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DnD Settlement Glantri City

Dungeons and Dragons – Mystara

Glantri Settlements – Glantri City

Glantri City – Overview

  • Settlement Type: City
  • Location: Glantri (0, 0)
  • Ruler: Council of Princes
  • Population: 39,200 residents
Glantri
Mystara Glantri 8m

The City Overview

Glantri City
gaz3 Glantri City
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.”

The 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.”

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.

The 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.”

7 – Malapietra Estates

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.

  • 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 – Temples 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.

The 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.”

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 Plaza

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 – Monster 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:

  • 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 of slime .. 35 sv
  • Centaur, a hoof 21 dc
  • Cockatrice, an eye 2 cr
    • a feather 15 dc
  • Displacer Beast, a roasted tentacle . 32 dc
  • Dragon, a fang or claw, any color .. 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 cr
  • Dragon Turtle, a shell (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

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.

The 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.”

35 – Metropolitan Theater

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 – Hostelry 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).

The 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.”

45 – Monster Handler’s Warehouses

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 Authorities

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.

The 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.”

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 Alchemists’ 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.

The 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.”

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 Thugs’ 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 SpellCasters. 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.

Content Updates

  • 2021-08-26 – Update to layout and menu. Fixed Glantri City being misplaced inside Karameikos for the side menu.
D&D Settlements

Glantri: Glantri City,

Karameikos: Highforge, Kelvin, Marilenev, Specularum

Library of Books

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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