Contents
-
4The Outer City District
-
9The First Ring District
-
17The Second Ring District
-
26The Inner City
-
28Additional Plot Hooks
-
29Factions
Credits
Gandahar is a city built by the amazingly creative people at /r/DnDBehindTheScreen on reddit as a monthly community event in December 2018. When all was settled and organized, this group of DMs created a bustling metropolis including districts, factions, shops, entertainment, guilds, NPCs, and Events and Holidays. The full text and entirety of all the posts can be found on the Official BehindTheScreen Wiki.
Additionally, a massive thanks needs to go out to the sub's creator, /u/FamousHippopotamus for hosting the event and to, /u/ItKeepsOnBurning for leading the organization of the information and the wiki.
Final Note: If there are typos or any uncredited art links, please yell at /u/pfenixartwork to fix it. I take crediting artists very seriously and if I forget to include a proper artist credit, I need to make sure it's fixed.
Art Credits
Cover Image: Neverwinter Harbor by Jedd Chevrier
All art used in this document complies with Wizards of the Coast official Fan Content policy or is used with written permission from the artists.
Additional Notes
As part of the process of compiling this content, we have probably made edits to the original posts to help with grammar, syntax, readability, and general formatting. In each case, these changes were made with the intent of maintaining the spirit of the original posts. If you feel that your content has been changed too drastically, please send a PM to u/pfenixartwork on reddit and let me know.
Introduction & Overview
Currently left blank. (A full intro/overview will be added once all the contents have been integrated and edited)
The Outer City
Making up the majority of the eastern area just outside the city wall proper and near the harbor, The Outer City is a dingy, dark, and often dangerous location. "It is primarily populated by those of ill-repute or even some monstrous heritage, and most places in The Outer City aren't even patrolled by the City Watch. As such, this district isn't a place to find a friendly face or a welcoming location to shelter; it's a cutthroat area that is run by the seedy underbelly of Gandahar.
Locations
A prevailing theme in The Outer City is that of run-down and ragged places and people. Very few of its inhabitants are here by choice, and there are no places that appear hopeful or optimistic. Those that have been here for any length of time have become harsh and rough as a means of survival, learning long ago to keep quiet and avoid making a fuss if you want to stick around. They are deeply suspicious of generosity and authority figures, but cold hard cash can sometimes turn up interesting leads - if it doesn't paint a target on your back.
The Boneyard
Legends say that long before the founding of Gandahar, many dragons found their way to this small hill outside of the city to die. But skeptics often argue the large bones that stick out of the ground are from far more mundane beasts like dire bears, large dinosaurs, or mammoths. Regardless, the community of vagrants that has set up here peddle bones and trinkets to naive passers-by to scrape out a living.
The Last Drop Distillery
Built around the skeletal remains of an ancient dragon, The Last Drop Distillery makes a liquor so strong it'll make the dead walk. It is owned and operated by a pair of dwarven brothers Apollyon, who goes by the nickname "Polly," and his brother Cleetus. Polly has a bald head and thick black beard decorated with intricately careved pieces of bone. He speaks with a slight stutter, and has a very morbid sense of humor. Cleetus is lithe and sinewy, quiet, and always carries a pair of cleavers attached to his belt.
The main area includes a small main floor, but has no tables or chairs for patrons to sit on. Instead, a couple small lanterns that shed a pale blue light and shelves hold up cups or small knickknacks. The two brothers sell a variety of whiskeys, which are brewed in the distillery basement.
| Cost | Product |
|---|---|
| 1 cp | Gravedigger's Ale |
| 2 cp | Raising Spirits |
| 2 cp | Ungent for the Undead |
| 1 sp | Lockjaw Liquor |
| 3 cp | Skull Rattler |
These liquors are displayed on a shelf behind the main counter, where the brothers serve customers. The two are friendly, but encourage patrons to be quick as they are very busy. A small door set into the wall opposite from the stairs connects the front room to the area behind the counter, and there is a hidden door behind one of the shelves that leads to the distillery floor.
The alcohol is distilled from a variety of local grains, fruits, and vegetables, but there is a secret ingredient: a fresh corpse. The brothers tell no one of this, but have contacts in The Dancing Snakes and The Brothers Sanguine, and aid in certain "disposals". They don't ask questions, they just want the money and to keep making their whiskey.
The Construction Site
Originally intended to be a new outpost for the City Watch, the construction at this location stalled out months ago and locals feel like it will never be completed. Ground was broken several years ago on the large tower, but since the contracted company started cutting budgets and corners early in the process, the project has been plagued with delays and structural instabilities which have in turn caused even more delays. At this point the site is generally unattended by any officials from the city or the contractor, and nobody knows if or when the construction will resume.
The Dark Arcade
A series of stilted, windowless buildings surround a large open-air market where deep gnomes come from the Underdark to sell their crafts and wares on the surface. This is one of the few locations that tends to be consistently safer due to its proximity to the outer walls, but locals still keep their guard up. Most of the residents in this area are deep gnomes or dwarves, but rumors occasionally speak of duergar or drow in the area because of the connection to underground caverns. Naturally these stories are widely regarded as false, especially by the official City Watch.
Balbloah's Rock Shoppe
Where most Deep Gnome saw useless tailings to crush and dispose of, Balbloah saw gold in sifting through the refuse of Underdark construction night and night. Over the years, Balbloah amassed the largest, and possibly the only, stone collections for retail. Upon arriving at Balbloah's stall in the Dark Arcade, customers are immediately struck by the variety of rocks available. The stall is surrounded by a well used silk curtain to offer privacy to buyers.
Death Row
Found right smack in the middle of the Outer City, this dark and shady residential area is home to the cheapest housing in all of Gandahar - and for good reason. The people that live in this area include some of the sketchiest criminals in town: murderers, thieves, smugglers, and worse. Every alley is dark and cluttered, and danger can be just around every corner. Here in Death Row, nobody so much as looks out the window when someone cries for help. As such, most of the crime that happens here goes unreported to the Watch.
The Purple Cloud
Along the outskirts of Death Row, stands a peculiar cobblestone shack. The stones seem crudely held together with a mixture of mud, weak cement, and planks of wood forming and propping up a few of the outer walls. A strange hazy cloud seeps through the small holes and cracks in the structure. The door simply leans across the crumbling door frame and above it loosely hangs a rotted board with the words "Purple Cloud" scrawled on it.
This is the hut for Death Rows most prominent drug dealer, Neeban. Neeban is a brilliant kobold alchemist when he's not hopped up on his own supply. Unfortunately, he's rarely sober. Nevertheless, his product is good and he produces enough to satiate the demand for whatever drug in the area, and in some instances, the city as a whole. Since The Purple Cloud is on the outskirts of Death Row many denizens of the city venture to this little shack to get their fix.
Neeban is eccentric and talks constantly, whether he has someone there to or not. He rarely ever finishes a thought and jumps from topic to topic like seconds ticking away on a clock. His prices are always negotiable, not because he's a shrewd businessman but because he often forgets what his products cost. But if he is taken advantage of, he will get his revenge, as he is a very well connected person within Death Row. Because of these connections, Neeban also knows a lot about the happenings within Death Row and if his memory is jogged (with coin to make him want to help and magic or elixirs that will sober him up), information can be found about almost anything about the people that live and operate here.
Dogshit
Located right next to the Outer Walls, in between two of the city gates, Dogshit is another residential area for low income people. It's few thousand residents live in cramped confines that stink of filth and stagnant air. During the day many second-floor windows are left open to try and air out the buildings, but at night everything is closed up tight as packs of feral dogs roam the streets hunting for scraps of meat.
The Holly Oak
A small area on the outskirts of the district, The Holly Oak was a mix of small residential buildings and larger locations that could be stores or businesses if they weren't quite so dilapidated. Now the only inhabitants are a coven of hags. Several months ago, the City ceded this location to them in exchange for their assistance in maintaining Gandahar's hex wards. No locals, even the toughest ones, step foot inside here because it gives them the creeps. Due to the low traffic and the influence of the hags' fey nature, the area is being reclaimed by various native flora.
Silk's Den
This hole-in-the-wall is home to a friendly drider named Silk who makes the best rope in the city. Her ropes are said to be as strong as metal and her prices tend to be low considering how valuable the material is. She makes ropes to custom lengths, and they are all very soft to the touch. Being made of spider silk, her rope is stronger and more flexible than steel cable. Silk doesn’t generally advertise her presence, since driders are widely regarded as unholy monsters, but an adventurer in the know may hear a tale or two of where to find her unmarked abode deep within Holly Oak.
As Silk usually only takes orders as they come, she doesn’t have much stock to offer on hand, but is more than happy to process custom requests; the only condition on making an order is having your payment ready and to her satisfaction.
Muddy Steps
The Muddy Steps are found just east of the Holly Oak, where the Ashbrune River meets River Wyr. This location teems with knife-shaped juvenile glassfish that feed on the toxic, silty soup of elemental and natural magic. Over the past few decades a tribe of bullywugs built a network of floating huts on the water, keeping them from floating off by tying them together with vines and raw luck. This tribe claims a spiritual connection to the fish here, but many suspect that they really prize having a monopoly on the lucrative glassfish market.
The Pits
This wide swath of rubble and waste is dotted by charred trees and withered shrubbery and is perpetually covered in a thick blanket of smog. The area is riddled with deep craters that spew toxic smoke and ever-burning fires fueled by elemental magic infusing the area. A few years ago, there was a petition to beautify the area, but the only capable mages were too busy with their own projects or disinterested, and so the eyesore remains. Nowadays The Pits are used to train The Smokers, a faction of the City Watch that is used for crowd control or firefighting.
The Smoldering
Not all land is fit for high buildings, but that did not stop the denizens of Gandahar's Outer City. After a few years, most buildings build here sunk deep into the ground, popping bubbles of sulfur and other gases. Rather than give up, most inhabitants decided to build a new layer on top of their current home. It is said some buildings go dozens of layers deep into the muck.
Solemn Isle
A small spit of rock jutting out of the harbor has grown in function and importance over the years. It began when an eccentric monk retreated to this rock, and built a small lean-to and sought enlightenment. Stories of the hermit monk spread and others began making the long swim to find inner peace. One shack turned into several and several became one large construct. As the location grew, the monks of the Solemn Brotherhood handled the influx by expanding the only way they could: up.
Now a wide and complex structure on the original rock, the building rises above the water to a tapering point. Different sections and levels display the styles of hundreds of different architects and builders, each one contributing their own small share to the whole. The Ramshackle Monastery often sways in the wind, and those who have walked its halls describe it like being aboard a ship at sea.
The Southeast Moon Gate
Divided by a curving river as it flows toward the harbor, the Southeast Moon Gate is one of the few places in the Outer City to have any kind of City Watch presence. This area is home to discount shops and a few humble temples, but there is also a significant black market presence under the facade.
Duskhollow's Deli
Duskhollow's is a humble and beloved deli in the Southeast Moon Gate district. Anybody in the neighborhood will tell you there's no better place for a meal than Duskhollow's. Isak is a halfling man that runs the deli with his sons, Jasper and Corrin who run the counter, and his wife, Marigold, who also runs the bakery next door. Isak and his family are humble and shrug off the local proclamations, as they simply love making food and supporting the family.
Isak is particularly famous for his mutton, said to be mouth-wateringly tender and delicious. Marigold makes heavenly sweeets, and has a creative mind for baking. She has crafted many unique pastries that have been copied by other bakeries in the city. They could make a lot more money in another part of town, or even with a second location, but sentiment keeps them here. They make what money as they need, and they are content with what they have.
The Trench
The Trench is an area just outside of the walls of the city where even the poor fear to go. A labyrinthine jumble of caves and catacombs promise a network of chaotic travel to anywhere in the city, but only the most cutthroat vagabonds can cut out a space for themselves here. The refugees and sick often stay here for long periods before being allowed into the gates of the city, and nefarious nameless factions rule it with impunity.
The Tumbledown
The Tumbledown is another poor area of Gandahar. Beggars and ragpickers make homes here, and among social outcasts, vagrants, and drifters, this is a slum among slums. These poor folk exist along the walls of the city, with not but stone to make their beds, and the sun rarely reaches the cobbled streets, the cracks of which are now filled with moss and grime. A sprawling and intimidating slum, it includes a strange marketplace to those looking for goods not carried by well-respected merchants. As such, The Tumbledown is home to a shadowy criminal shadow of the markets in the Southeast Moon Gate. Instruments of thieves and poisoners can be found here for those that know where to look, and there are more than a couple pawn shops willing to fence stolen items. Even the City Watch is not immune to a strong word or a few coins attend to their business elsewhere.
Krom's Bigswords
This establishment is a weaponry store that specializes in large, bladed weapons. Owned by a half-orc named Krom, it's located in the Tumbledown at the intersection of Knife St and Tourniquet Ln. Krom seems to be fascinated by the culture of a distant land he has only read of in stories, and this permeates his shop. Strange, impractical, and poorly made items festoon the wall, in addition to some well-made basic large swords and polearms. He wears a tabard with loud colors in a sunburst motif, although it is not a symbol characters would likely recognize without previous knowledge. All weapons here are mundane, but very large; the smallest weapon Krom sells is a bastard sword. He also collects clay or porcelain figurines of legendary heroes.
The Shop Wot Time Forgot
The Shop Wot Time Forgot is the name given by Half Orc Merchant Klarg Bongbreaker to his magic dusty overcoat. Klarg's wares include a variety of trinkets, ranging from lint of questionable quality to a cat's eye to nine sets of nine copper keys to thirteen stale half-eaten bread rolls. Klarg is a man of opportunity, and there is little he won't pick up off the street, add a bit of elbow grease and spit-polish to, and attempt to sell for a small profit.
Klarg's overcoat is enchanted with pockets of holding that operate on odd time locks and are scattered across the inner and outer lining of the heavy black hide. Klarg works as a small-time fence, able to use his pockets of holding to store 'hot' items and small trinkets until they are 'forgot.' As a result, Klarg can pull items of some surprising value from his coat, and his wares are always worth a look by anyone exactly one month and one day after their goods have been stolen.
Local whispers circulate that Klarg the half-orc died more than a decade ago, but seem to fall on deaf ears. There are also rumours that people have never see him without his cloak, even on the hottest of days, but these are also dismissed. Nobody sees him sleep, and nobody sees him eat, but that's not so strange, it's a big city, after all.
Inquisitive Curiosities
Wandering the streets and back alleys of Gandahar seemingly at random is an elderly dwarf name Zhilwyn Lodestone. Alongside him is an obviously undead skeleton pony, whose ribcage serves as the storage for Zhilwyn's goods. He is never without his three golem servitors (two clay, one stone), or a large group of guards to make sure he gets out of any situation. He rarely trades in coin (though he will if asked; prices are beyond extortion), preferring trading items for other items. He will Identify items for a fee. Rumor has it that you don't find him, he finds you.
Currently Zhilwyn carries the following "Artifacts" in the pony's rib cage. He will trade for something he thinks is equal in value, or sell them for extortion (five digit) sale prices. As to what the items actually do, that's left up to the DM:
| Item |
|---|
| A gold spyglass with a black quartz lens, looks like a snake with a head of smaller snakes. Its eyes are rubies. |
| A solid silver human skull. |
| A crystal prism, inside of which is an image of a phoenix. |
| A strange jar of thick, frosty-white jelly. Three applications. |
| A strange half-dollar-sized platinum token; one side is of crossed swords over a skull, the other is a roaring dragon. |
| A fist-sized carving of a dwarf picking his oversized nose. |
| Six polyhedral dice carved from leopard teeth. Each D&D die is represented and all six glow a faint pink. |
| A wand of Create Food and Water with 50 charges. |
| A flat silver box, locked with a lock in the shape of a key. The words "The key's inside the key, which is inside the lock." are inscribed on the bottom. |
| A large bone chalice carved from a giant's femur. |
| Items cont. |
|---|
| A pair of shin-high boots each carved from a single dragon tooth. The heels are each carved with the symbol of the rising sun. |
| Three small flasks of Black Dragon Urine, sold as a set. |
| A pair of fake breasts sculpted from preserved ochre jelly. |
| The deed to a tavern, which was owned by a family for nine generations until it was recently reclaimed by something called the Cult of the Jade Bladed Wyrm. |
| An amulet of a pegasus with six emeralds on its flank. |
| A preserved fox paw, labeled "The Hand of Marriage." |
| The deed to a haunted house built in the middle of nowhere in the deepest desert wastes. It is labeled "Warning: Werewolf." |
| A Wand of Magic Missiles with 42 charges. |
Plot Hooks
As a place full of danger and intrigue, the Outer City is full of potential adventure and threats. Some potential plot hooks are outlined below.
A Sleeping Titan
The nearby Mount Dahar is actually an enormous Earth elemental titan. Recently, a tribe of goblins on the mountain has disturbed its slumber, and it has rolled over in its sleep and drastically altered the course of the city's only source of fresh water. The city officials are not sure of the best way to solve the issue, but want to avoid waking the titan lest is threaten the city and the people that live there.
A Little Priest
Recently, someone reopened the Golden Chair Tavern, serving fine ales and delicious meat pies. On an weird and completely unrelated note, the city guard have noticed that the homeless population in the neighboring Tumbledown district has dwindled drastically, and a few people have reported neighbors and loved ones missing as well. The guard chalks it up to normal problems for transient populations, but some families are desperate for answers.
Crystal Ice
Two mid-level mages are using a warehouse in a Death Row to develop and addictive quasi-magical drug for sale, called Icebridge. Sales are going fine and the authorities are being paid to look the other way. All is good until residue and water runoff from the creation of Icebridge reaches the cockroaches and rats in the sewers.
Death on the Farm
A series of murders have been happening in vineyards and farms outside of the city. Near the sites of murder, undead bones and emblems from House Iskander were found. Most of the victims are transient people, so they don't have relatives to notify, but the families that run the farms are very concerned about the crimes happening on their properties. House Iskander denies any involvement, and claims to be framed for the deaths.
A Game of Tag
The party hears several loud screams and turns the corner and sees group of children being chased by a bear. If they pause for even a small moment, they quickly realize the kids are laughing giddily and appear to be playing tag with the beast. Whenever the bear catches one of the children, they turn into a bear and whoever was the bear turns back into a child before running off to catch someone else.
Hiring Extra Hands
A travelling theatre troupe is looking for extra hands after some of their crew were imprisoned for smuggling. They welcome help from most types of people as long as they can keep a secret or look the other way.
Missing Children
In a city the size of Gandahar, kids go missing all the time, especially in the Outer City. But now, children have been dissapearing all around the city for nearly a month, including the wealthier districts. Fingers are being pointed and accusations are plenty, but the city watch is stumped. That is, until one child is found outside the Holly Oak.
Monsters Under the Bed
A little orphan girl sits sobbing in an alley in one of the residential areas of the Outer City. She is scared of a monster beneath her bed that comes out at night. The monster under her bed is very real and already killed two of the orphanages wards. The adults that operate the orphanage can confirm that some children have gone missing, but this is the Outer City and kids run off all the time. Without some sense of violence, they have no reason to investigate.
Moonlit Drugs
In the sewers is a gang of lycanthropes who have been sneaking lycanthropic bile into drugs with some horrifying results. However, since the bulk of their tests take place in the shadier sections of the Outer City, they've flown under the radar of the City Watch until recently.
Mysterious Mansions
A mysterious mansion popped up on the outskirts of town. Trying to enter seems to be a death trap as the array of dead bodies and skeletons on the outside show. It seems that someone needs to take care of the situation and prevent anything worse from happening, but certain people in higher up positions are very afraid of the thing living inside. It seems that those in power are the only ones with knowledge of this creature and even they aren't eager to say anything about it.
