors are members of the Guild of
Thugs coming to buy their usual doses of poison from Jakar.
The blue light indicates poison is available for sale.
- (59) Wassam Qh’Erabis’ Tenement
- The whole building belongs to this magistrate working at
the Tower of Sighs. Occasionally, the magistrate organizes
receptions; however, none of the people from the City
Constabulary are invited. The parties are thought to be
intellectually oriented. From a distance, one could see
elegantly dressed people coming over in their gondolas,
apparently learned scholars. These are in fact members of the
dreaded People’s Spell-Casters Company coming for their
monthly briefing on the constabulary’s activities and goals.
(Members informed of the constabulary’s suspicion go
underground for some time after the meeting, staying at their
secret hideout, area #63). The “guests,” with lighter pouches,
quietly leave an hour or two after arriving.
- (60) Monster Hunters' Union
- This building, located on the northern edge of Main Waterway,
contains the most advanced knowledge on monsters, their lore,
their powers, their lairs (and the best tactics to observe or
capture specimens) to be found.
The place is also a museum of monsters of every sort. At the
top of the building is a large iron crane with a platform
hanging over the waterway. At the upper level of the house is
a large double door leading into the museum laboratory, where
new monster specimens are unloaded. Crowds of people
inevitably watch the operation from their gondolas, causing
traffic jams on the waterway.
The union purchases undamaged, dead species of monsters at the
rate of 10 dc per HD (ten times more if the monster’s HD have
an asterisk, twenty for two asterisks, thirty for three,
etc.). For example, a small red dragon (HD 10**) could be sold
for 2,000 dc. The thing has to be delivered at their door. The
union will not pay more than these rates. The chances that the
union does not have a particular monster in its collection are
equal to 3% per HD of the creature; however, the union is not
interested in damaged specimens (sword blows, fire burns,
missing parts, broken bones, etc., are unacceptable). The
museum likes to have both male and female specimens.
West Side Quarter
- “In the west of the city lies the saddest area of all. It is a
run-down district that used to be a nobles’ quarter. But, the
ground is not too firm here and the houses have a tendency to
sink slowly. Only the poorest live here now – as do shady
characters. The canals are narrower and darker, and the smell
becomes atrocious in summer. The houses are very old and do not
have pipe drains leading directly to the rivers like in the
other quarters. People just dump their refuse out the windows
into the canals. Never stand under an open window, for one never
knows what may fall out. In the very center of this area is a
dreaded place called the Beggars’ Court. Never enter this place,
for you might not be able to leave.”
Locations of Note for West Side Quarter
- (61) Fellowship of the Pouch
- This old building, located south of the Gondoliers’ Landing
Port (area #57), is the headquarters of the city’s guild of
thieves. From outside the house seems unremarkable, but for
the number of shady-looking people coming in and out of its
various entrances. The main entrance is on West End (see area
#67). All members of the fellowship must come here every
month to pay their dues.
- (62) Guild of Thungs' Headquarters
- Dark grey stones make up the main walls of this old building.
The front door opens on West End (area #67) and is
ostentatiously guarded by two ogres. Although a heavy chain
links one foot from each to the wall, they are close enough to
block the way in. The two are armed with large halberds and
have orders to stop anyone trying to come in without unering
die secret password. The word changes every day and only
members of the guild know it.
No business will be conducted within the building. The thugs
prefer meeting potential employers at a less incriminating
place, usually in the Entertainers’ Quarter, at a previously
agreed-upon place. This building is where the members of the
guild must come every month to pay their dues.
- (63) People's Spell-Casters Company
- This building is the only one in the area with a tower. From
outside it appears to be an abandoned structure, with many
panels posted by the city authorities indicating its unsafe
nature. Many cracks, fallen stones and plaster, cobwebs and
rats are obvious features of this place. The middle part of
the tower has caved in, giving it this utterly fragile look.
All this is just appearance maintained by the dreaded People’s
Spell-Casters Company. It is their highly secret meeting place.
The actual entrance of the building is located in the basement
of area #65.
