Languard Locations: Under the 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.

GM’s Miscellany: Village Backdrop III (5e & SNE)

Village Backdrops are short, richly detailed supplements that each present a single village ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure, as an adventure site themselves or as a PC’s home, Village Backdrop presents the details so the busy GM can focus on crafting exciting, compelling adventures.

GM’s Miscellany: Village Backdrops III is the work of many talented designers and features the following villages:

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A 5e Compatible GM’s Resource by John Bennett, Creighton Broadhurst, Jeff Gomez, Steve Hood, Robert Manson, Jacob W. Michaels, Richard Pett, Amber Underwood and Mike Welham

Released 22 October 2018; Pages 116

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A System Neutral GM’s Resource by John Bennett, Creighton Broadhurst, Jeff Gomez, Steve Hood, Robert Manson, Jacob W. Michaels, Richard Pett, Amber Underwood and Mike Welham

Released 22 October 2018; Pages 116

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Languard Locations: The Wrecks

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: The Wrecks presents eight 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.

Locations

  • W1: Duranki’s*: Dubious ferry service operated by the Duranki family.
  • W2: The Fallen Maid*: Home of the Wrecks’ preeminent assassin Arura Kutha.
  • W3: The Flotsam Pyre: Ramshackle fop house and inn with a dark secret.
  • W4: The Cauldron: Alchemical ship-suppliers and smugglers’ artisans.
  • W5: Shackle: Foul fighting pit owned by our Lady of Rust.
  • W6: Devil’s Bridge Wrecks: Shanty village beneath arched bridge specialising in stolen goods.
  • W7: The Briny Fane: Secret temple and fulcrum of Father Dagon’s cult in the Wrecks.
  • W8: Gulping Lyza: Mermaid brothel run by Dagon-worshipping Elisa Lyza.
  • W9: Last Voyage of the Faithless: Local fishmart and market where most common goods are purchased.
  • W10: The Gape of the Eye: Sahaugin temple devoted to Dagon sunk beneath the Svart.

*: See City Backdrop: Languard, for more information.

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A Pathfinder Roleplaying Game Compatible GM’s Resource by Richard Pett

Released 15 October 2018; Pages 12

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A 5e Compatible GM’s Resource by Richard Pett

Released 15 October 2018; Pages 12

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A System Neutral GM’s Resource by Richard Pett

Released 15 October 2018; Pages 12

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Languard Locations: Fishshambles

Storied Languard— the capital of Ashlar and its greatest city—stands hard against Hard Bay’s turbulent, stormy waters. To the north lies the Mottled Spire’s brooding spray-drenched mass, the curse-haunted ruins of Greystone and Gloamhold’s doom-wreathed halls. Ashlar’s greatest—indeed only—city, Languard is a noisy, dirty place. Here, amid broad, muddy streets teeming with life and shadow-mantled, danger-filled alleyways there is little beneath the sun that cannot be had somewhere—for a price.

Languard Locations: Fishshambles presents nine additional locations designed for use with City Backdrop: Languard. While the locales within are designed with Languard in mind, they are easily convertible for use in your campaign.

Locations

  • F1 The House of Sighs*: Seeking shelter in this almshouse is little better than living on the streets.
  • F2 The Drunken Sailor*: A popular dockside tavern.
  • F3 The Castoffs’ Sanctuary: Atop the front half of a bisected freighter lit by flickering candles, a withered half-orc preaches a maddened sermon to a small throng of unresponsive listeners.
  • F4 Jaakola’s Periwinkle Palace: The Palace is well-known for providing healing, narcotics or other diversions harvested from the sea.
  • F5 Kingsfail: This barren, broken chapel once had a kinder name and a happier purpose; now, only broken stone remains.
  • F6 Molley’s Bearded Lady: Whether you’re on the run from debtors, or waiting for the attention of the city watch to wander, Molley is your new best friend.
  • F7 Ruusu’s Rathole: Though boarded up with rotting wood, this store is open for business—at least in old Aalto Ruusu’s mind.
  • F8 Sea’s Bounty: Despite standing at a drunken angle and in outright defiance of the malodorous smell emanating from the tavern, the Sea’s Bounty is bustling with customers.
  • F9 The Five Cuts: Raucous cries and the stink of blood come from within this large basement drinking den.
  • F10 The Arches Bazaar: Set under a large building’s wooden supports, stalls here offer fruit, narcotics and cheap drinks.
  • F11 Sandu’s Grog and Grub: Dark and dingy, yet filled with enticing scents of rich spicy food and laughter, Sandu’s Grog and Grub is a renown Fishshamble’s tavern.

*: See City Backdrop: Languard, for more information.

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A Pathfinder Roleplaying Game Compatible GM’s Resource by Beth Breitmaier, Dave Breitmaier, Rachael Cruz, Steve Hood, John Large, Stewart Moyer, Tyler Omichinski and Rob Smith

Released 17 September 2018; Pages 12

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A 5e Compatible GM’s Resource by Beth Breitmaier, Dave Breitmaier, Rachael Cruz, Steve Hood, John Large, Stewart Moyer, Tyler Omichinski and Rob Smith

Released 17 September 2018; Pages 12

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A System Neutral GM’s Resource by Beth Breitmaier, Dave Breitmaier, Rachael Cruz, Steve Hood, John Large, Stewart Moyer, Tyler Omichinski and Rob Smith

Released 17 September 2018; Pages 12

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Villages of Ashlar

Come visit dismal Coldwater, plague-riddled Ashford or any of Ashlar’s other villages—Hard Bay, Kingsfell, Longbridge, Underdell, Thornhill, Wellswood, White Moon Cove and Woodridge—with Villages of Ashlar. Villages of Ashlar brings together for the first time every Ashlarian village published by Raging Swan Press. Featuring new cartography by mapping supremo Tommi Salama the book is an essential reference for any GM setting a campaign in the Duchy of Ashlar.