New Travellers
A mysterious group of travellers arrived in the city and set up a number of market stalls in Southeast Moon Gate a couple weeks ago. They seemed harmless at first and were left alone, but now people have started to go missing and the city’s inhabitants are quick to blame the outsiders. These travellers claim to have no knowledge of the disappearances, but that hasn't seemed to help assuage the locals. Some of the citizens that live near here have started advocating for their expulsion from the city.
A Penny for Your Sock?
Little Timmy has lost one of his socks. His mum will give him a right good thrashing if he doesn't find it before supper! Will the brave heroes accept this quest? He has a single copper coin and an old lump of cheese if they can help him.
A Ring of Bone
A posting on a local job board details a request for adventurers regarding retrieval of an old ring from the Boneyard. The prize is excellent, but no one is accepting it even though it seems to be quite an easy task.
Talking to the nearby locals uncovers information about a man called Ibrahim Al-Nasur, who made the request, and that many people that go on his quests do not return.
Rough and Rowdy
Recently, it seems that all the children you come across are aggressive or are getting into fights with one and another, and the guards are too occupied with breaking up fights and sending them home, on top of their normal guard duties, to investigate why they're so much bolder.
Silence and Darkness
The Lamplighter tradition known as "The Week of Atonement" has just begun and on the first night an entire lamplighter patrol turns up dead with a message scrawled on a nearby wall "Laws will be broken and darkness will take the light. SILENCE is the only way." The Lamplighters are clearly concerned about who is behind this terrible crime, but the Watch claims to have found no evidence. Now, the Lamplighters are offering a generous reward and an official favor to whoever can bring justice to their fallen members.
Tone Deaf
Members of the Shimmershine Family are looking for some capable "problem-solvers" to get rid of a nuisance in Dogshit. Ironically, this crew for hire has been instructed by the noble family to "nobly" put a violent end to the infamous bard, Ko Rainboom. Ko is an orc that has been a thorn in their sides ever since his music started instigating violence throughout their beautiful city, and they especially don't appreciate the riots extending into their wealthy territories.
Ko frequents a few specific tavens to perform. Rumors suggest that the using of Mammoth earwax plugs into ones ears will block the effect of Ko's musical coaxing. However, if Ko senses an enemies in the tavern, he may choose to ring his magical triangle, using its high frequency tone to pierce through any earwax plugs. In this case the party suddenly finds their eardrums vulnerable to the bard's dangerous influence. This well paying job won't be so simple after all.
The First Ring
The First Ring is the outermost district of Gandahar that is protected by the city wall. This district is definitely not the ritziest place in town, but it is significantly safer than the slums in the Outer City. The locations here are generally respectable, and the population is often more relaxed due to the consistent presence of the City Watch's occasional patrols.
Locations
The First Ring is home to a diverse group of people and places. While most of the upper crust lives in the Second Ring districts, a few minor noble families live here among the blue-collar workers in this place. Crime still happens in the open on occasion, but very few people feel the need to constantly watch their backs as they experience the different sites and sounds here.
Cart Street
Located at the edge of the city, thousands of peddlers come here selling food and goods in their handcarts. What was once a simple street has turned into a winding maze of mud-thatch shanties and alleyways that branch in all directions. Local peasants sometimes walk up to three days to sell their goods here, as neither permits or fixed shops are required. Prices may be higher than buying straight from a farm, but still cheaper than almost everywhere else in the city.
Aside from common fare like melons, apples, bread, and carrots, there's no better place in Gandahar to find smoked rat skewers, fried pig hooves, pigeon soup, grilled mushroom skewers, or stir-fried gizzard and liver. Overall, the whole street carries the savory scent of food being fried or grilled.
However, new visitors should be warned that public washrooms here are few and far between, and the few that exist are filthy to boot. And avoid stepping into puddles; regardless of how they first formed, they quickly turn into impromptu public bathrooms. Additionally, it is best to avoid displaying too much wealth, to avoid being hounded by beggars, orphans, pickpockets and con-men. Putting on a poorer appearance can help if someone wants to try and haggle prices down.
A Cart o' Graphs
An old scribe named Tamler is the owner and sole employee of his unconventional “business." On odd numbered days, he drives his cart through the outer ring of the city, offering his services as a scribe; he will write and read documents for illiterate citizens or those with impaired sight, etc. If a person needs a loan agreement written up, for example, Tamler will stop in the middle of the street, open up his cart, retrieve his supplies, write up the contract on the top of the cart to the agreement of any involved parties, and then witness them both signing it. His customers usually give him a few coppers for this service, but Tamler will do it for free if the client is truly destitute, as he considers this a kind of community service that satisfies his spiritual side.
On even numbered days, however, Tamler follows his passions: maps. From making them, reading them, selling them, and anything in between, his cart will be filled with loose sheets, scroll tubes, and more. He’s willing to let adventurers examine his wares if he can look at any maps they have acquired. He may also trade maps, but those he carries might not prove useful to the party on a day-to-day basis. Some may be of the surrounding area, a cavern, some far off city, or routes to interesting location, caravan tracks, dungeons, etc.
Tamler sells his maps without fuss, but really enjoys bartering for peculiar maps the adventurers may have acquired, or ones that show something fantastic. If he meets another cartography enthusiast and trusts them enough, Tamler may invite the party to his home near the Barbican, where he keeps the really good stuff: interplanar maps. On map days, Tamler set up his cart with a stool under a tree along the road to the Imperial College.
Dana's Barrel
Dana Fosfolick is a scrawny fifty-five-year-old halfling man with a patchwork beard and a ratty old military hat. He doesn't really have much going for him in his life right now, no family, no job, no home, barely a pot to piss in, but he's got one thing that nobody else does: every morning for the past five years when he wakes, shivering in the shit-caked alley behind the Giggling Gorgon Tavern in Cart Street, he's got clutched in his hands a brand-new sealed bottle of a Potion of Diminution. These potions don't work very well (they have a 30% chance of not working at all, and last for half the normal time when they do work), but Dana sells 'em dirt cheap from a rotten barrel on a busy intersection in to eke out a living.
There's an old rumor that some poor sod got turned into a toad after drinking one of Dana's potions, but nobody's been able to confirm this. That said, people still regard the wild-eyed halfling with more than a mote of distrust. Dana doesn't care thought, he's just trying to sell these potions to buy himself a few pints of warm ale tonight.
Nobody knows where the potions actually come from. Once a friend of Dana's stood watch all night, but that morning there was no potion to be found and Dana's been reluctant to look a gift horse in the mouth since then.
College of Public Welfare Magicks
A large university exists in the First Ring dedicated to training individuals in the casting of spells used for the construction and maintenance of public spaces and utilities: sewage disposal, fresh water sourcing, city lighting, garbage disposal, city security, general cleanliness, food processing and creation, and other useful applications.The majority of students are enlisted in one-year training programs for cantrips such as prestidigitation or other minor spells, with those showing the most arcane aptitude asked to continue their education into more difficult schools and levels of magic. Most students attend the college free-of-charge, but are required to serve the city or kingdom for 5-10 years before taking their knowledge and expertise elsewhere.
The Crossroads Inn
At every crossroad of Gandahar, there exists and yet does not a sometimes ramshackle, sometimes iron-plated, sometimes gilded double-doorway. Through the seam between the doors the faint sounds clinking of iron steins and roaring laughter, hissing crackles and melodic singing slip out. Those that have the bravery open this door will find themselves within an enormous, seven-leveled hall, filled with tables surrounded by a colourful horde of extraplanar beings: devas share drinks with red and green slaadi, an archfey might play cards with a vampire, a hive of illithid in a drunken spoon-bending contest, and dozens of other strange entities. Standing behind the bar, fire burning in his eyes and the fangs bared into an ever sardonic smirk is the proprietor of this inn, a pit fiend named Zselbor, who created this demiplane as both a neutral zone for extraplanar and interplanar beings alike, but also as a seat of business for his own soul-selling deals.
A strict non-aggression rule is enforced within the tavern hall- and anyone dumb enough to violate it will soon find themselves kicked out the door, cursed and dumped in the Quarantine, The Hop, Dogshit, or any other of the city's shadier districts.
The Forge
This industrial heart of the city is riddled with factories and houses made with cheap materials. With few security measures and a complete disregard for its workers, The Forge exports items and corpses alike. Days with fewer than twenty accidents are rare.
But The Forge's exports are more than just items and construction materials. Anybody that's searching for a forged document or where to acquire unlicensed items can often find them here for a price.
Genu Inn's Inn of the True Spirit
Both an Inn and a workshop, this establishment is stock full of incredibly cheap items. But any expert will tell you that those wares are very substandard. A sword will break when you need it most, and that "magic cloak" seems to be of dubious quality. But when adventurers simply can't afford the best equipment, they can risk a purchase from Genu Inn.
The War Forger
Located in the Forge’s better parts, the War Forger is a property of House Temeryan. It is an extension of a grand forge, operated by a dozen skilled blacksmiths. The shop itself is under the good care of Gerhard Reedster, an old warforged soldier in service of the House.
The War Forger sells anything and everything made from metal, including bolts and arrows to plate armour and sailing anchors. It not only deals in ready goods, but also takes pre-paid commissions. Some requests might naturally take longer time to fulfill, depending on the object requested, but in the end the quality is almost always to the client’s satisfaction. It is said that big, closed carriages can be seen moving from the War Forger to the House of Clockwork on some nights, closely guarded by a squad of warforged in the colors of House Temeryan.
The Golden Square
The Golden Square is home to most of the houses of lower nobility or wealthier merchants. The square is filled with shops selling luxurious goods, grand villas of the rich, and in the center of it is the monument to the city's protector. The square is, however, also known as a place to find forbidden texts, cursed items, and rumors say the assassin guilds operate out of here.
The trading guilds here call The Ruby Palace their headquarters. This Palace is the biggest building in the area and serves all the licensed merchants and guilds as a central location for official business to be done. But underneath, slavers keep their illegal trade, selling slaves to the richest people in the city, or organizing gladiatorial fights in the underground pits for the amusement of the rich.
The Brigandeer's Outfitter
The most well-known centre of trade for adventurer's of all kind in Gandahar, The Brigandeer's Outfitter is a larger business run by the dwarven brothers Tjorvest and Sempki Pikenbrandt and specialises in the forging, identifying, enchantment and enhancing of blades, armour, and wondrous items of all kinds. With Tjorvest handling the metalworking and Sempki as the brains behind the enchanting process, the Brigandeer's Outfitter serves the city of Gandahar from their shop in The Golden Square. The Pikenbrandt brothers are themselves outspoken against the slavery that takes place right under the nose of Golden Square's residents and they will often hire adventurers incognito to bust secret slave trades beneath the gilded homes of the square.
The Brigandeer's Outfitter resembles square-shaped, single story building of brick and sloped red rooftiles, with its central courtyard being location to the huge Pikenbrandt forge. A small bell-tower juts out of its south-eastern end, from which the end of any forging shift is announced by the sound of a deep gong.
The Cheek and Sundry
This small shop and accompanying warehouse are located in the shopping district of The Golden Square. Proprietors Isned and Izintned Nurdark are Human brothers who moved to the city sell fun and funny novelty items, pranks, slight of hand magic books, gaffed mundane items, loaded dice, marked decks of cards, and the like.
There is also a nice little corner of the shop for the discerning explorer who enjoys a more ultra-light backpacking experience. Something both Nerdark cousins enjoy and love to argue about. Their favorite argument is what's ultra-light and what's stupid-light.
The Gilded Ring
The Gilded Ring sells low quality items for standar prices out of a small hole-in-the-wall on the northeastern border of The Golden Square. The owneris an old gnomish man named Gilmen Gliterhoff, but a human named Samael Wurfan and a tiefling named Zayrios Minkoheman run the shop, which sells low quality jewelry at normal quality prices.
But behind the facade of a badly-priced shop, The Gilded Ring does a massive amount of illegal business. Most people know that Samael has a weird knack for finding any requested items for the right price.
Zayrios also maintains a close connection with the Interworld trade and transport and many other criminal organizations: The Dancing Snakes for assassinations, or The Black Hand for theft or slavery. The Gilded Ring does not care what anyone wants or why they want it, because gold is the only language they speak.
Oxo Box
This place sits on the southwest corner of The Golden Square, where an elderly wood elf named Adran Hanali specializes in "unique and interesting containers."" Magical chests, extradimensional bags, jewelry boxes that teleport goods into wall-safes, and all manner of interesting containers can be found here, but they are far from cheap.
Slaver's Pen
Underneath the Ruby Palace in the Golden Square, exists a large slave market. Slaves from all races and backgrounds can be found here. Once per week, a large auction auction is held within the Slaver's Pen. For anyone looking to buy slaves for a reasonable price, this is the place to go but, being an illicit marketplace, the Black Hand's best people guard the location during the big event.
Sylvana
A married gnomish couple owns Sylvana, a small shop on the outskirts of the Golden Square. Garland and Stump Skyward mostly sell fruits of the forest and happily provide samples for patrons to tast, but also sell fruit tarts, nuts, and sugar candies here. Non-food items are available as well, including intricately sculpted and woven twigs form delightful brooches, rings, tiaras, leaves that smell spicy or sweet and never seem to die, walking staves, intricate wooden locks, and fantastic sculptures made of wood.
The shop is supplied by Tivi, a young gnomish woman. She knows many haunts for rare creatures and plants, and often brings ghost stories that she happily shares with customers whenever she's returned with a pack of forest pickings.
The Great Oak
The Great Oak sits in the middle of a small plot on the western end of the city. The “island” is a haven for druids of Gandahar and teems with flora that surround the titular giant oak tree. The Great Oak is also home to an ancient dryad named Quercinius. She hasn’t spoken to the humans of the city for decades, and not even the druids that watch this small grove are sure as to why. They can still sense her presence here, but for some reason, none of them are able to contact her and get a response.
The Great Reservoir
A classic piece of great Shimmershinean architecture, The Great Reservoir acts as Gandahar's main freshwater supply. Once Gandahar began growing beyond the capacities of its rivers and wells, the Shimmershines built a sophisticated aquaduct connecting the city to water in nearby mountains.
The main supply hub at the city's fringe near the Great Oak is connected to a network of aquaducts and pipes that provide water to wells and cisterns throughout Gandahar's other districts.
The Hop
Many years ago, a section of the city was accidentally pulled into a pocket dimension. The arcane energy that caused the schism was strong enough to stabilize, but not strong enough to fully break the earthly bonds within the soil. Portals to this dimension will occasionally rip open around the city before abruptly closing. But rumors circulate of more permanent access points: a wall, the center of a street, just under that manhole cover, or a washroom towel closet. Any of them might contain a sudden entryway to a strange part of town. But entering The Hop should be done with care. There's no telling when someone might find their way out again, or where in the city they might land.
Planar Express
Always located somewhere in the city, Planar Express is wherever commerce needs it to be. This mysterious branch office of the Interworld Trade and Transport Federation can only be found when someone truly needs them.
Customers are greeted by by Greithrot, a jolly looking, dark-skinned human man that is probably busy packaging items for delivery on the shelf behind the counter. Greithrot sometimes introduces himself as Torhierg and wears a hat of disguise, but jovially converses with customers and clients.
Letters, messages, parcels, magic items, spell components, sentient swords, regular arms, human arms, gnoll arms, mermaid tears, monkey paws, wishes, dreams, jokes, salt, sugar, books, people, slaves, true names, rumors, and moneygrams are for sale, all delivered to anyone, anywhere guaranteed! Greithrot is even willing to move more illegal wares if he is paid a little bit extra.
While there are those in the city who consider IT&T to be criminals, the company does honest trade, taking fair payment for jobs, handing out receipts, and even delivering taxes promptly to City Hall. This has earned Planar Express some support with more open-minded factions in Gandahar.
Icheps' Grasp
Towers of crumbling iron and stone anchored to the corners of ancient fortifications and forgotten rooftops and rise at chaotic angles into the choking smog are locally known as Icheps' Grasp. Originally constructed to anchor an armada of airships, as a defense against incursions from the Plane of Air, they now house an immigrant community of Aarakocra, who build airy constructions of net and silk, suspended from the fraying lengths of rope and wire that connect the towers.
The Jade Pathway
A small district squeezed between the middle class and seedier parts of the city, The Jade Pathway is a series of two cracked cobblestone streets lined with jade statues of intricately carved animals. Small offerings are often left at statues' feet in hopes of good favor or a twist of luck. Small shops are clustered together along the street creating a menagerie of tea shops, fortune tellers, herbalists, produce vendors, and fabric shops. The cramped alleyways in between are rumored to provide cover for ne'er-do-wells to conduct some small business.
Fragrant smells of spices fill the air as mobile food carts are pulled by vendors loudly hawking exotic delicacies claimed to be handed down family recipes. At night, the district is dimly lit by hanging paper lanterns attached to thick metal cables strung between the buildings and sparse trees, which are used to deliver covert messages to those that know the signs.
During the evening the Jade Pathway comes alive, with hidden opium dens and gambling houses constructed underneath the quaint apartments above. With the right connections, other services may be performed at exclusive brothels unknown to most. The district is controlled by The Silk Layers.
The Clearbrook Clinic
Wedged deep into the smashed together buildings of the Jade District the bubbling sounds of a magical spring can be heard coming from a small courtyard nestled between small, tightly packed buildings belonging to the Collective.
The Clinic is humble and mishmashed, but has organized entryways in all of the surrounding buildings to maximize accessibility. For the right price, access to most types of medicines can be purchased from Irene Armstrong and The Brook Serpent. Irene is an older human woman with silvery hair, and the Serpent is a living snake with blood that can heal most ailments.
Beyond The Serpent's blood, the Clinic only offers mundane healing and access to non-magical doctors and nurses to the injured. But Irene Armstrong also has connections to the seedier underbelly of Gandahar, and often provides healthcare to criminal organizations in exchange for favors - an offer that makes the Clinic very popular among the various groups of organized crime in Gandahar.
The Imperial Leaf
Nestled between buildings in The Jade Pathway is a small tea shop, owned by a family of halflings. Bandobrass Weatherby is the father and owner of the establishment, and inherited the small shop from his father.
After a brief stint abroad where he met his wife Naveen, and returned to Gandahar, with contacts for exotic ingredients. Their children, Alvienda and Barnaby work as servers and cleaners.
The Pipe Dream
Incense, tobacco, hookah, and other fumes erupt from the doors of The Pipe Dream, often sending patrons into fits of coughing. As the illustrious sign out front claims, this is "Gandahar's Finest Tobacconist Shop!" and is filled with rare and exotic blends of tobacco and herbs and a variety of exotic pipes, mostly glass and wood, to smoke them in. The owner, a tall and graceful efreeti named Arrushi claims his products are completely legal, but he's been accused of dealings with the Brothers Sanguine or the Quorth Syndicate, and moving hallucinogens and interplanar poisons for Interworld Trade & Transport. The City Watch keeps a close eye, but without much drug regulations, they usually just pull him in on suspicion of charges, and try to make something stick.
Arrushi himself was a minor noble in the City of Brass, on the Plane of Fire. He came to Gandahar on a bender, and found himself stuck and unable to return. He dresses ostentatiously, and tries to give off an air of sophistication, but generally comes off as gaudy. He wears lots of jewelry, including gold and platinum chains, and multiple rings on each finger. He also has several piercings on his face and ears that glitter in the fire light.