The lower levels of the house are still in relatively good
condition, but are a bit flooded in some areas. Most of the
walls ooze the brackish canal waters and are covered with
patches of grey mosses. The headquarters of this band of
criminals contains a small library of stolen books, scrolls,
magical items, and all the necessary tools to forge false
spell-casters’ licenses. Any paperwork staying here more than a
week starts warping or growing mold because of the humidity.
A pair of gargantuan gray oozes guard the place. They have been
magically grown to this size after odious experiments by the
People’s Spell-Casters. They are conditioned to attack anyone
who does not dap his hands three times when entering the main
corridor from area #65.
- (64) Beggar's Court
- The poorest and most rundown slums are located in this area
of Glantri, between Beggars’ Row, Boldavian Channel, Main, and
Teamsters’ Waterways. The windows and entrances of these houses
on the canal side are all blocked off, leaving only one passage
to the Beggars’ Court on Boldavian Channel. Some of the area
still beats evidence that it was once an elegant quarter.
However, half of the houses are now mere rubble, and the
majority have caved-in roofs, crumbling walls, or broken windows
covered with rotting planks. On both sides of the entrance to
Beggars’ Court are high stacks of rubble.
This place is the domain of society’s waste: the poor, sick,
deformed, cursed and forgotten wretches with nowhere else to
go. Hundreds of squatters live here, in inhuman conditions,
hating society. They live off the canal slime, rats, and other
things they might catch in the lower levels. The luckiest are
those capable of wandering the city streets and canals and beg
or steal without being thrown out. Their unchallenged master
is King Ratibus, a ruthless character. The west side of the
area is slowly flooding, inch by inch, year after year. The
lower levels are dangerous places that threaten to cave in at
any time.
- (65) Pingo the Dark's Tenement
- This decrepit building contains a series of small tenements
that can be rented at a very low price (no more than one or two
sovereigns per month). One of the tenants is Pingo the Dark, a
thug of the guild. His quarters harbor many jars and cages.
Pingo keeps his trained snakes in the jars and collects rats
and mice in the cages to feed the snakes. The nauseating stench
of the place is obvious at the front door and worse within.
At canal level of the building is a small obscure pub, a place
for poor workers and (more especially) thugs of the guild. The
drinks are terrible and guests enter at their own risk.
Anything looking like a wealthy customer has a fine chance of
inheriting a dagger in the back. One of the rear rooms contains
a secret entrance to area #63 (see above for more details).
There are several secret exits to adjacent buildings’
passageways.
- (66) Little Boldavia
- This colorful area is the home of immigrants from the
Principality of Boldavia. Several hundred of these people live
here and have redecorated the houses to recreate their
beloved homeland. Visitors should speak Boldavian to get
around this place. Many of the local citizens are
professional gondoliers, dockers, and other workers. This
place is also famous for its fortune tellers. The locals
spend free time in their central plaza dancing around a
bonfire, telling tales about the vampire lords of their
land, and drinking their traditional liquor, until late at
night.
- (67) The West End
- This large paved area has this name because it is the
westernmost limit of Glantri City. It is usually crowded; most
of the manufacturers are located here because of the cheap
rents and the easy access to the city gates with carts and
mounts. Most of the houses here do not have sewers or other
means to get rid of refuse, so much of this clutters the sides
of the streets. This is a smelly, unattractive area, but still
extremely busy during day time.
Beggars often come up to wealthier passers-by and beg for a
piece of bread or a copper coin. Many of these are dextrous
thieves, but few dare to molest them, for one might belong to
the Beggars’ Court (see area #64 for more detail).
- (68) City Gates
- They are usually open during day hours, but are heavily
guarded. An entrance fee of 5 copper pennies per person must
be paid to enter, plus one sovereign per mount, if any.
Palanquins are charged 1 dc and merchandise is taxed 5 sv per
cart (or pack animal).
Visitors may speak to the local constable if they need an
official pass to enter the Citadel Quarter. A constable who
has doubts about a visitor’s intentions may use an ESP spell
to check him out. If nothing particular is detected, the
visitor gets a one-day pass. Otherwise, the suspicious visitor
may be issued his pass and then followed, or simply
refused.