By Tommi Salama

Languard Locations: Beyond the Walls

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: Beyond the Walls presents twelve 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.

Locations

  • OD1 Tor’s Tannery: The Tor family once served as Foresters to the Nenonens, but now are thought of as nothing more than hunters and tanners fallen from grace. In reality, the family serve as Duke Nenonen’s spymasters without the city walls.
  • OD2 The Church of the Brae Waves: At the church of the Brae Waves, a zealous prophet of Serat marches through the churning waters proclaiming a message of repentance and damnation.
  • OD3 Gallen’s Lost Manor: A mere shadow of its former glory, Gallen’s Lost Manor sits in ruin north of the city walls. Here dwell the last of the Gallens who seems not to notice the walls crumbling around him.
  • OD4 Pungent Grove: Pungent Grove is a stand of large trees and stinking mounds tended by the halfling Tapani. Pungent Grove, despite the work of Tapani, is anything but idyllic, as it serves as Languard’s tip,
  • OR1 The Mother’s Garden: The Mother’s Garden is an open-air farmer’s temple that blends into a riotous garden of uncanny fecundity. The Garden is dedicated to the Mother’s agricultural aspect, especially her influence over fertility and harvest yields.
  • OR2 The Twisted Wreath: There stands a mighty oak bent heavy with the weight of unspoken curses, standing as mute witness as dark intent bears bitter fruit. Once a hanging tree, it was split apart by a bolt of lightning in the middle of an execution
  • OT1 Heckler’s Hall: Preceded by the stink of carts of rotten produce, cartwheeling acrobats and the rowdy derision of the crowd, Heckler’s Hall is part mobile circus, part jester’s academy and part rent-a-riot.
  • OT2 Jokinen Passenger & Freight: Aina Jokinen boasts she has the ability to transport any cargo anywhere within Ashlar
  • OT3 The Reinsman’s Rest: At this inn’s sprawling compound, Anja serves as a go-between for merchant, wagon drivers and guards for hire—for a small fee.
  • OT4 Acorn’s Wayshrine: Beside the vandalized statue of a barbaric god stands a wayshrine for weary travellers, but can sleeping pilgrims trust the secretive caretaker?
  • OL1 Karvonen’s Shaded Shack: Just south of Languard’s walls stands a ruined stone shack pierced with a mighty olive tree; Onni Karvonen grows exotic herbs and practices his unwholesome magic beneath its black-fruited boughs.
  • OL2 The Outside Inn: The Outside Inn offers more than simply food and lodging. Thought of by most as a traveller’s inn, few know the elderly barmaid is a streetwise information broker.

1: See City Backdrop: Languard, for more information.

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A Pathfinder Roleplaying Game Compatible GM’s Resource by Christopher Bunge, Sam Cameron-McKee, Kim Frandsen, Christopher Hunt, Aaron King, Ben Martin, Rebecca McLaren, Hilary Moon Murphy, Adam Ness, Treyson Sanders, Kris Vezner and John Whyte

Released 20 August 2018; Pages 14

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A 5e Compatible GM’s Resource by Christopher Bunge, Sam Cameron-McKee, Kim Frandsen, Christopher Hunt, Aaron King, Ben Martin, Rebecca McLaren, Hilary Moon Murphy, Adam Ness, Treyson Sanders, Kris Vezner and John Whyte

Released 20 August 2018; Pages 14

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A System Neutral GM’s Resource by Christopher Bunge, Sam Cameron-McKee, Kim Frandsen, Christopher Hunt, Aaron King, Ben Martin, Rebecca McLaren, Hilary Moon Murphy, Adam Ness, Treyson Sanders, Kris Vezner and John Whyte

Released 20 August 2018; Pages 14

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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. This instalment deals with locations in High City.

High City Locations

  • G2River 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.
  • H8Kilpikonna’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.

SeeCity Backdrop: Languard.

1: See City Backdrop: Languard, for more information.

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A Pathfinder Roleplaying Game Compatible GM’s Resource by Creighton Broadhurst, Jeff Gomez, Steve Hood, Amber Underwood and Mike Welham

Released 16 July 2018; Pages 12

PDF ($3.45) d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23

 

 

 

A 5e Compatible GM’s Resource by Creighton Broadhurst, Jeff Gomez, Steve Hood, Amber Underwood and Mike Welham

Released 6 July 2018; Pages 12

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A System Neutral GM’s Resource by Creighton Broadhurst, Jeff Gomez, Steve Hood, Amber Underwood and Mike Welham

Released 6 July 2018; Pages 12

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Village Backdrop: Blackhill Gaol

The journey to Blackhill Gaol was once only one-way, a stream of first debtors, then hardened criminals, then political prisoners brought to the remote labour camp to spend the rest of their lives in backbreaking work. Eventually, unwilling to accept their fates, the prisoners revolted. Though they earned some measure of freedom in the Uprising, life improved only a little. Now no warden watches their every move, but that means the most powerful among them—political masterminds, poison-wielding criminals and cult leaders—vie for control through guile and force. Worse, with guards outside the prison walls ready to mete out harsh reprisals should any flee, these leaders serve as de facto jailers.