Imperial Leaf Teas
| Tea | Description |
|---|---|
| Gandahar's Respite | A standard black tea with a stiff shot of hard spirits. The most popular choice for this is Old Gravedigger's whiskey. Served in a stone cup. |
| Not'solong | A delicate aromatic tea, which must be drunk in short order before it solidifies, due to the added scrapings of a gelatinous cube. Served in a porcelain square mug. |
| Earl Fey | A light yellow tea that provides a feeling of good luck. Contains a dash of ultra-fine pixie dust. Creatures with fey ancestry don't seem to like this one much |
| The Imperial | A strong, bold flavor surrenders to none, this dark tea has the acrid taste of conquest. The tea is brewed with the addition of a powdered gold coin and a sprinkling of rust. |
| Orange Chrysanthemum | A flowery, zesty tea with a small note of iron-like sourness. Small pieces of blood orange are brewed with the tea. Otherwise it has no "strange" ingredients. |
| Dragon's Fire | Spicy, bright red tea with a strong cinnamon flavor. A drop of red dragon's blood is added to the brew. Served with a bowl of ice due to avoid injury. Perfect for cold nights. |
| High Chai | A delicious aromatic tea, mild in flavor, with a funky aftertaste. Imbued with myconid spores. Provides a euphoric feeling for a brief time. |
Target
A combination bowyer and fletcher’s shop. Run by a pair of hunting enthusiast humans. Their family have been merchants for generations, and their two loves of mercantilism and hunting combined when they founded Target. They also dabble in the sale of other adventuring supplies, backpacks, bedrolls, rope, dried rations, lanterns, lantern oil, canvas, tents, and more.
The Jumble
In ages past, the city went through a civil war, and terrible machines of Gnomish clockwork were deployed and detonated. As a result, parts of the city became fractured and twisted in space and time. They say no one enters The Jumble and emerges unchanged.
The Mazelands
Prices on housing have always been an issue for a city of Gandahar’s stature and the evergrowing greed of its nobles. An attempt at solving the issue resulted in a series of affordable land offers and pliable construction laws. An excellent resolution on paper, it quickly turned into a sick mockery of itself. Now, a claustrophobic mishmash of towering buildings, constructed in the cheapest possible way, stack on top of each other like bricks, slowly chokes out their residents with chaotically formed narrow twisting streets and alleyways. The sun never shines down to the streets of The Mazelands, and a considerable portion of its population prefers it that way.
The peculiar nature of this district results in strong and considerably loud wind currents, unique to the Mazelands. They increase in intensity the higher you climb up its streets, often carrying away a stray plank or two the winds ripped from one of the buildings. Its rather unfortunate adjacency to the Forge has made things even worse for the residents on its border; however, but the wind takes care of most of the smog.
The Guiding Thread
A relatively sturdy building with walls of oak logs and cobblestone foundation, The Guiding Thread stands near the very entrance to the district. The proprietor is a grizzled one-horned minotaur named Fobbos, who, for a modest fee, sells a service of the district’s “mazerats" to guide visitors. Each mazerat is a young humanoid with extensive knowledge on the district’s layout. Their prices vary based on experience, but typical prices are 1-3 gp per hour.
In many cases Fobbos acts as a father figure for the orphaned kids and young adults under his employment, so he keeps close eye on their location at all times through a number of blood-containing vials inserted into a large stone tablet. This tablet hangs to the side of the shop’s counter and serves as a “map”, which only a handful of people can read. While The Mazelands are a treacherous place, and young mazerats would normally be an easy target for unsavory denizens. But Fobbos has worked hard to make sure everybody knows that harming one of his workers means a personal visit from him and his trusty greataxe named Bessy.
Nowadays, hiring a mazerat is generaly enough to guarantee safe passage into or through the Mazelands. But sometimes criminals will specifically target groups and just subdue their guide until the ambush is over.
The New Docks
A century ago, a coven of powerful arcanists wielding move earth were led by a powerful elven woman named Mialee Verevan to purchase barren patch of muddy shoreline next to the existing docks. With magic, they built a bigger, better, more efficient set of docks. Merchants flocked to the New Docks because it was cheaper, faster, easier, and safer to do business there. The arcanists and their ancestors now rule over this district as powerful and wealthy maritime leaders.
They do not fear Duke Brackron, the owner of the aging and rotting docks that used to serve Gandahar. The Harbor Witches have powerful allies among the merchant class now. Surely the displaced aristocracy wouldn't do anything rash to upset the new order?
Brigandy Solutions
Brigandry Solutions was founded by a City Watch patroller named Reg who saw an opportunity make some business. As a Watchman, Reg saw firsthand the prolific amount of crime Gandahar is known for. Thinking that an ounce of prevention is worth a pound of cure, he decided to start a business selling home security for the population of Gandahar. He sells everything from window bars and guard dogs, to alarm spells and magical locks that only open when in close proximity to a paired amulet. Some of these items are geared more to a high-class clientele than others, but Reg is an egalitarian sort and believes that everyone has a right to security in their own home. For the right price, he can even provide private security for an estate or event, largely staffed with retired or moonlighting City Watch members. His shop sits along the wall between The Artisan's District and The New Docks, and a sign outside features a wooden sign above the door with a winking guard dog.
Mord's Hoard
Mord's Hoard is a shop that sells one-of-a-kind treasures and artifacts owned by Mord Glimbane, a retired adventurer with a long and storied career. The store's sterling reputation among the New Docks for high quality products and services is at odds with its shabby interior. The man himself, Mord, is a fat old gnome that relies heavily on bejeweled cane. As a successful, retired adventurer he lives a life of ease by slowly selling off the treasures he acquired over his long career. He set up here in the New Docks as a way to attract adventurers and drifters, as port areas are more likely to bring in other adventuring types. He still has a razor-sharp memory though, and enjoys regaling potential customers with the stories behind each item in the shop. He is also a masterful liar, and sometimes fabricates tales to accompany treasures that were not originally acquired by his own hands. In his free time, Mord also works as a Mason in the New Docks district, maintaining the Watcher statue right outside his shop.
The Quarantine
Around 200 years ago a strange pestilence spread in this district. It grew quickly out of hand and bodies piled on the streets. The regent of that time saw no other means than to seal the district's gates shut and enforced a brutal quarantine which is upheld present day. Nobody knows what has grown in there over time, but the neighboring residents report of strange howling at night.
Aviot Perch
Located in front of the former gate to The Quarantine is a mishmash of an old watchtower and a multi-storied shop. Cantilevered beams protrude out at different levels from the tower and support crudely built shack-like structures from which the screeches, hoots, and caws of birds can be heard.
Entering the double doors at ground level reveals a surprisingly organized display floor. On the left wall are shelves loaded with bird cages, falconry gloves, hoods, and any other accessories needed to train and care for avian companions. Behind the main counter is a huge sign with the names of nearby towns and cities, along with some more distant locations. The top of the sign reads “Pigeon Deliveries” and next to each city name are two hooks from which hang two numbers; one that lists a price, and another that lists how many homing pigeons are available for that particular city.
On the main desk is a book titled, “Fester’s Guide to All Things Feathered” and on the right wall hang several metal pots filled with a diverse display of colorful feathers. Several nearby display cases contain sturdier flight feathers crafted into beautiful quills and a chest filled with straw holds a variety of strange eggs ranging in size from 1/4 in to 12 in diameters.
At the back of the shop is a locked door leading into the base of the old tower to which the shop is now adjoined. Behind the counter is Matilda Conrador, a thin and wiry human woman. Her long bony legs, tall skinny neck, and oversized nose give her the appearance of a malnourished bird. The upper floors of the shop house the multitudes of birds for sale and the homing pigeons for hire. A hidden room on the 5th floor contains the rarest magical birds along with some magic feathers and quills. Greer the Falconer resides on the top floor.
The Aviot Perch does a lot of business selling quills to The InkPot, and Tamler of Carto o' Graphs. Sometimes it even sells rare eggs and birds to The Sizzler.
Strangeways
Strangeways is a collision of alleyways and dead end streets. The district started outside of the city proper, established by a group of refugees from other kingdoms and folk who weren’t necessarily welcome amongst polite company in Gandahar proper. As such, they were forced to settle outside Gandahar, until the city came to them, and eventually overtook them. A number of taverns and inns cluster near the edges of the district, and citizenry from the rest of the city often come here to relax among friends and delight in observing the “exotic” clientele.
A bit of a slum, and sometimes dangerous to those who don’t fit in, Strangeways got its name from its rag-tag construction. An alleyway can go a hundred feet or more without any turn off and end in a solid wall, and larger streets can twist back and forth. Most of the Lizardfolk of Gandahar make their homes here and a majority of them like to keep to themselves. Prominent industries here cater to exotic items, strange potions, magical baubles, and other occult objects.
The denizens of Strangeways sometimes feel ignored by the law enforcement of the city, and keep things in order by themselves. It isn't a lawless area, but the community has made their own way in the world and take pride in the space they have made, and protect it as they see fit against those who would otherwise impose their will on the locals.
Borley's Bundled Baggages
Deep inside the twisting paths and unknown alleys of the Strangeways, a satyr makes his home. Most often disguised as an elderly halfing man, Borley the satyr owns and operates a small, difficult-to-locate store. Everyone knows about it but only a few claim to have visited it because once found, it is not easily found again. Whether by enchantment or aid of a magical item, the doorway to Borley's moves around. Some say the harder you look for it, the less likely you are to find the small circular door made of dark wood and peeling green paint. Pushing through the door reveals a large circular room, lined with shelves overflowing with junk.
Borley gathers things lost in the Strangeways and resells them here, for a modest price; he often trades things for money, for songs, and for favors. He also sells information because he always "knows a guy."" He treats the Strangeways as his garden, the city as his forest. Hidden among the rubbish and mundane items are weakly enchanted magical items, but Borley places no higher value on them than the other goods he sells.
Gintaxaxl's Place
Buried deep in the twists and dead ends of Strangeways, among the ornamentation of lizardfolk and the smell of rich and foreign spices, is a shop that does not have a sign. It doesn’t advertise itself, and entry requires a password. It’s owned by a Lizardfolk named Gintaxaxl, and his wares are truly strange. The shop is stocked with mummified hands hang from a rope like heads of garlic, ropes of garlick, strange creatures and bits of creatures float in jars of colored liquids on a long wooden shelf. Cloying incenses perfume the air, and the light takes on a strange two-dimensional quality.
Gintaxaxl stands poised to chase out anyone who barges in without a welcome. He takes joy in the discomfort that his visage imparts to his clientele. His prices are actually pretty fair, although he usually caters to the needs of other Lizardfolk and their religious rituals. He speaks common well enough, although with a heavy accent, and is happy to deal to with members of any race. Those that have visited enough may be invited downstairs. In the basement, Gintaxaxl sells zombies. Their teeth and hands have been removed, so that they are unlikely to hurt anyone, but they are quite expensive. He explains that the undead, once rendered harmless, are the perfect tool for an explorer of ancient crypts or shunned places. Set one loose down a hallway, and it can trigger any number of clever traps by means of unaware flailing. And if it survives, so much the better! Reattach the chain to the collar and move along with your purchase still intact! If a party decides to purchase one or more zombies, Gintaxaxl arranges for them to be delivered outside of the city walls.
Something Posing as Magic
Those that get sufficiently lost in the Strangeways, might just happen upon an odd-looking door. Inside, a variety of magic items of dubious usefulness, are available for relatively reasonable prices. Nobody ever seems to tend the shop, but locals that are familiar whisper warnings that it's bad luck to steal from it. And in fact, if a character attempts to steal an item, they find later that they are missing gold equal to the cost of any stolen items, plus an additional 50 gp for each item. If the character doesn't have adequate gold, they find the item missing along with a handful of gold.
The Swamp Farm
Over the decades, Gandahar has grown and consumed the land around it, but one patch of land that has avoided being swallowed by the city is a square of swamp now known as The Swamp Farm. The swamp was bought by a dwarf named Perrin Ungart who hated mining. Initially the farm was on the outskirts of the town and he saw profit in the rare mushroom growths that produced a natural flammable gas.
Perrin farmed the gas for many years and watched the city grow around it. Many people offered to buy the land off him could not match the profits Perrin earned from the naturally occurring gas. He passed the farm down to his son, Brenton, who now runs it and employs a small workforce of harvesters and alchemists to gather and bottle the super flammable product.
Renton's Explosive Bazaar
Renton is a cousin of Brenton, so he has first pick of the explosive gas that is harvested from the Swamp Farm. He spent his youth blowing things up, and has now built a shop to sell his best creations: fireworks. Renton sells a variety of fun and fancy fireworks.
To someone in the know, entering the shop on particular morning and asking to see a Dragon Rocket will result in an invitation to the back room, where the expensive fireworks and explosives are kept.
Vaultside
Unearthed by a hyper-localized elemental cyclone, this slab of smooth granite known as The Vault offered something rare to the architects and developers of Gandahar - a blank canvas.
In the following decades, a mad-rush of decadent opulence, slapdash construction and creative success and failures have made Vaultside one of the most desirable neighborhoods in the city. Never mind the whispers in the night, the lack of sewers, and the slight tilt of the great slab. It's the price you pay for luxury.
Plot Hooks
To add intrigue and mystery for players exploring this district, any of the following plot hooks should fit into the First Ring.
Dampened Spirits
After several random encounters and plot hooks, it's become noticable that men and woman throughout the city, whom have been known to be energetic and outgoing individuals; have been devolving into muted, unmoving, and oddly violent introverts.
Doctor's note
A roguish type 'accidentally' runs into one of the PCs, who then notices their coin pouch pouch is missing. The thief runs into an alley, but drops the pouch on the ground with a note slipped inside. The note is a coupon for one free appointment at a hospital in town and stamped with a royal seal. The court physician has a mission for the party, and can't speak openly.
Eyes in the Dark
The statues of the Jade Pathway have intrigued many, but lately people claim they've seen the eyes of the statues glow at night. Not all of them, though. Apparently there have been some new additions to the Pathway.
Fighting Pits
There is an underground pit fighters arena not far from the city jail where guards pit prisoners against anyone who wants to fight. If a prisoner wins they gets their freedom. If they lose, they die.
The Forever Shop
A gang of hungry teenagers from the poorer section of town tries to rob the party, and one of them has an magical dagger that is clearly far above what he should be able to afford. When grilled about where he acquired the weapon, the youth describes an old pawn shop thats always been in his neighborhood. He said it just appeared last week. As soon as your party hears about the shop they "remember" it always been there. The shop moves from time to time, but as soon as it appears everybody just knows that it's always been there.
The Fungal Maze
The Mazelands have been under a strange moon for the past few days. Some madmen claim to hear an occasional guttural laughter coming from the winding alleyways. Scattered reports of goblinoids have been reported, and air on the lower levels is stale with iron and sulfur. Mangled houses are painted in viscous crimson and an unnatural red moss seems to grow on a few corpses lying unattended on the odd streets.
Golden Mystery
Weird sounds are coming out of the Gilded Ring. The Watch thinks something highly illegal is hiding there, but haven't been able to find anything to justify a raid.
Haunting Shadows
A strange, mangled creature lurks in the shadows behind a little girl, almost as if watching over her. But on a second glance, it disappears. Weird things have been going on around the town such as people randomly going missing, and things misplaced that ought not to be, and more.
Help From the Darkness
Sometimes, people wake up in the middle of the night and see two pairs of yellow eyes staring at them from outside their window. Those that respond aggressively to chase off this perceived threat find no trace of any creatures when they get outside. But one person reported that, after trying to converse with this entity, that it left a magical item that was stolen from someone else in the city.
The House of Blood
Recently there has been an increase in passive aggressive moves towards House Iskander: moves which are growing more and more hostile. At first it was a clove of garlic on the doorstep, then graffiti on the Pale Tina Inn's storefront that read "DRINK BLOOD WITH BLOOD DRINKERS," and finally a silver dagger hanging from outside one of their bedroom windows with a mysterious note attached. The watch won't take the events seriously, and House Iskander hires the party to investigate.
The Library
An unassuming library has appeared in part of the city. Inside is a well-sealed book covered with arcane scrawling that speaks of the wonders within if the correct steps are taken to unlock it. It also has thieves cant scrawled across it, which references incredible secrets that could be learned within.
The Fold of the Seven believes it may have a spell they have long searched for within its pages. The Black Hand is worried it may be that book, which would be bad.
Magical Illness
A citizen approaches the PCs for help. Someone has fallen sick, shortly after joining a small religious movement. It's not quite heretical or cultish, just an offshoot of the local religion and a little weird. If the PCs investigate, they'll easily find out that the symptoms of this illness include: inability to sleep, burning in the lungs, exhaustion, itchiness in the throat and chest, difficulty eating.
The local medical professionals have discovered this disease is tranmitted through the air, but it has resisted all of their mundane and magical attempts to cure it. Questioning patients is risky, but it's the only way to find patient zero. Clues point toward an empty house in a wealthy district, but the neighbors aren't thrilled with the unofficial investigators.
Murder, Murder
Three murders with no apparent connection have occurred over the past three days. A wealthy merchant, convinced he has figured out the whole thing and expects to be the next target, hires the group to protect him.
Missing Persons
The Slaver’s Pen was infiltrated and several slaves were stolen. Strangely, only slaves with exotic, monstrous ancestry were taken. The fey ringleader has heard that the party is capable, and will pay handsomely for what he only describes as "stolen inventory." If pressed, he will describe the slaves as "exotic sculptures" or "works of art" in an attempt to convince the party to accept his Fey Bargain before they can uncover what his "missing inventory" actually is.
No Rooms at the Inn
When the party searches for an inn to purchase housing, they run into a problem. There is a reclusive visitor at this location who has not paid for their room today, hasn't eaten, and come out since that night. A strange woman paid for his board initially and hasn't been back since. When they arrived, she the man seemed drunk and had trouble making his way up the stairs, stumbling like he didn't know how to work his feet. Nothing too strange late at night for an inn, but he did really stomp like mad. She paid for two nights but it's been three and the innkeeper is looking to kick him out.
Pop Up Magic Shop
A mysterious shop filled with magical oddities appeared in a back alley over night.
Pocket Protection
The Pocket Protectors are at war with an infestation of fey. All across the city pocket planes are being occupied, which prevents them from being closed off by the group.
Rat's Bounty
A group of young street urchins known as the Rat's Bounty have a new leader by the name of Kitty Clayborn. The group of orphaned ruffians are starting to take on more daring and dangerous heists under her leadership. They now have a bounty on their heads from the Gandahar City Watch, funded by the affected local businesses.
The Ringleaders
A fight at the bloodhound tavern got out of hand a few nights ago, leading to a bloody riot. The powers that be in House Delvier have shut the tavern down and are offering rewards for the capture of the ringleaders.
A Sacrifice is Needed
A desperate mage aspires to lichdom, but cannot find a way to properly offer a sacrifice to his phylactery. In a desperate attempt to make his phylactery work, he tried to summon a meteor to strike the town and cause a mass offering.
Tending Bars
The Crossroad Inn is looking for new personnel! Hiring notices have been spread across the city, each one several pages long, filled with infernal jargon and the promises of a "culturally and alignment-inclusive and diverse workspace, unique experiences and double pay on night shifts." But also lists requirements such as: "proficiency in at least two extraplanar languages, knowledge of spells of 3rd level minimum, and open-mindedness in working with infernal orabyssal customers."
Time for Sabotage
The last carriage from the War Forger did not reach its destination in the House of Clockwork. A bit more tipsy than usual, Sir Girbery Temeryan has put his honor on the line to find the perpetrator, and he needs help.
The Ultimate Pub Crawl
Greithrot is preparing a pamphlet for his side-business. He needs a group of brave individuals to run through every tavern they can find in one night and report back while preferably still inebriated.
Under the Lake
A recent drought has caused the Great Reservoir to reach an all time low. The Dewdrops have reported what appears to be an old crypt on the lake borrom and The Relic Seekers are looking for adventurers to help with exploration.
Vanishing Statues
One of the statues has gone missing around town. Some claim it was activated but none of the magical shops or academic institutions seem to know what's going on.
Wandering Monsters
A section of the city has been closed off to stop the spread of a mysterious lifeform.