- (69) Guard Post
- These offices are located at various places in Glantri City,
the suburbs, towns and villages of the country. They consist of
a small, three-storey high, stone tower with a heavy door and a
few barred windows at the upper levels. A wooden sign hangs
above the entrance, the size and shape of a shield. It is black
with a red eye that constantly seems to be observing the
people, no matter where they are in the street. This is only an
optical illusion to impress the ignorant. The office’s district
name (a main canal, a street or a neighborhood in most cases,
or the name of the village) is painted in gold above the eye. In
New Averoigne, the sign simply says Gens d’Armes.
The street level is a noisy, busy waiting room. Shady characters
with cuffles, unlicensed magic-users (tied and gagged), illegal
monsters, drunkards, and citizens with a complaint sit on
benches, waiting for their turn. A senior officer sitting behind
a large desk is in charge of directing people. Constables come
up and down spiral stairs, escorting an individual. This area
commonly has half a dozen constables on duty.
The second level contains a series of offices where officers
handle the various cases. The Chief Constable works here. There
is a 10% chance the Chief has a truth device, a small crystal
cube giving him the ability of ESP when looking through it.
Three officers and the Chief work on this floor during daylight
hours.
The third level is the top of the tower, and is directly
underneath a pointed roof. The roof is covered with brass plates.
This level contains the tower’s weapons: daggers, swords,
crossbows, quarrels, barrels of oil, dry wood, and a large
cauldron. In case of trouble, boiling oil can be poured out of
the tower’s machicolations. The trap door leading to this place
can be barred from inside. A cage with a dozen pigeons allows
communication from one post to another.
Inmates are locked up below street level. A tower usually has a
couple of small cells, and a chamber large enough for a small
crowd. One guard is usually on duty here at any hour of the day
or the night. The door leading to this level usually is wizard
locked.
In some areas, the tower may have a well and an attached stable
with half a dozen horses, sometimes a large wagon with barred
windows, and a young stable boy.
D&D BECMI Stats
- Constables:
(7-10) any class up to level 2. AC 8;
hp 4-8; MV 120′ (40′); AT 1 sword, crossbow, or staff; D 1-6;
Save as per class; ML 9; ALany;XP 13-30
- Officers:
(2-4) & Chief, any class up to level 3.
They traditionally have a billy club +1,D 2-5 + save vs.
paralysis or be stunned. AC 8; hp 6-12; MV 120′ (40′); Save
as per class; ML 10; AL any; XP 30-65.
- (70) Gambling House
- This charming three storey-high manor is built according to
traditional Boldavian taste, with small alcoves, statues and
cupolas decorating the entire structure. Many visitors of
differing social ranks come to this house to play cards or
various games for money. The house is owned by the Merchants’
Consortium, and appropriately licensed for this kind of
business.
The preferred customers (the biggest losers) are offered rooms
for the night on the upper levels. The current manager, Henri
d’Ambreville recently started a discreet business in the house’s
dungeons, patroned by the Fellowship of the Pouch. Unlicensed
gambling is being conducted there at the benefit of the manager
and his thieves. To enter this place, one must be a customer in
good standing with this establishment.
The game is called Boldavian Roulette: two players sit opposite
each other at a long table. They each have a dozen wands which
they attempt to fire at each other, in sequence. The wands are
useless, except one that still has a charge. The effect may be
fatal or not to the other gambler (no one knows what the wands
are). While the two reckless fellows push their luck, gambling
furiously goes on among the spectators, with stakes increasing
each round. The surviving player earns fifty percent of the
losers’ bets, which often reaches hundreds of ducats. After a
busy night, dead corpses float down Boldavian Channel, bearing
very strange marks.
Tour Conclusion
“Well, now, the gondola will stop at the place whence you
came. It is now time for me to retire. We are having a
reception tomorrow night. Please come and visit us: You will
be most welcome!”
The gondola suddenly enters an area of thick fog and the sound
of flapping wings can be heard near the boat. When the fog
rises again, no one stands at the bow, and the pole continues
pushing all by itself.
Game Master Section
Content Updates
- 2022-09-04 - Moved to new site away from wordpress, with old page linked
to this new one. I have expanded the sections for each of the
districts to include a image of that district, associating the
different locations of interest to the disctricts and creating a
image map of the city linking the neighbourhoods.
- 2021-08-26 - Update to layout and menu.
- 2020-09-15 - Page published on Wordpress.