City
Backdrop: Languard (2018)
by Creighton Broadhurst
Published by Raging Swan Press
City supplement
Yes, that's the cover |
Languard is one in a long
series of system-neutral supplements released by Raging Swan Press. The 24-page
booklet contains no game statistics except NPC alignment and class and level
designations, but the content is obviously meant for use with D&D and its various
offshoots – the main audience seems to be 5th edition players.
Here is a coastal city with its
aristocracy, merchants, gates and wharves; realistic in tone with many shades
of grey. It is right there in the middle between idealised fantasy feudalism
and the grim urban hellholes where you will get mugged going out for a beer,
twice. The streets are muddy and the city’s enemies are displayed on the
parapets of Traitor’s Gate, but it is not a bad place to visit. The feeling is
distinctly North European (most everyone has a Finnish name), with maybe a
little bit of London thrown in. It is fairly lawful and organised, except for
the Shambles, the run-down part where the poor live; the Fishshambles, which is
the same but on the waterfront, and the Wrecks, a maze of rotting boats moored
along the river, which has its own pariah group, the slightly fishy Takolen.
The guidebook first describes the
city in the general, then location by location. It is potentially useful
information – you learn how to get into and out of the city, who are the main
power groups and religions, and there are a lot of adventure hooks, rumours and
minor event tables along the way. The important locations are summed up across
the map on a one-page spread, and there are text boxes throughout the
supplement to help you with useful references. There are two maps, one keyed
for the GM and one unlabelled for the players.
Languard does not go too deep
into the fantastic, although it has its thieves, assassins and evil cults.
Depending on what you value in your games, this can make it appealing or
uninteresting. It gives you an internally consistent place with its own power
dynamics, and the feel of an up-and-coming mercantile city. But it is mostly
about the regular things, the society with its power dynamics and stock
characters, not the strange edge cases. That is, you can meet your favourite “nondescript
men in cloaks” on the waterfront, get in trouble with the Duke’s men, and hear
rumours about a haunted building, but it is the kind of fantasy you expect to
be there, not the kind that makes you jump. It would be more surprising if there
was no murderous cult and Low Market wasn’t a den of thievery.
The Duke, he is not the Duke of New York. Likewise, sometimes it feels too much
like window dressing and not like material for adventures. Some of the random events
are things like the sounds of an argument, or a weary peasant in a crowd
carrying a sack over his shoulder. Part of the city experience? Absolutely.
Useful for creating adventures? Only if you imbue them with your own meaning.
There are no surprises here,
although all the middle-of-the-road stuff is well executed. It is not
overwritten, and it serves its purpose. It is perhaps too low-key for its own
good. Could Languard be the most True Neutral RPG supplement?
No playtesters have been listed
for this publication.
Rating: *** / *****
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