The Second Ring
Home to the wealthier nobility and very well-to-do, white-collar working class, The Second Ring is a district full of decadence and elegance. The best and most reputable merchants live and work here, and anyone who's anyone will come here to rub shoulders with the elite.
Locations
Filled with artisan crafts and the best foods available in Gandahar, this ring is filled with all manner of shops and stores. Yet in some places, the gilded veneer is thin, and the seedy underbelly of Gandahar can be found here for anyone that risks peeking behind the facade.
The Artisan's District
A swath of stylish buildings collide in a hodgepodge of twisting streets curving staircases around this central market. Smells emanate from several stalls and booths that fill the open squares in the Artisan's Distric. Some older and more storied buildings house artisan's guilds that have been around for almost as long as the city of Gandahar itself.
In the center of the district is a merchants guild where the din of coins and fat purses can be heard along with bellows of negotiation adrift on the winds.
The faint clash of hammers and churning of millstones ring and rumble in the distance if you listen carefully, and shadowy figures move through the older parks and alleyways. The guard largely looks the other way as long as illegal activity is subtle, and are widely susceptible to bribery.
Cosmo's Curious Confections
Cosmo, a bubbly half elven woman in her mid thirties with bright reddish hair, runs this shop found under a massive lollipop-shaped sign. The rich smell of sugar and oak barrels fills the interior where the garish display of sugared sweets are wrapped in colored paper on glass shelves. Children of all races spend far more time here than their parents probably allow, spending whatever pocket allowance they have on mundane sweets.
But behind the counter, Cosmo keeps a selection of confections that provide magical effects that function as potions. She always keeps an eye out for rare ingredients, and has heard rumors of a basilisk infestation in a cavern in the nearby hinterlands. She'll pay well to a party that can provide some basilisk blood so she can restock her Ultra-Strength Jaw Breakers.
Cosmo's Magical Candies
| Candy Type | Effect |
|---|---|
| Salt Water Taffy | Water Breathing |
| Honey-Nut Bar | Animal Friendship |
| Cinnamon Drops | Fire Breathing |
| Cotton Candy | Gaseous Form |
| Chocolate Mints | Resist Fire |
The Dwarven Hammer
The Dwarven Hammer is the oldest smithy in Gandahar, founded centuries ago by the Trueanvil family. Trondar Trueanvil runs it now, forging and smithing the finest metal weapons in town. Trondar, retired from adventuring to run the family business of weapon smithing after a severe leg injury nearly cost his life.
Nowadays, he lives well and boasts about the quality of his work. His shop is usually well stocked any metallic weapons, and will purchase used gear for re-smelting as long as the metal is not rusted. Sometimes he will also have a magical item in stock that he purchased from another adventurer some time back.
He also has an issue dealing well with orcish people sometimes. Usually it's not a problem, but a few times he has been taken aback by a customer that looks just a bit like the orc that dealth the injuring blow. He's slowly been working on dealing with the lingering trauma though, and nowadays does pretty well around most any clients.
The Goat's Bounty
This quaint cheese shop has been run by the Goathorns, a family of halflings, for almost 190 years. The shop is not exceptionally well built, and there is little space in the store proper as most of the building houses the Goathorn family, but it fits just fine for halflings and other small races. Customers frequent the store not only for its delicious, artisan cheese, but also for the cheery service and hospitality that halflings are so well-known for. There are several family portraits on the walls going back generations, and the proprietor, Gerald Goathorn, always has time for to chat with the customers.
Guido's Glamours
Nestled right against the walls of the Inner Ring hangs a gaudy sign that reads "Guido's Glamours, Glorious Gems and Gewellery." Guido is a wizened Halfling Illusionist with flashy clothes and a majestic beard. Any characters without fine clothing or a noble background are not allowed past the first lobby area where the servants of Guido's other customers wait for their betters.
Patrons that meet the standards are allowed entry, where Guido displays his most spectacular (and expensive) works of jewelry. The finest pieces are kept under glass cases, but Guido is happy to let potential customers try items on. For the wealthiest of clients, he offers his magical skills to create illusory copies of the them so they can get an external view of what these fine pieces look like when worn.
If a character comments on the glamour spells or any of the subtle magical tricks, Guido will ask, "Are you here for the Glamours then?" If the character simply nods, and says nothing, Guido guides them to the back room. A simalacrum of Guido exits a small office and heads out to the main room while the real Guido continues into a small closet at the very back. A spiral staircase descends here to the basement where books covering illusion, enchantment, and transmutation line the shelves. Wizards with deep pockets can help themselves to several spellbooks.
The entire basement is protected with an antimagic field, and canny PCs might recognize several magical items that look cursed. But the most noticeable thing is Guido's true form. In reality, Guido is a shifty Goblin with a scraggly beard and a mad-eye. His demeanor changes from charming and friendly to secretive and conspiratorial. He whispers when he speaks and looks very intently at the client.
Inkarnations
Located in a hidden basement below The Inkpot, nobody becomes a patron of Inkarnations except through invitation. Those that gain access can purchase services from the Inkmistress, a woman of great mystery and significant talent, able to inscribe tattoos imbued with strange powers.
The Inkmistress maintains her secretive business model by magically erasing the memory of anyone that visits her. She employs a few trusted individuals to screen and select potential clients for her unique and expensive services.
The Inkpot
The largest store in the city specializing in anything written or mapped, The Inkpot is the place to go for anything relating to written word or cartography. The ground floor deals with book bindings and the creation of scrolls, and also carries mundane paper and ink for general use. The second floor containes finished products such as maps or scrolls, and the third holds any magical ink and paper.
Ketterman Barley's Statuary
Adjacent to the central plaza of the Artisan District sits a small but intricately designed storefront made entirely of marble. Ketterman, the owner, is a middle-aged gnomish stone carver of some renown who always seems to know about what's going on with the upper nobility, and does all kinds of stonework here. He's expanded his business recently by offering smaller, personal busts for clients, which fits well with his upper class clientele (although he has no qualms about who he works for, so long as they can pay).
But what nobody has realized yet is that Ketterman is actually an accomplished diviner as well and he magically imbues all of his work with a subtle divination spell. Once a sculpture is complete, Ketterman can see through a sculptures' eyes and hear through its ears, and when he uncovers particularly noteworthy information, he sells it or uses it as blackmail under the alias "The Emerald Pool"
Ketterman has operated in Gandahar for almost a century now, and his work has been erected not only throughout the city but beyond its borders as well. Through his alias he has garnered clients from the most notable people in Gandahar, including The Lilac Order, The White Dagger, Interworld Trade & Transport, The Department of Salt, The Black Hand, and even House Shimmershine. With his vast catalogues of blackmail he's managed to play everyone against each other in order to remain alive and untargeted, This is aided largely in part by his hat of disguise and many other tricks to mask his true identity.
Merlin's Magical Mercantile
Run by the extravagant and "mad" rock gnome wizard known as Merlin Glasseye, this magical shop of wares, weapons, armors, and other "doo-dads" never stays in the same place for long. The store resides in a pocket dimension that moves around, but it favors The Artisan's District over other districts within the ring.
Entering the store requires finding the magical door knocker shaped like a nose and a doorknob made of diamonds. The interior space is largely a mystery though, as very few people ever make their way inside.
Tualla's Tanning and Tattoo
An elderly woman name Tualla runs this tanning shop and tattoo parlor. Her hunched frame moves very slowly and her voice wobbles almost as much as she does. She sometimes has apprentices assist with tanning leathers and hides, but none of them are permitted to help with the tattooing business; Tualla is the only one that creates tattoos.
The shop provides anything related to hide, including leather-bound books to light armor. The few apprentices work in a small space behind the store where they tan, dry, and dye leather for whatever a client requests. Indoors, Tualla operates the tattoo equipment. Her shaking hands might be off-putting for anyone getting a tattoo, but Tualla's tremors vanish once she begins her work.
Ursula's Ursine Unguents
Nestled in a dim alley deep within The Artisan's District, the shop hasn't been owned by anyone named Ursula in at least a century, and hasn't sold anything resembling unguent in nearly as long. The long shelves in the front of the shop are dusty and thinly stocked, and the bored-looking half-elf behind the register barely looks at the patrons who scurry through the shop with eyes averted.
But down a narrow hallway and through a heavy, locked door (the password is gall), the light is warmer, the small wildberry cakes on the table are only a few days old, and the glass cases and shelves are full. Here, Gandahar's small population of Werebears shop and linger, purchasing bundles of holly to ward their doorways and fresh salmon to devour whole.
Your Familiar Store
Leonard is a kindly old human wizard with a heart of gold. The shop itself blends in with the surrounding structures, marked only with a marine-blue sign that reads "Your Familiar Store in curly golden letters above a rat wearing a pointed hat. He's owned this shop for some two-dozen years and sells various magical creatures such as tressyms, pseudodragons, blink dogs and more.
He cares much more about making people happy than turning a large profit,so he charges just enough to live his life and get more creatures to sell. Sometimes he might sells a creature companion at a loss, if he realizes that a customer can't afford one they really love. He also invites children to play with the creatures, so that way they are properly socialized and given time to stretch and play. Leonard also sells scrolls of find familiar and incense at a fair price.
The Brugg
Sir Lester Gilleus von Brugg founded this district nearly 300 years ago, with the intent of building a center of wealth and propsperity for Gandahar. Unfortunately, Lester caught a bad case of Bloodthroat, and passed away mere weeks after the opening of "Bank von Brugg." But development of the district continued, under the supervision of his son, Madeus Feldo von Brugg II.
Unlike his father, Madeus was wrathful and petty. He was cruel to the laborers and it didn't take long before the workers went on strike. The district was never finished, and today only contains a bank, exchange, and small marketplace. Outside of these, criminals and vagrants lurk in the dingy alleyways and many City Watch members focus energy around here to meet their unofficial quotas.
Although most agree that the von Brugg line ended with Madeus, some say the ghost of Lester von Brugg wanders the streets, frustrated with his vision being incomplete.
Cicle of Salt Stones
Dredged from the coast during the building of the City Docks, laborers dragged these seventy-seven heavy white monoliths and erected them in a rough standing circle. Eventually they built a low wall between them to segregate this district more completely. The Stones range in size from a dog up to a fire giant, and stand sentinel over the wealthy that reside here.
Beggars or anyone deemed unworthy to enter the Circle is forcibly removed, often violently, by guards desperate to maintain their comfortable posts. Any bad smell which makes it's way into the Circle is quickly found and abruptly ended with a cruel blade and a dusting of sage or potpourri. It is said that the guards at the gates can tell your net worth from a glance and a good sniff, and only the cleanest and wealthiest of visitors are permitted into the stone sanctuary. Black market perfumers offer alchemical scents which they claim can fool the guards, with limited success.
Ezzenlok's Arcanatorium
A hard working dwarven man named Ignatius Ezzenlok III owns and operates this Acaranatorium. Ezzenlok is a hustler through-and-through, and has a shrewd mind for business. But he has one weakness: artifacts. Ezzenlok is an obsessive collector and hoarder of artifacts.
The Arcanatorium's sales floor overflows common or uncommon magic items such as candles of the deep and self-sweeping brooms. But Ezzenlok has something for everyone, and the glass display cases near the back counter hold items of greater power.
However, Ezzenlok sits on even greater power hidden just beneath the spotless cobblestone streets of the Circle of Salt Stones. A trip to the locked basement reveals a sprawling extradimensional space: a warehouse full of wall-to-ceiling shelves, each loaded with extremely dangerous and powerful magical artifactsy. This archive is only open to Ezzenlok and his closest associates, and if the City Watch in Salt Stones knew about it, they’d close it down and put him in chains.
The Docks
A potent odor of fish, salt, shit, and vomit fill the air around the docks: Gandahar's center for maritime industry and trade. Sea-bound traders come and go every day and smaller fishing craft crowd the waters in the mornings and evenings as they leave to and return from their daily task.
On the streets surrounding the harbor, fishmongers loudly and aggressively peddle their products. Sailors from the merchant vessels roam in packs, searching for a good time in the local taverns, inns, and brothels. Local urchins look on with keen eyes, waiting for a chance to pick a pocket or two and longshoremen move quickly about, keeping the flow of goods between the ships and the warehouses going.
Salador's Fine Provisions
Salador's Fine Provisions sells high quality food/drink of the sort that the officers and captains of the various ships would like to eat while out on voyages. Salador Farwind, a friendly human man, has supplied the more well-heeled captains for over 30 years, and plans on passing on the business to his daughter when he retires.
Salador's Provisions carries fine wines, delicious meats, and high quality seasonings, for those wishing to have something other than salted meats on their voyages.
The Droma
The Droma is one of the greatest arenas in the known world. An ambitious project even in its infancy, more and more talented minds helped it grow in size and complexity. Originally a generous track for chariot racin, The Droma grew into an epic dome for all kinds of contests. Events are hosted here thousands, and both blood and gold flow through it like a river. Eventually, The Droma became so big and so renowned that the entire district was named after it for the sake of simplicity. Events include racing, jousting, archery, wrestling, beast fights, bloodsport, and contests of skill. The arena contains enough space to host pitched battles between two small armies of up to 500 people each, labyrinth challenges and can even be flooded to stage sea battles.
Additionally, there are four established Teams within the Droma, and they constantly compete among themselves for dominance in every contest. The people of Gandahar have latched on to this, bringing the rivalry and drama of the Droma into their everyday lives. This has lead to countless tavern brawls throughout the city, and on rare occasions city-wide riots when a particularly thrilling contest occurs between two rival Teams.
Armstrong's Apothecary
A successful apothecary has become famous in The Droma for being the supposed 'secret to success' for many of the district's gladiators and bloodsport athletes. The proprietor, Arth Armstrong, is a retired gladiator, and carries all sorts of combat potions, including healing and giant strength. They also carry herbs, supplements, bottles, and other supplies.
Arth is still extremely passionate about increasing strength and improving performance; the shop doubles as a gym, where gladiators and athletes can train and improve their abilities. Despite his outward appearance as a towering meathead, Arth is actually quite passionate about alchemy and herbalism, and is skilled at creating potions.
Bloodbath & Beyond
The Droma runs through arena equipment incredibly quickly and relies heavily on a nearby smithy called Bloodbath & Beyond. Hendroth Gresh, half-orc blacksmith extraordinaire, sells so many weapons he struggles to keep up with demand. He's expanded recently, building another location across the street to help keep up, and has hired several talented smiths from across the city.
The interior of the shop is opulently, with gorgeous hand-crafted weapons adorning the walls, as well as the many awards Hendroth and his smiths won over their many years of business. Bloodbath & Beyond has an exclusive deal with the Droma, providing many fine swords and axes that the gladiators use in bloodsport, and in return the gladiators advertise for them
Hendroth's second location has grown just as profitable as the first, and he plans to turn Bloodbath & Beyond into a chain, hopefully spreading all over the city. He's quite ambitious, having already identified locations in The Artisan's District and Thrifle to set up branches. He also plans to set up a grand factory in The Forge, where he can cheaply make thousands of swords and quickly move them to all his shops.
The Bronzed Crucible
An aged gnome named Barnsworth Cadecus runs this alchemy shop near the Droma Arena. He's been nicknamed "Barnsly" by the locals and keeps a fine stock of fresh herbs, exotic materials on hand, and any other materials needed for beginners or seasoned alchemists. Within the shop, alchemy devices bubble away behind counters, and bins of fresh herbs line a wall across from creature specimens in jars and the air carries a mix of scents including sulfur, sage, and tree sap.
Barsnsly always keeps an eye out for adventurers that could retrieve new ingredients or restock existing ones, and is more than happy to reward such quests with potions or alchemical reagents. He can also fulfill custom potion requests and rumors have circled around him providing performance enhancing potions to Arena competitors.
The Sizzler
Located near the gate to the Droma in the Artisan's District, a jovial and very fat half-ogre named Thog runs this exotic restaurant. The meals are renowned for being tasty and filling, and the exotic ingredients have been known to sometimes provide temporary buffs to all that partake. The most popular dishes immediately follow particularly exciting beast fights in the Droma when the leftovers get sent to their kitchens. Thog's cooking is so popular that nobility throughout the city have tried recruiting him as their personal chef. But he always refuses, insisting that his food is meant for all to enjoy. The Sizzler specializes in rare meats of all kinds and pays well for rare meat, as long as it's fresh.
SLVRFSSH
Plish, the Bullywug proprietor of SLVRFSSH, pulls his vermin-laden cart from the Muddy Steps to a coveted spot near the gates of The Droma nearly every day, followed by a cloud of street urchins intent on either stealing one of the glittering insects, extorting a copper to help protect Plish from agents of the Blue Fish Gang, or both.
While a few spectators purchase the still-wriggling silverfish to eat, most pay Plish to run the bug through a specialized grinder that strips the scintillating scales, which they then wear in their hair or on their clothes, usually in support of Captain Vindicar's White Team.
Swan Ronson's Wooden Wonderland
Despite the cutesy-sounding marketing, this store's utilitarian interior sits mostly empty except for a few shelves shelves displaying Ronson's works. He is a "take-no-shit" kind of person, and any attempt to haggle -- even upward -- will be met with a silent glare. Luckily, his prices are mostly fair. He set up shop in Gandahar because he heard rumors the town had a very laissez-faire economic policy, aligning with his political views. Sadly, his research was wrong, and he lives constantly under the oppression of The Man. He's considering a job in public service, and politics is the only thing he will talk at length about other than woodworking.
Swan tends to dislike social contact, unless speaking about a topic he likes. He regards marketing and sales as "a bunch of namby-pamby bullshit" and only advertises through word of mouth and the sign outside his door. The sign was put up by his brother Fred without his knowledge. Swan lives above his store and uses a back entrance when he needs to leave the building. He doesn't know the sign exists and flies into a rage if it's pointed out, before pulling the sign down and retreating to his woodworking room in the back.
The Gilded Avenue
A street reserved for the ultra-rich and ultra-influential, houses on the Guilded Avenue are made of valuable stone, wood, and metal, and often feature stained glass, beautiful wrought iron, and elegant sculptures. The residents endulge in excess, and parties with the finest foods and drinks Gandahar can offer occur every night. Commoners regularly try to gain entry to eat the wasted food but are always held back by the hired muscle that the residents employ.
Due to the prestige here, many shady political deals take place inside the cold stone and metal houses in rooms with no windows. This avenue effectively runs the whole city and doesn't give any thought to the welfare of the normal citizens.
The Gods-dam
A series of alleys and tightly packed streets that separate The Mass Morass from The Highbrow. Without the Gods-dam it is widely believed that the preachers from the Mass Morass would overflow into the rest of the city drowning everyone in educational pamphlets about the gods.
The Slated Slaad
Located in The Gods-Dam, The Sated Slaad is a shop owned and run by Oddsenends, a green Slaad whose appearance changes each day he opens the shop. The only thing that remains the same day-in and day-out is the physical location of the storefront; it's doorway is built into a fully functional portal to Limbo. This has attracted the attention of the Pocket Protectors who keep a watchful eye for any violations of portal legislation.
Due to the nature of the raw chaos of Limbo, the shop and it's goods change to meet the expectations of each customer. This means that the Sated Slaad sells whatever a customer expects the store to sell as they first walk in. Savvy customers are able to manipulate this to a degree, but as is always the way of chaos, one can never be sure what they'll find inside.
Oddsenends is currently seeking away to evolve into a grey Slaad and they believe that the mutable nature of humans and other mortal races may hold the secret. By interacting with mortals on a daily basis, they hope to find some insight that will help them to make the shift and transform into higher being. They charge exactly 42 for any item in the store. 42 of what is completely up to the customer.
Goyle Spires
Ostensibly a district of worship, dozens of temple steeples and bell towers pierce into this skyline. Nearly every deity has a representative temple here, and ground traffic is so heavy that the major cross-streets block passage for horses, carts, carriages, wagons, or any other large creatures or vehicles.
Gargoyles perch on nearly every available surface among the towers, and change their location nightly. There has yet to be a credible witness confirm the mechanism for the movement.
The High Brow
Less a packed, official district of Gandahar, and more row of streets, student homes and colleges that form a ring around the centre of the city, the High Brow is home to scholars, intellectuals, arcanists, alchemists, and students who cannot afford the nobler homes in the wealthier city districts. The High Brow is always bustling with students of the various colleges, as well as many cheap food stands, carriage stops and cheap, but comfortable taverns.
Pippin's Parchments
Located in the High Brow neighborhood this shop specializes in spellbook binding and arcane scrollery. Owned by Pippin Gaston, a tall and lanky tabaxi with thick gray fur, he has a small, surprisingly smart, black and white dog named Clark, who functions as his clerk.
The shop's exterior is nondescript except for a creaking sign hanging above the door featuring a faded drawing of a scroll. Inside, the shop is tall and narrow with shelves containing stacks and stacks of musty scrolls and books. A number of globes of light float up and down throughout the interior and almost seem to follow the gaze of those who come to peruse the shop.
Pippin's Parchments sells basic materials needed in expanding and creating spellbooks and spell scrolls. It also carries most low-level spell scrolls through a partnership with the imperial college; magic students struggling to pay for tuition or board or other needs work with Pippin to imbue and create these scrolls with different kinds of magic.
Soul Searchers
Soul Searchers is first of its kind in Gandahar, and provides a sorely-needed service: finding love. This dating service is owned and operated by a beautiful elven woman named Aralei Barera, who personally meets each of her clients to ensure a perfect match for them. She's a bit of a busybody and a gossip, and maintains relationships with her clients to follow up and make sure things go well.
Though most of her clients are students living in The High Brow, her list of former clients is extensive, and she has intimate information on many famous citizens in Gandahar. Because of this, Aralei is an extremely useful informant, with knowledge of high ranking politicians as even some crime lords and she has found a lucrative side-business working with the Quorth Syndicate as an informant.
Aralei, like most of her clientele, is single. She doesn't date much though, and prefers spending all of her energy into her businesses. She has several very good friends in the city that she calls on when she wants some late night company, but she doesn't like to form connections outside of that.
Thrugud's
Near the edge of the district, taking up the first two floors of an apartment, building lies Thrugud's. Udd Thrugud, a full-blooded orc sells papers, parchments, and ink, as well more mystical pieces like hands that will do the writing fo
Udd graduated from the mage's university some years ago. He wears a wide-brimmed wizard hat and has little patience for most people. He often leaves a skeleton tending the shop.
The Witch's Needle
The Witch's Needle is a tattoo shop, owned and operated by a bona-fide witch, commonly called Nan Halloran. She's a tough old sea hag who left her coven years ago, seeking a more peaceful. She loves to help people, often dispensing her unique and brutally honest brand of advice on anything and everything. She's also a masterful tattoo artist, highly recommended across the city. She mostly serves the sailors in the district she lives in, but rebellious teenagers also make up a large portion of her customer base. She is an influential voice among her community, who see her as something of a guiding presence in the district. New captains looking to build a crew will often send their proposed rosters to her, as she knows just about every sailor that comes through.
Recently, she's experimented with integrating her magic abilities into her tattooing, creating magical, ability-enhancing tattoos. There have been mixed results, but she's always looking for new test subjects as she obsessively tries to perfect this new art.
The Witch's Needle has three separate parlors available, and Nan often employs local runaways and students in her shop, allowing them to stay in her basement apartments in exchange for working in her shop (and some say their souls). Despite these rumors, the sailing community has adopted Nan as a community "mom" as often the young men who choose this lifestyle have no families left to speak of. The shop also has an upstairs room, where she hosts the Golden Sail once a week for their meetings. She often attends these meetings and is seen as a trusted adviser, despite never working as a sailor. She has even been allowed to fly a gold flag above her door, the universal sign of protection by the Golden Sail.
The Imperial College
The Crown of Gandahar endowed the Imperial College, and made it famous as a locus of merit and nobility. The collection of older stone buildings surrounds a lawn known as The Great Quadrangle. Students must reside inside campus walls, either renting a small private cell in a dormitory or, for well-connected students, a bed in one of the hereditary manor-houses. Courses are taught in the Lingua Arcana, the runic language of gnomes and students may be assigned custodial chores as punishment if caught speaking the common tongue on campus. On campus, students are required to wear academic dress denoting their level of academic levels and hats denoting their social station.
The Mass Morass
The Mass Morass is the colloquial term for the district that houses most of Gandahar's temples. Most masses or religious services are held at the same time leading to heavy foot traffic each evening. Priests, proselytizers, and preachers each stand out front of their respective houses of worship competing to see who can draw in more converts, causing an intense cacophony in the Morass during peak worship hours.
The Mass Morass lives up to it's name during each solstice when extravagant festivals are celebrated by each priesthood or sect as they vie to make the most grandiose demonstration to their patron god/goddess.
The Creeper's Keeper
Seemingly out of place in Mourner's Circle is the workshop of Klavcog Mechanica, The Creeper's Keepers. The two-story building is constructed of smooth stacked stone walls sandwiched between large vertical beams of timber. A series of wooden chutes zig-zag down the shops sloped roof where they eventually direct water to a wheel whose shaft penetrates into the front wall of the building. A quick look inside the shop’s large storefront windows reveals a state-of-the-art workshop for all things mechanical. Leather belts direct power from the water wheel to mills, lathes, saws, grinders, and other machinery.
The shop is owned by an abnormally tall gnome named Tepper Klavcog and his dwarven wife Senna. While sometimes contracted to design and build unique pieces of machinery for various industries located in The Forge district, the Klavcogs main business involves maintaining The Crypt Creeper and all of its auxiliary systems.
Senna generally serves as The Crypt Creeper’s primary operator. She uses a magic key to unlock the elevator’s gearbox, and controls the descent from the control panel. A ride ticket can be purchased at the workshop if someone desires to visit the burial sight of a loved one.
The Crypt Keeper
Utilizing an intricate system of pulleys and gears, an elevator named The Crypt Creeper was constructed to ease access into the city's primary crypt. At different levels, horizontal tunnels have been constructed to serve as the catacombs of Gandahar. By law, the city requires that the only entrance to the tunnes be through the shaft in an effort to keep the impoverished residents of the city from finding refuge within the passageways.
Different depths correspond to different wealth and status. It can take hours for the elevator to reach the lowest passages which can be thousands of feet down. The origins of the shaft are shrouded in mystery, some say it is the remains of an ancient dwarven mine, some a freak act of nature, and others even claim it to be a direct portal to hell.
At precisely 7:06 each morning and evening a massive cloud of steam blasts out of the shaft, severely scalding any creature caught in the way. In order to avoid damage, The Crypt Creeper was designed to be swung out of the way prior to these powerful events.
The Holy Boast
At the very edge of the Mass Morass sits a humble shop, rather ironically named The Holy Boast. Inside, every manner of holy symbol and religious iconography is available for purchase. Run by a tall, pale human man by the name of Rednaksi, The Boast is the only shop in the city that sells holy water blessed by a High Priest of Elohim, The current First Son of Jhamas, a Paladin of Asmodeus, and a man so holy he never ate, cut his hair, or took a bath for 40 years.
Rednaksi dutifully keeps his eyes glued to his customers, reaching for holy symbols or vials of holy water for his patrons without looking. Wearing thick leather gloves, long sleeves, full pants, and large, well polished boots he navigates his store with an almost preternatural sense of awareness.
The shop is open from dusk until dawn and warm, and bright light is cast from various magical flames stationed around the room so customers can see. While Gold, Platinum, and Copper are all accepted, buyers paying in Electrum and Silver are asked to exchange their money before completing a transaction.
Mourner's Circle
Located at the southern portion of The Mass Morass District is Mourner's Circle. It consists of a small collection of temples and shops dedicated to sending family and friends to the afterlife, and officially serves as the only access point to the city’s catacombs through the Crypt Keeper.
Nero's Place
Tucked away in the Mass Morass is a small curiosity shop run by an aging, paranoid, neurotic elf named Nero, who is convinced there's a demon after him. Nero sells a wide assortment of scrying crystals, mirrors, looking glasses, and patented listening tools that he uses on a daily basis. Some of his inventions are actually helpful, like his 'Peek-Around' that angles two mirrors inside a square tube to look around corners. Others are less helpful, like his 'Hearing Helm' that is basically two gramophone bells welded onto a bucket. He also sells protective charms and wards to help keep... well anything off your back, really. For the paranoid inside us all, Nero's Place is the Place for you!
The Shaft of Souls
Due to its large population and lengthy history, cemetery plots surrounding Gandahar quickly became overpopulated. In addition to this, the ever-expanding city and high cost of land created a demand for a new place to bury the dead.
With rising demand for a new burial ground, planning began for the construction of a system of catacombs. Fortunate for the city planners, early in this process, a sink hole emerged engulfing an old temple in the southern region of the Mass Morass District. The sink hole spanned 53 ft across and was perfectly circular in cross section. Shortly after the cave in, many adventurers and explorers risked their lives in an attempt to find the bottom of the shaft, but to this day no one has succeeded and the depth remains unknown.
Salsborough
Older residents of Gandahar still call this Salsborough, but everyone else has been calling this part of town the Commune for the last few years since its residents began revolting and barricaded themselves in. The city's informal administrative structure, ruled by random cabals of wizards, nobles, and vampires is paralyzed by indecision, and this is reflected in the way it treats the Commune. Some days residents can come and go while on other days days the City Watch prevent travel and embargo goods.
This has led to artists like the Conservatory of the Ruins and the People's Park Party, and regrettably to vices like the Conclave de Coquelicots and the Silk Layers.
Shimmershine Barbican
House Shimmershine built the wall around the old city of Gandahar, and they never want anyone to forget it. Walking through this towering gate onto the city's cobblestones, the family's name is inscribed in Gnomic runes above.
The first thing of note when entering the gate is a small cemetery with a few dozen graves, mostly of smallfolk, who died defending the city under siege, centuries ago, before it joined the Empire of the Southern Throne.
The Thrifle
A group of tiered courtyards that whirl around with several sets of steps, The Thrifle is a unique marketplace by virtually every measure. Each of the courtyards houses certain markets. It seems pure chaos, however some rules are present. Higher tiered squares tend to the more high-end products whereas the lower ones tend to be farmer markets, complete with livestock.
Amnimals
On the fifth tier of Thrifle, near the horse markets and livestock corrals, is a neat shop with little bird feeders hanging from the eaves. Above the door, painted in bold letters and cheap paint, reads "Amnimals". The interior smells pungent, but not entirely unpleasant, and birds chirp cheerfully in wicker cages next to a row of kennels. Most of the animals look like everyday creatures, but a couple cages hold rarer critters.
A young human woman named Sofie runs the shop, and comes across as simple at times. She can explain a lack of cats here (they cause problems with the pocket dimension problems going on), before apologizing, because she generally likes cats. Those who think they can easily grift her, though, are soon alerted to a hulking figure, who stands by the entry. Her brother, heavily muscled and with a face like a thundercloud, makes disapproving grunts and glares at those who get too friendly or too mean with his little sister.
One cage sits open, but does not seem to be empty. A thin curl of smoke rises from the corner. If Sofie notices a character examine the kennel, she explains that Drougal is a bronze pseudodragon, and that he isn't for sale unless he decides to be for sale. Drougal values forthrightness and honesty, and if a character impresses him enough, he will pull out a diammond from the back of his kennel to pay his own adoption fee and offer to forge a magical bond to become that character's familiar (treat Drougal as a celestial familiar).
Bards and Nobles
A friendly and welcoming high elf named Dreali Aloro runs this store as the purveyor of fine musical instruments. Some instruments are magical, but most are only mundane and well-crafted. They do have an in-house luthier for repairs to more common sorts of instruments. Lessons are available as well, and they are known to sponsor several musicians who play local taverns in return for the musician wearing a tabard advertising the shop while they perform.
Fracture
Home to Candevish Defhrum, a friendly svirfneblin fellow, Fracture used to sell common and mundane glassworks. Now, Cavendish sells only the finest and most exotic windows, window frames, and glass decor. Recently, he began crafting glass furniture and has plans for magical glassworks utilizing arcane powders and sands.
He works primarily on commission, as he has become wealthy on the back of his work this far, but he often has need of exotic materials to complete a step towards some masterwork or another.
Illustrated Inscriptions
Walking through an ornately-carved wooden door with scenes of peaceful meadows reveals the interior of the shop known as Illustrated Inscription. The distinct smells of wood shavings and oils waft through the air, and floating magical orbs shed light over the dark walnut interior. Behind the counter is an elderly dragonborn named Zadaar deftly moving a chisel over an unstrung long bow. He's not likely to introduce himself until someone asks for assistance, but will generally keep an eye on any customers inside the shop.
Zadaar offers everything from simple insignias or initials to full scroll work on anything wood or metal. A couple of apprentices help out with simple requests, while the proprietor takes care of the large and intricate jobs.
Plot Hooks
Despite the affluent veneer the Second Ring tries to maintain, there are many mysteries in this district -- and generally, nobility pay very well for adventurers to keep their requests discreet. Below are several quest hooks that should fit into this district:
Adoption Blues
Word around town says that one of the noble houses has adopted an unusually high number of children from an orphanage. The overall number is different depending who you ask. Was it just 5, or 12, or even 30?
The orphanage has been in financial trouble since an anonymous donor ceased their charity, and many workers were cut. Former and current employees are reluctant to discuss the matter, but if pressed can reveal that all the adopted children are different ages and all had been dropped off with no note in the middle of the day. However, there is one trait that they all shared: their eye color was a brown so dark their pupils could not be made out.
If the players investigate the orphanage, the second floor reveals unusually thick doors and sturdy locks on all the rooms. Some rooms even have multiple locks and barred windows. And even though this is the most secure floor, no new children have been moved there -- they seem afraid of being placed there. And strangest of all, there is evidence around the doors and windows of someone trying to break in, and in some rooms, trying to break out.
Artifact Acquisition
Rumour has it that an important artifact has fallen under the purview of the Gandaharian Exploratory Gentleman's Society. Some are saying that this artifact doesn't belong to them, some are saying it's a world ender, some are simply saying it's too beautiful for any mortal being to view and live to tell the tale.
But few are willing to talk about the Society, and even fewer say they know where this mystery artifact is kept.
The Barman's Brother
A party's favorite bartender at the local tavern has been crying. Their brother was recently arrested for the theft of a relic from the local church. He's a good kid with a steady job, so the theft is a total surprise. The law threatens to cut off his hand for the theft unless he returns the relic, but he refuses to talk.
Normal and magical means of locating the relic have proven fruitless. The one man who might know what's going on isn't talking. And to top it all off, the law will not accept any testimony of outsiders.
A Child in Need
A child approaches the party and asks them for help: the patron of their orphanage is under assault by sinister elements, either through blackmail, kidnapping, or some other attack. They can't offer any reward, but the Second Ring is where heroes are, so surely they'll help. Right?
Class Warfare
A network of wealthy merchants in the city has been repeatedly robbed by a notorious thieves guild and is requesting aid in shutting them down. At the same time, the thieves guild is recruiting to “right a grievous wrong.” The party must learn both sides of the story and choose who to aid and what to ultimately do about the situation.
Dark Magic
Mysterious signs have been found carved into walls around the campus of Imperial College Gandahar. The magehunter Ir-Kaid Mahet suspects the Whispers of Zeremar are behind them, however townsfolk speak in hushed tones about The Brothers Sanguine and their recent expansions into yet darker trades.
Dude Where's My Cart?
Chessie and Jester went out partying last night at The Bad Place. Things took a weird turn when they took shots with Greithrot and Oddsenends and now they can't remember where they parked their cart or what was in it in the first place. Help them find it for a cut of whatever wasn't stolen by the time they get it back.
Election Complications
A legal loophole in election law has been found, allowing nominated members of the city’s eighteen guilds to not only vote for a new House to lead but also put themselves in the running as well. Before a emergency session of the City Council can be convened, three members of the Council have been found dead by the City Watch. The remaining council members dare not show up in the courts or offices for fear for their lives, prohibiting a quorum.
The Guilds are now in full contempt and conflict with the City Watch and noble Houses that once ruled over the city. Faction war erupts on the streets as citizens hide indoors and hope for a swift end to the violence and intrigue. Mercenaries, private guards, and adventurers have been offered lucrative prizes by each faction to either help restore the peace by arresting faction leaders or install new governments led by the noble Houses or Guilds.
That Extra Edge
At the cities most popular tavern, the head chef and his employees have been using illicit potions to help deal with the long nights and immense workloads. Unfortunately, the potions dangerous side-effects are starting to stack up, and as tensions rise with a group of adventurers at the tavern, things are about to go off in a really bad way.
Fishers of Men
When it rains on a moonless night, humanoid creatures with harpoons appear in the city, howling with the wind. They harpoon the first person they meet and drag them away, never to be seen again.
Garden Beasts
The competition for best garden in Gandahar is fierce this year, and one of the competitors is looking for a team of adventurers to capture some herbivorous beasts of some kind to sabotage another competitor’s garden with.
Alternatively, one of the competitors’ gardens were apparently sabotaged and the adventurers need to go and find out who it was that orchestrated that sabotage.
Infinite Quiet
The Church of Silence has an annual Day of Rememberance. During this celebration the clerics with the capability stand in sanctioned thoroughfares, dressed all in black, and cast silence. Those who wish to remember lost loved ones or non-cleric followers and worshippers leave memorials in the hallowed circles.
This year the circles are not the usually 20 ft radius. Entire bazaars are without sound and many street merchants are struggling to do their business. The disruption has lasted longer than the usual one day as well. The Church of Silence has claimed they are not responsible, but are clearly the top suspects. The loss of business is effecting the cities economy as a whole and a reward has been issued for whoever can find those responsible.
Mage's Mansion
Mortimus Entei, renowned magician, is ready to perform his next amazing feat. He will encase himself in ice for the month as a centerpiece in his mansion and open for all to see the wonders behind his doors. Of course for security purposes, Mortimus is hiring private security to give him peace of mind, and he needs personnel who are accustomed to the fantastical world of magic.
Magical Mysteries
An eccentric but wealthy and influential noble recently had an arcane machine stolen from him, but that's all he wants to say about that. He hires the party to find this arcane machine, and points them to the Fold of the Seven, who might be suspiciously unhelpful.
New Homes for Sale
A wizard is selling “luxury homes” which are cropping up all across town. Nobody who lives in them ever seems to go outside, though.
The Raining Dead
In the past week or so, rotting corpses and body parts have started falling from the sky. It only happens at 7 in the morning and 7 in the evening, and only within the Mass Morass and surrounding districts. The frightening thing about these mysterious falling remains is their ability to get up and reassemble themselves after crashing to the ground. The number of bodies falling from the sky appears to be increasing with each event.
The Church of Silence hires the party to investigate and informs them that the corpses seem to be escaping from the Well of Souls; the semi-daily steam blasts are launching undead bodies up into the city. The Church thinks one of the catacomb tunnels must be the source, but don't know which one. Church members are too busy fighting the zombies in the sewer, and don't have time to locate source of nuisance. The party is told to locate the source of the undead and report their findings.
Restful Dead
Old Ted is running through the streets saying his mother is wandering the graveyards. She died 20 years ago, so either he's drunk again or something is going on.
Silence Reigns
There are rumors that the Church of Silence has been misplacing bodies of the recently deceased. Some say The Black Hand has infiltrated the ranks of the Church. Others swear The Brothers Sanguine must be involved.
Six Feet Under
A new sewer entrance has appeared near one of the churches. Strangely, none of the city officials, or the church elders, know where it came from or what it connects to.
Two guards were sent into the sewer to figure out what's going on, but quickly returned after running into a sealed section of tunnel. But they did say that it seemed to be heading in the direction of the church's graveyard.
There isn't enough interest from the City Council to explore further with their own manpower, but they'd be willing to pay a few adventurers to see if they can get to the bottom of the things.
Skulkers in the Dark
Whispered among the nobles is a rumor of a race of creatures hiding in the city - some say they are Dopplegangers, some say Skulks, and others claim they know that Constructs are hiding among the population. No one can say what is true and what is only fear.
A Strange Strain
Strange reports of disease have begun popping up in the Shimmershine Barbican district. Whipers and rumors around are that someone or something might have gotten out of The Quarantine.
Terror Attack
A large cell of The Whistlers In The Dark have finally become well-armed enough to launch an assault on a district and make an impression on the imperial reign. With the aid of a fugitive alchemist, they've brewed a noxious poisonous gas in several locations in Salsborough and outfitted themselves with masks designed by the alchemist to filter air. After releasing the gas through Salsborough's streets, citizens and guardsmen that don't succumb to the deadly gas are slain by Whistlers armed with arrows and steel. Salsborough is covered in thick clouds of poison fog with a visibility of 15 feet. the guard cannot enter the district without immediately being overwhelmed by gas and terrorists.
The party is involved when the captain of the guard spots from a watch tower a small pocket in the fog devoid of gas. That pocket is also on top of a sewer maintenance pipe. The party is to be inserted into the sewers from an adjacent district, navigate to Salsborough underground, and once topside, find and defeat a group of terrorists for their masks. Once masked up, the party needs to find and destroy the cauldrons brewing the poison gas in the hot zone and eliminate any Whistlers In The Dark they encounter. The Whistlers are armed and dangerous, will attack on sight, and are in large numbers. Watch your back, adventurers.
Too Much Garlic
The baker is sure that one of his fellow vendors is a vampire. At first nobody took him seriously, but a body just showed up laid across his stall with puncture marks on the neck.
Terrible Orphanage
A man begs for assistance, as his younger brother lives in Suntrod Orphanage and has been secretly sending letters out inferring that the headmistress, Miss Vantasheep, may not be as kind as they say.
What Lies Beneath
Within the past couple of months, there have been an unusual number of sinkholes under Gandahar. The citizens are accustomed to the occasional breakage within the city's vast sewage system, and there is even a dedicated team of "Cleaners" that handle the restoration and upkeep of the stone tunnels. However, the frequency of failures and breakages have been increasing exponentially much to the chagrin of the populace. No part of the city is excluded from these collapses, including the Gilded Avenue, where the nobility of Gandahar lives in extravagant houses. After an especially damaging crack opened up and swallowed two great mansions belonging to the wealthiest noble family in the Gold Heart District, the head of that family, Lady Glinda Rainfort, suspects foul play is involved. She has set out to hire a team of private investigators, which she plans to pay handsomely.
The Inner City
The governmental seat of power resides here in the Inner City. Most people come here for official business for the crown, as emmisaries or diplomats from their own nations, or to visit the most skilled artisans in the region.
Locations
The primary locations within the Inner City are described in more detail below:
The Fungal Gloam
In the deepest parts of the sewers, seeping layers of rust-red fungus clog every surface, and clouds of bioluminescent spores fill the air. Even the Rust Eaters are careful not to linger here for too long.
Micala's Happy Goods
Micala's a svirfneblin and is widely known for her finest Happy Mushrooms and Sporadic Spores of self-amusement! She's the most reliable Drug Queen in town, for those under the effects of Withdruggal Syndrome, she's got the good stuff!
Gandahar Proper
Often referred to as The Crescent due to its shape, Gandahar Proper is the governmental seat of the city. It contains the seats of many of the most influential institutions in the city, which includes The Watch, The Lilac Order, and even the Fold of the Seven.
The Proper is characterized by it's fine craftsmanship and awe inspiring scale. No expense is spared in its construction or expansion, but often no heed is paid to utility. Due to its strict permits and rules, street vendors are nonexistent and the few shops within its walls are of the highest quality.
A combination of incompetency, corruption, and disagreement keep the Proper from addressing any of the city's problems effectively. The clamor and stench of the surrounding districts are not smelled nor heard within the the Gandaharian Proper. Instead, the faint smell of incense and sound of hymns of the Fold of the Seven fill the streets.
The Brazen Shield
A luxurious three-storied building in the Gandahar Proper, The Brazen Shield is under direct ownership of the House Delvier and is located on the road that leads to their Quarter. The Brazen Shield is a shop that sells the latest marvels of arcane technology, including a brand new autonomous clockwork construct, used as means of personal protection by many of Gandahar’s moneybags and politicians. These automatons are nearly impossible to replicate thanks to their origin, which owes its existence to the Baron Delvier’s fey patron Bozzominoc.
Inside the shop there is an atmosphere of clairvoyant serenity, instilled by carefully polished walls of black and snow-white marble columns. Brass chandeliers provide the main room with a soft, even light, which is reflected from the armour of perfectly still automatons, stationed in the alcoves.
Hillside
Hillside is a walled district within Gandahar proper, built upon a hill which is rumored to be an ancient barrow mound. The roads are smoothly cobbled and well-maintained, but the houses and shops here are closely set, leaving little distance between an one person and their neighbors. The inhabitants of the district are largely merchants and aspiring politicians. As such, it appears clean and well organized, the streets are clean and the constabulary is present. But, behind closed doors, the area is a hive of corruption. Smoky back rooms and shady deals are commonplace here, and those who can't afford pay-to-play are encouraged to seek their comfort elsewhere. The homes in Hillside are generally well-appointed and clean, as observed by the general populace, but to those in the know, every family here has a secret or two. Secrets they intend to keep hidden.
Everybody Loves Raiment
This clothier and tailor is located approximately halfway up the slopes of Hillside, on Widdershins Lane. The proprietor is an aged gnome named Thaddeus Gromsler, and he attends the shop along with two of his sons, Charles and Barnaby. The shop specializes in expensive and well-made clothing, but if they are amenable to a customer, perhaps one who has come to frequent the shop, they also carry some items in the back storage of a more magical nature.
For these frequent patrons, the Gromslers sell enchanted cloaks, among other magical clothing, as long as the item is made of fabric. They are always interested in procuring any rare or particularly high quality fabrics, and have been known to buy such items from adventurers in the past. The only human-sized door in the building leads from the street into the parlor/measuring room. All doors to workspaces or storage are gnome sized.
Imperial Palace
The Imperial palace borders Gandahar proper and is used by the Emperor's as their housing when they visit. When the emperor is not visiting, the King or Queen of the region sits on Gandahar's throne to rule over the kingdom.
Additionally, The Imperial Palace contains the Imperial Botanical Gardens and, while the original Imperial Collage was part of Imperial Palace, it has grown too large and now is it's own district along it's north eastern border.
Plot Hooks
Like all other districts, even the Inner City has a bit of its own intrigue. Below are more plot hooks that should fit nicely within this area.
An Army Marches
An army approaches! The King's Guard will do what they can to keep the Gnolls and Hobgoblins at bay, but many beast will break through. The Crown needs brave adventurers to protect a strateigic location, and the army will be too slow. The King is offering a handsome reward for the party to travel quickly to the site and defend it until the army's reinforcements can arrive.
The Black Hand
A masked vigilante is killing members of the city council, shop keepers, and other high ranking individuals. The party is hired by the city watch to find and capture the vigilante, but when they confront the masked vigilante the party discovers the victims were all members of criminal organizations such as The Nest, The Black Hand or The Quorth Syndicate.
Faction Wars
The city has become the battleground for turf wars as old grudges boil over, new players enter the field, and official organizations fight back in a complicated web of alliances.
The Silent Knights Thieves Guild has recently appeared and is trying to muscle in on the territories of The Brothers Sanguine -- a deadly decision for both groups. Bodies have been appearing in the streets overnight from both groups and sometimes fights break out in broad daylight.
Agents from The Nest are also showing up dead and there are stories of people being abducted and rescued by roguish people in white, featureless masks. This has lead to rumors that the Silent Knights are also warring with The Nest for control over human trafficking in the city.
The City Watch is having trouble keeping up with all of this, which has led to an increase in sightings of Agents of the White Dagger. Though, since public opinion on the Silent Knights seems to be mixed, the White Daggers are mostly focusing on older, entrenched criminal organizations. However, there’s also rumors that the White Dagger’s secret leader is actually the leader of the Silent Knights Thieves Guild. In an official statement, the White Daggers declared these rumors “dangerous slander punishable by fine and imprisonment.”
Rumor also has it that The Order of the Dispelling Fist is not only interrupting the business of the Interworld Trade and Transport, but they're also quarreling with the Silent Knights as well, due to the Knights use of magical rings.
The City Watch recently shut down many fighting pits in the city in a surprisingly effective sting operation. Unfortunately, this has led to many members of The Mad Blooded to take to the streets, causing much havoc.
The Rust Eaters seem to be reveling in the chaos, as the number of high value thefts has gone up in recent months.
Meanwhile, The Quorth Syndicate seem to have set their sights on The Golden Sail Organization. Ships have disappeared in port, cargo thrown overboard, and even a few captains have been killed or threaten by the Quorth in an attempt to extort the group.
A Losing Battle
The royal family is about to hold their yearly tournament, where mercenaries and travelers with next to nothing to lose are brought to compete against the royals.
The party is dragged up by the city guard who figured no one would be missing a bunch of adventurers, and everyone is forced to participate at the closing show, where they're put up against the royal family.
Before the games, the party has an occasion to speak to other fighters in the arena and they learn that the tournaments have always been framed, and you're supposed to lose intentionally, as to not ridicule the royal family.
So you're up next. Don't forget to lose.
Revolution!
The guild master of the thieve's guild was taught every 30 years or so the rulers become corrupt and the options for leadership stagnate. Living by the mantra of "If you shake everything up, then the good stuff rises to the top," an agent of chaos worms himself in the merchant's guild and slowly seizes the influence of its guild members.
Strikes and revolts are happening, shops are being destroyed, and the economy has been frozen with none going in or out of the city. The nobles are looking into the reasons why while some are trying to seize the opportunity to overthrow the current ruler while low-class merchants also seek this position of power. Everything is up for grabs as the city starts the beginning of a revolution.
Royal Ransom
A king's ransom is being offered by an unknown individual, to anyone who can purloin a specific artifact. Many talk about trying their hand at the heist, but few dare invade the Gentleman's Society. Those who insist on trying their hand don't know where to begin! What is the artifact? Where did it come from? Who is the mysterious figure trying to retrieve it? Why is it so important? Only one way to find out.
Salty salts
There's never enough salt to go around. The DoS is famous for being a bureaucratic nightmare where the precious mineral is concerned.
Rumor has that a a semi-stable portal to the demi-plane of salt is accessible to the bravest (or dumbest) of smugglers somewhere in the Fungal Gloam, but something terrible guards it jealously.
Utopia
After one of the council's oldest members dies, a new to politics young man is voted in, a local leader in a new group known as Unitiy. He is charismatic, charming and has lots of ideas on creating a better way of living.
He begins work on developing a section of the city to create a place that is rid of crime and corruption, poverty and inequality. With the help of Unity he creates a utopia in one of the districts of all races, no crime, no hunger, all working together.
But something is not as it seems. Disappearances are happening around the city, key leaders personalities have changed and Unity is growing. Is this truly the beginning of Utopia or simply the pacification of citizens to become the cattle to something truly terrifying beneath the surface?
Additional Plot Hooks
In addition to the plot hooks listed in each city district above, there are some that can be easily plugged in anywhere, or that specifically span over multiple districts.
Attack of the Birds
The birds within Gandahar have been acting strangely recently. People are giving reports of thefts and assaults, all from the birds! There's a gold reward for anyone who can figure out what's going on, and the main culprit is currently the local Thieves' Guild, as the birds seem to avoid the area.
Bodyguards Needed
An assassin from is recruiting spies to pose as bodyguards for a public official who has a price on his head.
Conspiracy
"The Lizardfolk control all us, man! Anyone and everyone in power in Gandahar is secretly a lizard person from underground and their gonna eat us all!"
Someone has to stop these nefarious reptiles (or get this guy a coffee and somewhere to sleep it off).
Dimensional Doors
Sometimes, when people exit or enter a building, they find themselves in the wrong place. They walked in a blacksmith door and ended up in a fish shop, they left the herbalist's shop in the central square and found they were in a shady back-alley.
Nobody knows exactly why it happens, sometimes doorways just... don't work right, but it's getting more common every month.
Doors to Doors
A portal to Sigil, the City of Doors has been found in a residential area and is getting a lot of new traffic. The city isn't happy with all these new people, demons, abberations, and other creatures coming into the city illegally.
Guardians of the Undercity
A variety of Golems are used to keep the sewers clean of rats and other minor vermin so more complicated tasks can be left to adventurers. However, the Golems are going missing and nobody knows why. Thankfully the vermin don't appear to be getting any worse.
Jen & Eric Kwesst
A woman runs up to you. She seems frantic. She tells you her husband Eric was kidnapped by kobolds. To get him back, you must kill the kobolds and escort Eric back to the city. His move speed is slower than a sprint, faster than a walk and he refuses to change pace.
Lost Children
Every year, on the first day of winter, ten kids disappear. They always reappear ten days later, with a pouch full of coins, a brass gear and no memory of the last ten days.
Lost Flight
Bromar claims he knows where the key to his skyship is located. Claiming it is in the possession of a faction that is hiding out on the sewers. He's worried that he may be too late and offers the party free travel if successful. An agent from the museum will find them and ask they be brought the key instead and they will be paid handsomely.
Missing Trinkets
Someone stole Hoss' lucky necklace. Rumor has it one of the many criminal elements in the city managed to sneak it off of him. He'll reward anyone who can return his dull green-steel pendant with a magic weapon or focus.
Trafficking Stop
The city guards seem to be getting more forceful and aggressive recently. For a while there were complaints coming from gnomes that they were being harassed. Now tieflings are saying the same, but only those with purple skin. Striking up conversation with the right person, they say it seems an awful lot like something that happened in their home city, where a local thieving guilds starting getting bored and began running bounty competitions on kidnapping specific people. At least no one here has been kidnapped yet.
The Turf War
There is a gang war ravaging the city. It seems the Thunder Knuckles and the Black Bull Syndicate had a falling out. Rumors are spreading that one group betrayed the other, but the traitorous faction changes depending on who you ask. Even members of the faction say something about the opposing gang starting the fighting with some kind of betrayal and their coffers being stolen.
Neither of the leaders are in the city and it seems the gate guard saw them leaving pretty quickly the day before the fighting started in a well-laden cart -- together.
Vigilantes
A masked vigilante has been showing up the guards at night in rather cruel and often Ironic ways. Criminals will find a fate similar to the crimes they perpetrated. Now both the guards and crime bosses want the vigilante’s head.
Wanted!
Wanted posters have appeared all over town with the face of one of the PCs. The crime of which they are accused is the murder of one of the other PCs, who is very much alive.
Well of Coins
In the city there is a well, sometimes coins fly out of it followed by the voice of someone wishing for something. Some tried exploring the well, but never came back.
We Need Mead
The local taverns are in dire need of the legendary Stella Artois Mead for the upcoming Midwinter Festival. However the expected shipment mysteriously never arrived from the nearby brewery in the woods. Up to a party of mighty heroes to save the festival.
Factions
Gandahar is home to a diverse and intricately intertwined group of factions. These various organizations are recognized by the crown, although criminal groups are not officially approved. However, all the factions serve an important role in Gandaharian politics, and provide important services to the citizenry.
Academic Factions
Primarily comprised of arcane groups, the academic factions of Gandahar run the gambit of magial applications. Some aid in the mastery of magic, and others are closely tied to the city's military factions to control magic.
Fold of the Seven
The Fold of the Seven occupy the Septum, a tall, imposing and bleak featured spire in the center of the city. At its peak is the Crown, seven spindly points stretching out in a circle, representing the Seven Disciplines. They have a buildings in seven different locations across the city, with the Septum as the geographic center of perfect heptagon.
Underneath their headquarters holds the biggest library of the arcane manuscripts in the kingdom and the only way to access is through a written letter from a ranking member or from the throne. Archmages Balthazar Byzantus and Lilian Ves’a, who currently serve as advisors to the ruler of the City, can designate non members that are allowed entry whenever the library is open.
The Seven have a budding business relationship with Interworld Trade and Transport. They use IT&T to procure items and magical technology from sellers and scholars across the planes.
Gandaharian Exploratory Society
What is life if for those that have everything they need? Boring! But who would dare to risk their own life and well-being sulking in dark, forbidden, and rather dirty places of the world if they could avoid it? The Gandaharian Exploratory Society pays adventures, explorers, and funds to do just that! What for? Well for bragging rights of course.
Given the Society’s propensity for hiring freelance adventurers, Interworld Trade and Transport has made inroads with the group. As a source of interplanar transit, the places adventures can explore on behalf of their patrons has become much more expansive -- and much more deadly.
The Order of Novis
A group of arcane casters seek to perpetuate longevity by completing as many daily activities as possible backwards. They are easily spotted, wearing lush purple robes trimmed in gold, walking backwards down busy streets with the aid of a series of large mirrors strapped to their body. Often thought mad by townsfolk, they have developed their own language by talking in reverse in order to communicate with one another. They are often consulted by the city on projects requiring careful deconstruction although meeting with them is a great achievement due to the intricacies of their sect.
While some think them mad, there are rumors among the small folk that the Order has seen some terrible future for the city and are trying desperately to reverse its course.
The Pocket Protectors
With so many powerful -- and volatile -- factions residing in Gandahar, many have created pocket planes to save space. However, it became clear that the density of unregulated extraplanar magic was having adverse effects on city's infrastructure, as well as causing too many cats to get lost or trapped in cubical pocket planes.
A group of studious and talented wizards, known as the Pocket Protectors, took it upon themselves to secure and maintain the extraplanar integrity of the city by regulating the use, possession, and expansion of pocket planes by residents of the city. They're respected and feared by any group reliant on extradimensional space, for their patented plane piercing pens are known for their ability to dispel even the sturdiest illegal extraplanar spaces. Everyone knows when a bust is made, because the rat population drops dramatically afterwards due to the release of the trapped felines.
The Pocket Protectors have levied several complaints against Interworld Trade and Transport due to the constant shifting portals the company uses in it's day-to-day business. IT&T's response was the opening of a small portal to the para-elemental plane of Magma just inside the threshold of the drop box at city hall.
The Relic Seekers
These devout scholars dedicate themselves to exploring ancient ruins in search of ancient cultural items, including art and weapons, to sell to museums or wealthy collectors. Sometimes their exploits are funded by the bored nobles of the Gandaharian Exploratory Society, although many Relic Seekers consider them amateur. While many members frown upon the practice of leaving the found artifacts with these boasting beginners, only few Seekers deny the vast funding.
Sometimes, the Relic Seekrs team up with other guilds for riskier dungeon delves, in exchange for letting the guild have some of the treasure, and recently the IT&T hired the Relic Seekers were hired to explore a magical, endless staircase.
The Truth Seers
Essentially a cult that happened upon what they think is a hidden earthmote deep in the bowels of the city the Truth Seers lay claim to a cavernous room in the center with a massive dais and a scintillating blue and purple crystal that faintly glows when cantrips are cast on it.
The cult believes that, given the right concentration or school of magic, the earthmote will restore their 'grounded' city to it's rightful place as the forefront of trade between the elemental plane of air and the material plane. They have no problem hiring anyone or anything to seek magical knowledge on the subject and they approach their activities with a fervor bordering on obsession.
The Vial
A cabal of wizards, alchemists, and apothecary seek immortality through a variety of means, from philosopher's stones to lichdom. Their leader is an ancient silver dragon named Skolthir, who frequently polymorphs into a human. He founded The Vial a couple hundred years ago, and while his intentions are for the best, most members do not share his virtuous intentions.
While the Vial has a network of physicians and apothecaries who help the sick as a front, they hide their shady dealings. Higher ups in the Vial have met with members of the Brothers Sanguine, eager to learn more about vampirism and how to harness the magic associated with it. The Church of Silence has heard rumors of this and looks down upon the Vial for their profane and unholy goals.
Whispers of Zeremar
A covenant of necromancers practices their macabre craft in the safety of Gandahar’s labyrinthian sewers thanks to the blatant incompetence of DIG’s superintendent. Most of the covenant indulges in necromancy for the sake of scientific curiosity rather than evil schemes. An idea reinforced by their namesake, as their founding member was the renowned scientist and alchemical genius, Zeremar De Moria IX.
Whisper members are especially distrustful to any potential initiates, as the Church of Silence has made the process of remaining undiscovered rather troublesome.
Zeremar De Moria IX has recently been returned to the group when the body of a descendant was... Recovered by the group. The ancestral repatriation experiment proved to be a resounding success, but now there is an awkward political tension as the group's current leadership has to contend with the founder's return and increasingly esoteric demands.
The Shimmershine Family has used the Whispers in the past to raise skeletons to be used for cheap labor for their mining operations, which may explain why the mine has shut down, leaving the lower class citizens without work, all the while gold keeps coming in.
Civilian Factions
Many civilians that live in Gandahar have also formed their own factions. While there are hundreds of smaller clubs and groups, the organizations below are officially recognized as Factions by the throne.
The Bakers Dozen
Thirteen bakers, chocolatiers, and chefs gather weekly to discuss their craft and business. Once a season they set up a large market to sell specialty food and treats. The seasonal market has become so popular that there has been a lottery set up for admittance - half the lot is sold ahead of time, and the other half is sold on the day of. Deciding who gets a ticket ahead of time is a nobles' game of economics and who's-who. Those who are admitted day-of are given a once-in-a-lifetime experience, which The Dozen supply at a reasonable price despite the high cost of reserved tickets.
Whenever a member of the guild retires, a kingdom wide bake-off is held to decide who fills the vacant seat. Since most of the experts would be involved in the contest, local nobility usually play the role of impartial judges.
The idea is to share their craft, and perhaps inspire the next batch of Bakers. The Dozen have a heavily-guarded secret cake recipe called "The 13 Layers of Gandahar," and the members are each responsible for one layer. Rumors are that The Dozen are planning to do a new one for a big celebration in the coming months.
Clearbook Collective
A collective of backalley doctors, surgeons, medicine makers, and a gnarly old midwife or two will tend to anyones needs and ailments for the right amount of coin no matter the customer. Secretly, they earn a great deal from shadier clients from the criminal underworks, but they spend most of their time working in poorer areas of the city free of charge.
Their central residency is the humble Clearbrook Clinic and its temple, built beside a cold, rocky spring reputed to have healing qualities. If untreated, the water induces a dazed condition, but few people complain when they have nowhere else to go.
The Gandahari Goats
The Goats are an ulama team known more for the fervor of their fans than for skill on the ball court. Supporters wear blue-and-gold hip belts based on the crest of the team's sponsors, House Delvier. Whenever passing by a tavern after a game, it's unwise to make snide remarks about the Goats. These fans passionately defend the team's honor.
The Golden Ladle
The Golden Ladle is a soup kitchen and homeless shelter run by a group of clerics and monks to help those in the city who are less fortunate. They also provide connections for jobs or apprenticeships to those able to work. A handful of wealthier merchants and artisans donate to the Golden Ladle during festivals and celebrations. One pre-event ticket from the renowned Baker's Dozen seasonal market is always given to the Golden Ladle, where it is always auctioned to the highest bidder in a fundraiser.
Members of the Clearbrook Collective come by once a week to give free examinations and treatments at the shelter.
The Night Parade
This group of disenfranchised citizens came together to fight what they view as unfair laws involving taxes and working conditions. After peaceful protests were met with violence, a disguised oni naed Comona Tong rose to prominence fronting the group and leading guerrilla attacks on tax offices, factory smithies, and mines. Their symbol is the head of an Oni drawn over the rune for the number 100. It is used to mark meeting places and safe-houses used by Night Parade.
The Night Watchers
Crannick "Redsword" Roland gave up his life of adventuring for a quiet life. He took a job as a baker in a little shop in Gandahar and spent hours on the roof watching the stars go by. He would then talk about it with his drinking buddies at the nearby tavern. After inviting a few back with him one night, the Night Watchers were born. The Night Watchers are also a supreme source of gossip and intel, due to its members from all corners of Gandahar.
Though mostly a self-contained group of friends and acquaintances, their monthly meetings are open to anyone who wishes to have some company in a lone night. Any lost or lone soul can be guaranteed to be met with open arms, receive a blanket to cuddle up in and drink a refreshing ale with the Night Watchers: a safe haven of comfort in an otherwise often dangerous city.
The Silk Layers
A network of brothels made to appeal to the carnal desires of the citizens, the Silk Layers have existed in some form for longer than Gandahar has existed. They currently host a troupe from the Clan of a Thousand Shapes - shapeshifters from far away lands, trained to take any form desired.
In an agreement almost older than the city itself, the Silk Layers is permitted to skip tax obligations, and instead donates a staggering amount to a network of orphan’s homes, reform schools, and polishing academies. More than one consort to various heads of state have matriculated from these schools, and the information they feed back to the Madams and Masters of the Silk Layers ensures a plush layer of blackmail against any upstart politician or rival faction looking to make trouble.
The Straight Edge
A group of commoners within Gandahar that have taken to cleaning up the streets. Their disdain for drugs, drug users and those who smuggle and sell such products is immense. Small gangs move about the day, forcefully confiscating any drugs they find on people. They've been known to use violence on users and dealers. The most dedicated dedicated carry a unique rectangular sword with straight edges on the sides and tip to give smugglers and dealers 'the straight edge.' Certain local authorities throw a blind eye to The Straight Edge activities in belief that their sometimes extreme acts are making a positive difference throughout the city.
The Tea Leafs
A caravan of halfling refugees that have settled in the city outskirts with their makeshift home on wheels, the Tealeafs are seen as pests and vermin by the upper class. Yet they've more than made their pay working the unseen jobs and know more than most do in the city.
One particular halfling, however, does not share in the overall joyous mood of the caravan. Fixxan Broomsweep always had more of an opportunistic approach to life and, made business out of sharing the accumulated information on the streets for quick coin rather than a cup of tea. From a small hearsay to a valuable secret, if it was ever said - he’s the man to repeat it.
Anyone and everyone is welcome to visit the caravan, as long as they don't start or bring violence. A cup of tea, and a warm conversation are offered by Mama Bellsing and her granddaughter, Torla. They listen and give advice, usually in the vein of "be kind, and try to solve the problem by talking to them frankly."
People in the city have a two-fold opinion of the Tealeafs - they're pleasant and do honest work, but a particularly obnoxious Noble is certain they are child-thieves and goblins in disguise. Talk is talk, though. The Tealeafs always have the goods if you're needing a smoke to unwind at the end of a day after hustling on the streets of Gandahar. The prices may be steep, but it's worth every copper.
Clerical Factions
Gandahar is no stranger to organized religious groups. Within the faith districts, it's not hard to find a temple or shrine to any approved gods. But within these circles, there are some higher official organizations.
The Church of Silence
Gandahar's gravewatchers, this religious chapter of the clergy dedicates themselves to making sure that the city's dead stay dead. They wear pale greys and dull greens, but the head cleric has a powerful amulet of emerald and silver and grants them resistances to undead and necromancy spells. This uniform has become increasingly appropriate of late, as it helps conceal their forms against the filthy mortar of Gandahar's sewage system - a locale the gravewatchers have rallied to in recent years in response to an alarming undead emerging from the fetid bowels of the city.
All members take a vow of silence during their work duties, communicating solely in writing or a sign language known only to members. However when not on duty they are allowed to speak and even mingle with the rest of the city so long as they can make it to their watch on time.
Of course, the easiest way to make sure that the dead stay dead is to burn them. However, their advocacy for cremation has not been met well by the people's more traditional ideas of burial. There are legends of ancestors coming back to haunt those who desecrate their bodies after death and that's enough for most people to want to bury their relatives. So for now, the Gravewatchers sit and meditate, silently staring into the flame, working to prevent the "inevitable."
The Dewdrops
The Dewdrops are an order of clerics that have dedicated themselves to purifying the city's water supply. They maintain shrines throughout the city, and recruit local children as apprentices - to learn purification magic, and proselytize in the name of their god. The Dewdrops can trace their name back to Finnbolg Dewdrop, a Halfling healer that managed to track back various cholera outbreaks to a tainted water supply in the city.
Dewdrop himself lost all his children to the epidemic and vowed to dedicate his life to the defeat of this disease. After he learned the truth, he took up the local orphans as his apprentices. Sadly he did not live to see his dreams come true, and died several years ago. Members earn a water droplet pin for each year of service, clerics from across faiths can often be seen sporting a set of pins as a mark of pride during sermons. The founder of the Clearbrook collective is a former priestess of the Dewdrops, but the relations between her and the current headpriest of the Dewdrops is rocky.
Many parents don't trust the Dewdrops though, as rumors say they defile their apprentices in unspeakable ways. In reality, this is a false rumor spread by the pub owners and barkeeps of the city, who are afraid of losing business if people realize that the water supply is safe from disease.
The Lamplighters
Worshipers of Saint Aedmarck voluntarily patrol the streets of Gandahar. They make their rounds in groups of at least a dozen, accompanied by a Lantern Priest that carries a tall staff topped with a bullseye lantern.
Lamplighter patrols prevent some petty crime, deterring burglars and muggers by their presence alone, but they are notorious for their treatment of Gandahar's lawfully resident lycanthropes and undead. They show no mercy to those who twist the Law to their own advantage, to those who trade the mind of a humanoid for that of a Beast!
The most devout alway carry around a silvered weapon that glints with the light of the lamp. House Delvier often makes charitable donations towards the just cause of Lamplighters’ peacekeepers: a deliberate move to bolster the House reputation among the common folk and set its zealots on the tail of Delvier’s rival House.
Sons of Pelor
The Sons are a fraternal religious order of worshipers of Pelor that devote themselves to healing the wounded. While relatively few of them possess actual magical power, they are well trained in first aid and the use of conventional medicine. They are primarily a non-military order and provide healing, medicine, wound-care, and hospice services, easing the passing of the dying when they can.
Within the ranks, there are further divisions based on specialty, and there is at least one Abbot in each monastery (an Abbot is always a Son of proper seniority with access to divine spellcasting). These monasteries can range wildly in size; in a small town, there may or may not be an installation of The Sons, while in large cities, there may be a hundred Sons or more. In small venues, 3 or 4 Sons may inhabit a regular home together, and tend to mundane concerns, such as wounds derived from agricultural accidents or fisticuffs. There are also orders of The Sons who have no specific home locations and accompany military units to war. Among humanoid cultures The Sons are generally regarded as noncombatants in a fight and will not be targets.
They are on rocky terms with and potential rivals of the Clearbrook Collective who share the same goal of treating the wounded but come off as more underhanded in their way of doing so. The Collective has a respect for the Sons work but they generally think they are a bit to slow and passive to help when it really matters if a crisis ever occurs.
Tyr's Forsaken
In theory, the god of justice smiles on the innocent. In theory, the guilty are found. In theory, they are persecuted, and punished swiftly and fairly. Then again, in theory, once justice is served, the hearts of victims and their families are satiated. Yet, the world does not work thusly; it is not strictly fair.
Where, then, do those denied by the god justice find their peace? Tyr's Forsaken is the vigilante presence in the underbelly of Gandahar, making their own justice and keeping their own peace. It's members are called Hammers, men and women who act where the law will or has not, and the people that support their cause. A blacksmith of Tyr's Forsaken may repair armors and weapons at cost, charging nothing for their service. An innkeep may hide away Hammers sought by the guard to quell vigilante uprisings. Rogue clerics and paladins of Tyr himself may secretly provide healing and support for Hammers, finding the law supports injustice in a number of cases.
Criminal Factions
While the crown of Gandahar recognizes several criminal factions, it doesn't approve of them. They are only recognized so that the throne can justify certain uses of force to help stop their illegal and rogue activities.
The Black Hand
The Black Hand's graffiti can be found in the darker corners of the city, and rumors circulate that their leader is not a humanoid. The city guard has an ongoing investigation into several members of their organization, but all have either eluded capture or remained hidden. Some citizens even accuse certain nobles of having membership in the Black Hand. It probably doesn't help that the Commander of the city guard has a sordid history including alleged ties to the Black Hand, prior to his appointment.
The Black Hand specializes in trafficking. They prefer to take those who wouldn't be noticed: orphans, non-humanoids, although they also target those with innate magical abilities (sorcerer bloodlines). They also traffic in drugs, stolen goods, & extortion.
They say that if you burn a raccoon's paw 3 hours past moonrise, a satyr named Ducca will appear to begin the Rite of Initiation. There are only two ways for anyone to leave Ducca's presence: through blood or through secret. And he won't leave without one or the other.
The Black Claw
A coalition of gangs that fight for control in the city called the Black Claw are led by seven wizards; one for each school of magic. Their main goal is to take over the city from the city by blackmail or bribe. They are a large organization, and their lower members are known to have the symbol of the Black claw on them. They terrorize the city through a web of spies and thugs that keep the people in check, while the higher up members deal with the guard and the city officials. Their main base is in the catacombs of the old city.
The Blue Fish Gang
There have been rumors for some time about a group on the wharf offering "protection" for fishmongers and slowly taking control of the smaller "purported" smuggling rings, massing them into one organized group with a small handful of controlling interests. They are very clandestine--no known members, only dark rumors passed around tables wet with spilled ale. Recently, some folk known for standing up to the Blue Fish have been found impaled to the front door of their dwelling or place of business, a blue marlin spike driven through their chest.
The Brothers Sanguine
A family of mobsters, racketeers, fences and other crooks, the Brothers Sanguine are a vast network of vampiric slumlords with nothing in mind but the bottom line. For undead, that's a pretty low bar. Entrenched deep in the world of crime, they act as brokers of the blood trade to sustain the impoverished fiends of the city, from dealing literal supplies of blood to other vampires, to finding "suitable" homes for lycanthropes, horrors, and other forcibly civilized beasts to earn their keep and pay their dues for the Brother's protection.
Additionally, they've garnered enough clout to influence building projects and control previously unwanted districts. With slums being so cheap, they show off with communal displays of art, often stained-glass pillars or inlaid murals depicting the leaders and their top men depending on the area, who's deeds have been inflated to levels of urban myth.
The clinic of the Clearbrook Collective is always aviable to patch up the Brothers Sanguine various members and even sell them leftover blood from messier operations. At least as long as they pay and that they obey the rules of the clinic and leave their staff, patients and clients alone while in the area. Brothers that have not kept to the rules have been dunked in the holy spring and left to fend for themselves.
The Dancing Snakes
A band of bards that roam the city during the day performing on street corners for coin. But during the night, they turn to their more profitable side business; they are a group of for-hire assassins that will take care of just about anyone for the right price.
House Delvier often resorts to their services when more pleasant methods fail to achieve the expected result. As expected, the organization employs a heavy use of code words in order to maintain the convenient veil of secrecy. Purchase their services, requires a written “request" to “perform” during a feast or a ball held in the target’s name. If the attached payment is to the Dancing Snakes' liking, they will leave an emerald brooch in their client’s bedroom as a sign of the job's acceptance. In their assassinations, the Dancing Snakes prefer to unsheathe their charm first and their blades second, mostly relying on such spells as Charm Person and Modify Memory.
In a city, where every bloody drunkard and their grandmother has some half-magical ju-ju to spy on their neighbors, what is a better way to kill a man, than right in the open? With style, my friend! That is the only way.
— words by which every new initiate quickly learns to live.
The Darkeners
The Darkeners are a sect of adherents that follow “The Dark Man," -- a known player among organized crime within and beyond Gandahar. Colloquially, The Darkeners are devoted to thievery, assassination, trafficking, and more. Membership is secret and not generally advertised, although individual Darkeners are said to recognize each other through a series of coded phrases and greetings used in normal conversation.
However, these stories are all anecdotal, as a Darkener would never admit to their affiliations in public. Most Darkeners never meet another, at least not obviously, and adherents are summoned to visit The Dark Man only individually. Rumors fly about The Dark Man wildly, some say he is made of shadow, others that he is a black dragon in human shape, others that he is a being of infernal influence, and yet others think he is vice made whole by some dark sorcery. But the reality is that no one knows. Darkeners don’t share their affiliations, or their secrets. Some state they don't even exist in the first place, and are a bogeyman tale grown out of control. Some think The Darkeners are a prop, kept up by the government, to impose upon their enemies and thus punish them without reproach from the public.
The Hanseatic League
A loose cabal of actors and performers that smuggle narcotics and other illicit goods through their theaters and venues. They specialize in a drug called "Tar," forged documents, and human trafficking. The sheer flow of people through the theaters disguises their operation. Goods are smuggled in through the docks and hidden sewer paths.
Interworld Trade & Transport
Greithrot the Eviscerator has been given a hat of disguise and a mission by a middle manager at IT&T. He represents the interests of Interworld, offering Courier services both inside the city and across the planes. Because his job often involves the movement of illicit materials and magic items, several Factions would like to get their hands on the peripatetic Mezzoloth-in-disguise and see where he hangs his hat. As a side job, he also serves as a Tout for Gandahar and likes to bring his customers to all the best pubs.
A small branch of Interworld has taken an interest in Gandahar and sees the potential for further profit. Towards that end they have sponsored several enterprises in the city and seek to expand their influence.
The Mad Blooded
Brawlers, pit fighters, gladiators, death seekers, glory hunters are all welcomed to the Mad Bloodedwithin their underground arena in the northern sewers. The first step to gaining access requires visiting the Bloodhound Tavern and asking Gilhar the bartender for a round of "haemrberry ale." The swarthy dwarven barkeep will ask, "Is it for you or a friend?" to which the appropriate response is "It's for me. I've got some rage to drink off."
With that, Gilhar will lead the character to the back to "pick the year," and reveal the underground entrance to the pit. Answering anything else will result in a real glass of the famous dwarven Hammerberry Ale. The fighting is not sanctioned by the government so they have lookouts at all points so the participants can scatter at a moments notice.
In truth, the organization pays a sizable cut of protection money to the noble House Delvier. The house lord, in turn, makes sure that city guards do not give the underground arena too much trouble, keeping the location itself from being permanently barred down after each new raid and delaying the sweeps for major events through a series of bribes.
While the Rust Eaters are generally intolerant of people and creatures that venture too near their communities in the deep, fungus infested parts of the sewers, they make an exception for the Mad Blooded. Once in a blue moon, they even field a pair of fighters, dark-shrouded dagger-wielding Kenku that move with unnatural coordination. Additionally, Interworld Trade and Transport has taken an interest in sponsoring emerging talents in the arena. These fighters are easy to pick out as they wield a unique Greensteel weapon.
The Mantle
The Mantle, a criminal organization run by a Fetchling named Sydell, is involved in robbery, assassination, and drug, weapon and slave trade.
Sydell's purpose is to amass enough wealth to return to the shadowfell, and get revenge on a wizard that experimented on him and other fetchlings that came to the material plane.
The Nest
Lurking beneath the streets of the city, The Nest is a ring of human traffickers led by a tlincalli or scorpionfolk named Chandriasz. They kidnap innocent citizens off the streets by night, and smuggle them through the sewers beyond the reach of the City Guards, selling them to hobgoblins, orcs, or bandit tribes as slaves.
The Nest do not see this kidnapping as a reprehensible - in their culture, being given a family is a gift beyond value. Only the strongest tribes are chosen to receive their new family from the Nest in the city. In their view, both peoples are fortified: the weakest of the city are given support they need to become strong or are allowed to pass from this life into the next, more prepared. They are given a fresh start to make something of themselves. In the tribes' benefit, the city's ways are learned, and the tribes can better trade, speak, and affect the customs of other cultures they've adopted.
They compete with the Black Hand, and will kill them on sight if found in Nest territory. The Nest has been known to use transporters supplied by Interworld Trade and Transport to move kidnapped civilians to interplanar buyers. The Nest often runs afoul of Rust Eater scouts, who patrol the deep parts of Gandahar's sewers, guarding communities of Kenku too weak from the choking spores to defend themselves.
Order of the Dispelling Fist
The Order of the Dispelling Fist is a order of Monks whose only goal is to keep magical items from civilian hands. They have no authority to remove these items from civilians though, and mostly end up preaching in the market to passers-by, asking them to leave all their magical items in their possession for destruction. A select few of their faction, recognizable by their powdered red fists and bald uncovered heads, resort to intimidation and force to remove these items. Small groups of these extremists can be found roaming the streets of Gandahar near arcane establishments in the city. The Order has been hunting down agents of Interworld Trade and Transport, trying to stymie the flow of magic items into the city walls.
The Quorth Syndicate
The Quorth Syndicate is a new criminal group operating in the city. They make most of their money selling information and making people disappear. Word on the street is that they are constantly buying people from slavers, especially well educated ones. Their leader only meets with non-members through proxy and members all seem somewhat 'off' to anyone who knows them.
The leader is an Illithid using mind-reading and mind-control to muscle into the criminal scene. The activities of the Quorth Syndicate have been making some waves and other criminal groups are starting to take note. The Syndicate regularly deals with both the Black hand and the Nest. However, both factions threaten to cease business with the Syndicate if they continue to do business with their rivals, but neither of these factions have made good on the threats.
Rust Eaters
A gang of Kenku, known for red stains that streak their beaks and facial feathers, Rust Eaters are famous for a number of carefully choreographed, high-value thefts.
The ‘rust’ is a parasitic fungus, originating from deep in the city’s sewers. For the young and the strong among the Kenku, the fungus is clarifying, empowering and invigorating, overlaying their intelligence with a sense of purpose. For the elderly and weak, it drowns out their own thoughts with its whispers, and slowly asphyxiates them with stiffening tendrils of rust-colored mycelium.
They have most recently stolen powerful artifacts reclaimed by the Fold of the Seven, and the Relic Seekers, including a dagger containing the soul of a long-dead dragon.
Department Factions
Department factions are generally intertwined and closely related to actual governmental departments. They work together often, and many times government officials also work in these groups. However, the Department Factions are not officially part of the Gandaharian Government.
The Beautification Department
A group of wizards, nobles, artists, and even a few druids dedicate themselves to beautifying and improving the day-to-day tableau of city life. Aesthetics are the only consideration of the project, as they must be.
Their work includes various floating topiaries, statuary flash mobs, verdanized buildings, the Seasoning Parade, "vagrants are but a canvas," sudden forestry, A Study of Gravitic Reversal, sewer systems as fountainwork, the Groundskeeping: What Agony!, illusory storm experiences, Hedgemaze Tuesdays, abrupt glamory, and their ongoing forever-project: determining the best way to make a "street" that is not a street. Marygold Shimmershine is an active member, using his family's vast wealth to assist in beautification projects.
TBP rarely has the correct bureaucratic forms and permits for the work that is done, but residents dare not complain. One, because the projects often benefit the middle classes in small yet comfortable ways and two, because complaining is seen as an ugly deterioration of the City in TBP's point of view, and deterioration must be discouraged.
The poor and homeless are worried that a Winter Seasoning Parade might render them frostbitten as they are plunged unprepared into freezing temperatures while their slums look like sparkling gingerbread houses. Lovely! Interworld Trade and Transport has recently attempted to sponsor the Beautification Project, providing consulting for the "street that is not a street" endeavor. Rumors that the first incarnation developed into a portal to Arborea are grossly exaggerated. it was more like a beautiful window.
Department of Imperial Gardens
One of Gandahar's original bureaucratic factions, the DIG is responsible for the city's public greens and waters, parks, gardens, fountains, aqueducts, and sewers. This has put them into conflict with the city's underground bloodsport.
Department of Salt
It's common knowledge that salt can't be conjured, that's why magically created food is only popular with the sort of thieves and brutes who spend their time delving in abandoned mines and looting ancient burial-grounds. The DoS is an imperial department created to ensure the availability of salt.
Ensureing the availability of salt, as it turns out, can be understood very broadly. The DoS is famously one of Gandahar's most repressive bureaucracies, considering its oversight to include inspecting caravans that might be concealing salt as they pass through the Shimmershine Wall into downtown Gandahar, requiring cooks and bakers to certify that their salt comes from approved sources, sending their inspectors to fine those who can't prove the origin of their salt, and licensing businesses that use potash such as gardeners and soap and glass manufacturers.
The Longshoremen
The Longshoremen faction is made up of sailors and craftsmen who support the ships and sailmakers who run the city's docks. The city's dockmasters, who are always members of the guild, are responsible for collecting duties on anything passing through the docks into the city, and for blocking the transport of forbidden items. The group has come by some controversy lately as some of the Longshoremen have been accepting payment as matchmakers, arranging meetings between a recently arrived pod of merfolk and wealthy nobles.
The blocking of contraband can be bypassed through the right dock-master for those willing to pay the price. As such, several crime syndicates wish to put their own men as the dock-master in order to place them on the council. If the proper price is not paid, the Longshoremen often inform the White Dagger of these goods, which are then confiscated. What happens to these goods after they are confiscated has been sometimes questioned.
Military Factions
All of the military factions here are approved by the throne. While their financial backing varies based on the ever-changing political landscape of the city council and noble houses, the majority of common citizens never really see a difference. And as long as they feel safe, they aren't likely to ever know when a faction's loyalty changes.
The City Watch
Responsible for maintaining peace and security across the city, Watch members are always recognizable by their red capes with a black diagonal slash. City Watch Captains wear a brass broach or pin in the shape of a shield. The emblem is a coat of arms that includes the holy symbol of the city's patron god of Justice. Some captains double as clerics or paladins, but most of them are not spellcasters.
Training for the watch militia takes about half a year. In the first four months aspiring watchmen are vigorously drilled in weapons, armor and combat, including various encircling maneuvers in closequarter environments. The focus lies in containment rather than in obtaining victory.
Afterwards, new Watch members get a brief run down on the cities various laws and rules as well as reading and writing, before they are thrown in the deep end with an experience squad on patrol duties. Veterans call these newcomers mavericks for their rash and yet unrefined actions. After three years of service a maverick can take the watchman's test for full membership.
Knights of Aureon
The Knights of Aureon are a sect of paladins that keep to themselves in a small fortress-like building, built atop a crypt for their fallen members to whom they revere. They are devoted to a god of war and they consider both their dead and their crypt to be utterly sacred. They allow no visitors in their holy sanctum below. When Gandahar is at war, they lead the charge against the city's enemies. In peacetime they become restless and many suspect their agents of inciting conflict with nearby city-states. Their colors are red and gold, their emblem a lion with bared teeth a sword between its paws.
The Lawguard
The Lawguard are an order devoted to the implementation of law and order through the courts of Gandahar. It uses of both martial and magical ability. In the city courts, clerics maintain zones of truth to compel honest testimony from petitioners. The martial sects, provide security and safety among all the legal infrastructure of the city.
The Lawguard is a small order, but they are proud, as the initiation requirements are quite rigorous. Only the most stalwart and dependable of the general City Watch are able to ascend to these heights. They are regarded among the other lawkeepers of the city as beyond reproach, purely by their reputation. While this is not a sanctioned activity, oftentimes a Lawguard officer will be requested to watch citizens as they conduct a trade or agreement. As such is the case, there is a lot of low-scale commerce which takes place in the vicinity of the city courts.
The Commandant of the Lawguard is not frequently seen in public, but is present in the court for important cases. The Commandant is a prestigious Aasimar and possesses brightly golden eyes and flowing hair. He performs the duties of a bailiff during High Court hearings, and according to rumor, keeps austere, nearly ascetic, quarters in the basement beneath the Hall of Justice. The Lawguard keep their headquarters near the Hall of Justice, and this is where they receive their orders and station, as well as residing when off duty. Lawguard are prohibited from drunkenness or intoxication of any sort, gambling, engaging with prostitutes, and other 'vice' activities. To be caught in violation of this precept dictates immediate dismissal from the order.
The Old Watch
Years ago, a group of stoneworkers and mages created a series of giant stone golems around the city. These golems are now known as The Old Watch, and stand as statuesque sentinels over the city. The golems are activated by their Mason when the city comes under siege, though it has been ages since their last awakening. Many shorter-lived races believe that it is just a rumor.
Each Mason's role requires checking for cracks and other irregularities in the Watcher statues. Secretly, they also keep tabs on the magic core housed in the statues bases behind a secret door. The golems represent all different races. It is unknown if attunement to different forms grant the watchers different powers.
Some Masons say the souls of their ancestors are stored in those cores, and the statue care is a form of worship and reverence: a sacrifice given for the greater good of the city. Others say that the Old Watch tore out the very souls of criminals, using their essence for raw power.
The White Dagger
This secret police force of assassins is only called upon when the city guard cannot handle a situation or when less-than-lawful actions are required to keep the peace. They are sworn to the city, but have no problems with breaking the law for the greater good. They are so elusive that most of the townsfolk believe they are simply a legend. Those that do know of the White Dagger dare not whisper what they know, because they have all been instructed to remain silent. Recently, after a raid on the black hand territory, they recovered several hats of disguise and use them to maintain anonymity.
Their leader wears the mantle of "The Ghost Knight." He was once a paladin, but has gone rogue from his faith upon finding the city guard could not guarantee the "justice" as well as he could. He is currently training his half-elf daughter to take over as he is human and getting too old.
Initiates, who are themselves far from novices in their fields, are given an ivory-hilt dagger. Only once they've broken the blade of the dagger, which is enchanted to break in a special way under great emotional or physical duress, are they initiated into the group proper. The "pearled" members of the force keep their broken daggers to remember what it's like to have something fail on them when they need it most: something they cannot allow themselves to do.
Nature Factions
Amid the hustle and bustle of life in this metropolis, a few groups are dedicating to preserving what they can of the natural world within the walls of Gandahar.
The Circle of Iron
A mysterious group of druids known by only a few, The Cirle of Iron was formed when an adventuring druid entered the city with her comrades and realized that, despite the metal and stone artifices and buildings, the city acted as a living organism -- larger than she had ever experienced.
Nowadays, the druids of the Circle of Iron revere the city itself as a minor deity, and have devoted themselves to protecting it from any other group that may attempt to cause it harm. They have several meeting places located throughout quiet corners of the city. They devote themselves not to the government or gods, but to Gandahar itself, and heaven help anyone who attempts to harm it.
The Court Below
Beneath the city, its sewers and catacombs, lies buried the remnant of a once-great temple of petrified root and stone. In its centre, a mighty tree grows in the darkness, with nine strong, long roots that dig through the foundation and into the city's underbelly.
It is here where the Court Below gathers. Banished from the Realms of the Feywild, corrupt and capricious, they gather around their Lord, sleeping within the dark-growing tree. The fey struck a deal with the first settlers, that on every 13th year in a new moon night seven men and women of the city will join the court as tribute. This practice has been forgotten by most citizens and the last family that uphold the deal is now under strong surveillance by the city watch.
Gandahar Furry Friends Society
A small tribe of firbolgs are recognized as the Gandahar Furry Friends Society. They work to protect and maintain a small patch of forest within the city. They work hand in hand with the Circle of Iron and The Dew Drops to keep the city's green spaces alive and healthy.
The Grapetenders
Vintners of an exclusive order, the constituents of The Grapetenders have made their fame by the merit of their product. A Grapetender is a member of a consortium of other winemakers and vintners who see themselves as an economical brotherhood, share a passion for their trade, and view wine as an artistic medium and societal necessity.
They host boisterous parties and festivals each harvest or when a particularly good vintage of wine has been appropriately aged. But The Grapetenders also function as a sort of cabal of alcohol, and during their weekly luncheon meeting, they engage in price-fixing and seek to collectively gain a monopoly over the wine markets of Gandahar. They employ smugglers and thugs to intimidate rival vintners into moving their product out of the local market.
The People's Park Party
In public, The PPP is just a bunch of well meaning Druids, Rangers, and hippies. They want to expand Gandahar's green spaces and provide more parks and nature reserves in and around the urban sprawl. They spend their time campaigning for more park space, tending existing parks and managing the cities growing owlbear problem.
In private, they're a bunch of maniacs who are using the parks to slowly but surely grow an army of blights to destroy the city from within and return it to nature. Handfeeding squirrels is an important act of service among the People.
The Three Terrors
One faction of the city is openly controlled by a coven of hags, who have established a network for protection and influence peddling. The people who deal regularly with the hags trade tips and secrets to negotiate a bargain out of the coven. The city tolerates the coven because the hags wage magical war against the city's common enemies: other factions perceived to be even more corrupt or demanding. The hags create opportunities for advancement that do not regularly present themselves elsewhere. While most fey are notoriously difficult to deal with, working with the Three Terrors is comparatively easy due to their fey nature that binds them to a mysterious code of laws that they literally cannot break.
Nobility
The Great Houses of Gandahar perform vital services for the city, but can often get sucked into the politicking common to nobility. In a city the size of Gandahar, there are a hundred or so noble houses total, but the houses listed below are the Great Houses that are led by a Duke or Duchess. Most of these Houses maintain homes in both the Second Ring district and in the Inner City, and have a complex web of connections, alliances, and emnities.
House Delvier
As Gandahar grew into the current bustling city it is today, it absorbed the lands of several wealthy families; the Delvier's estate on the river that bears their name was one of those. Their ancestral lands have made them rich and bought them the respect of other nobility. House Delvier's assets are based mostly in real estate; they are landlords to a few thousand tenements and a hundred shops, taverns, and inns, including the infamous Bloodhound Tavern.
House Iskander
Originally a barony which was subsumed into Gandahar during the city's early days, House Tskander is one of the smallest noble families in the city. All eight members having embraced vampirism in Year 238 and now feel relieved of the traditional duty to reproduce. For centuries, they have ensured that the city's ordinances permit the residency of lycanthropes, the undead, and faeries as long as they refrain from eating sentient creatures. Most people seem unsure as to what service House Iskander provides to the city, but their advocacy for more "monstrous" races makes them popular in some districts.
House Temeryan
Another prominent player on the political chessboard of Gandahar, Noble House Temeryan is a well known patron of city-wide industrialization, owing most of its fortunes to the precious gem mines on their land. The business of mining natural resources faces unsurprisingly fierce competition from the Shimmershine Family. A competition that House Temeryan has made numerous attempts to hamper.
The Lilac Order
On the surface, the Lilacs are a social organization for the wealthy and powerful of Gandahar to interact and mingle. Their iconic lilac brooches distinguish members from the common rabble of the city. The only way to access is either through birth or through marriage. They will not tolerate illegitimate children, or their parents, among their ranks. Those who are discovered to not be of "true birth" often often disappear under mysterious circumstances shortly thereafter.
They are also trained assassins and spies and make up a good portion of the kingdom's intelligence network. In a strange twist, some of the order are "patrons" of sorts of the conservatory of ruin. The conservatory will grow and keep lilac bushes for the order. They may also do things like sabotage gardens, use trees to destroy the foundations of buildings, grow poisonous plants near potential targets.
The Shimmershine Family
A clan of gnomes live in a small palace in the Inner City. Regarded as great inventors, doctors, and accountants, the Shimmershines are known for financing many public works projects around town. These are an attempt to cover up the fact that they are gnome supremacists and secretly gnomes to always be in control. They form a shadow government and anything happening within the city is not only known by them, but often caused. Recently Shimmershine Family Estate was raided by Night Parade. Aside from a few old accounting books nothing else was reported as stolen.
Political Factions
These factions primarily include civilians that have organized for a political purpose.
The Garnet Enclave
A group of corrupt nobles that have formed an alliance. Their goal is to ensure that the city stays in the grasp of those of “pure blood.” Due to them all being of great Houses, together they hold much power on the City Council and together, decide which legislation passes, and what does not. The Garnet Enclave wish the rich and powerful to gain in wealth and power, and for the poor and oppressed to remain that way. The Shimmershine Family are disproportionately represented on the council and attempt to make sure all things serve their interests, leading to frequent squabbles.
The Golden Sail
An union of ship captains and sailors headquartered in the city that banded together, The Golden Sail negotiates fair prices for trade goods with the city's merchants, and protection services for merchant owned ships. They have a unified code for treatment of crews, and are always looking for adventurers to provide extra muscle. Pirates, thieves, and burglars know to be wary of attacking crews who fly the gold.
By merit of maintaining a "joint defense agreement." The Golden Sail has essentially become a nation unto itself, although one without land. The numerous participants in the Golden Sail has essentially given them a monopoly over all importation and exportation within Gandahar. Sailors are more likely to join the crew of a "Golden Vessel" than others, as the code of conduct in regard to the treatment of sailors prohibits alterations to wage for any reason, and they tend to be a meritocracy. In such circumstance, many sailors find themselves working with familiar faces year after year, even if they change ships. This leads to deep bonds among the sailors, and they will leap to defend their brothers and their vessels against those who would take their cargo/prizes.
League of Sophisticated Gentlemen
The League of Sophisticated Gentlemen is a nobles-only society for men. It's well established, and the sizeable faction has a slightly-above-average reputation in spite of the men-only atmosphere. This faction is ruled by a board of nine, who were able to rise to power through nepotism. They are somewhat incompetent, but their positions on the board are relatively stable. Meetings are held every day, at 5pm sharp, and are usually closed to non-members, although bribes to the board will usually be accepted.
The Malcontents
In this city, whenever decisions are made by any of the authorities, there will be without fail a group of people who end up complaining, protesting, and submitting appeals, regardless of the decision. They seem to be an organized group, as some members have been spotted in disguise at other protests, but whatever their endgame is seems to only be known to them.
Some theorize that an extremist group of druids leads them to slow the progress of civilization by causing bureaucratic headaches and public disturbances.
Rumors say the Malcontents started at a parade held in some noble's honor, or the dedication of some street's 12th renaming. People old enough to remember swear they saw a black cat with blue stripes jumping around the alleyways, before the parade got derailed. And the sighting of such a creature at demonstrations has been recounted ever since, just before things get chaotic.
Night Parade has been suspected of using Malcontent protests as a cover to launch raids against various government entities like the Department of Salt.
The Whistlers in the Dark
An organization of fanatic anarchists, Whistlers have no formal group name. The "name" of the organization is how others refer to them--they don't like hierarchy and don't name themselves, but they tend to wear darker clothing and have a complicated coded whistle to greet each other.
They've managed to convince some younger members of minor noble Houses to fund some of their activities against a rival House, but the nobles won't outright support the organization as they believe showing their hand too early will result in the nobles losing their influence and wealth. Similarly, some of the more disgruntled trade guilds have given some coin to the Whistlers to target competitors.