Warning: this review is full of spoilers.
Geanavue is a 8 1/2 x 11 inch paperback, perfect bound book. It is written by WOTC alum and FR author Ed Greenwood with the help of John O'Neil. It contains 176 pages of information on Geanavue and with some information on Loona, Geanavue's port that is not part of the city proper, a city map, and 32 additional pages that make up the RumorQuest (TM) encounter system. The suggested price is $24.95 US. The front cover sports an wonderful painting by Matt Mitchell of two giants battling in front of the city with an adventuring party looking to join in the fray. The back cover shows the location of Geanavue within the Kalamar stetting and describes the book. The inside front cover and inside back cover are advertisements for other Kalamar products.
The Book:
The text on Geanavue is written in a small font, two 3 1/16 inch columns with 60 lines per column. It has a border around each page that matches the Kalamar Setting Book. Comparing this to the PHB and to RR, an official standard and a d20 standard I think Geanavue stands up well. PHB has two 3 3/16 inch columns and 67 lines per page while RR has two 2 7/8 inch columns and 64 lines per page. Flipping though the book shows several wonderful B&W illustrations to enhance the text.
The contents of the book are as follows:
Pages 1-4 are the title page, table of contents and an overview of the city.
Pages 5-12 are Chapter 1 giving an overview of life in Geanavue. It describes a typical day for a typical citizen, talks about the attitudes of the folk, Rituals observed in the city, products produced, an overview on city intrigue, overview on wizards in the city and how the city folk feel about them, and an overview on adventurers and how the city folk feel about them.
Pages 13-20 are Chapter 2 and talk about selected Attractions. It describes Castle Geana, complete with legends, admission guidelines for visitors, and history. It describes other attractions like the Tower of Time (large public clock), Door of Dreams (the most popular inn), Muratuur's Welcome (a less routy inn), Feleatur's Falconfly (Inn of Ill repute), overview of shops and vendors, and the sick horse fountain.
Pages 21-26 are Chapter 3 and talk about the Basalt Throne. It details the rule and succession of the throne, talks about the castle staff, describes the currency used in Geanavue, taxation in the city policing the city, and enemies of the city. I especially liked that the tax collectors wear fox masks in order to hide their appearance to protect them from reprisals.
Pages 27-36 make up Chapter 4, the Emerald Eagle. This describes the 'house of Geana' and the city's ruling family. It starts out with a history of the rulers of Geanavue and describes each in detail, ending with the currently ruler, Haar. With Haar being old and growing febal there is another section about rumors and "pretenders to the throne" with descriptions of several pretenders who have a loyal following. It also talks briefly about foes of the Eagle (most of the city's guilds and the Talasaaran family).
Pages 37-38 make up Chapter 5, the Castle Codex. It talks about the laws in Geanavue and is full of political laws that were made. Such as a law that effectively bars all Talasaara from ever openly ruling the city or having any vote or veto over Geanavses policy.
Pages 39-54 make up Chapter 6, the guilds. The chapter gives general guidelines for guilds and then gives in-depth information on 10 of them. The fellowship of Builders, Fellowship of Butchers and Tarrow Candlers (with one particularly gruesome sentence that describes how some of the poor of the city will pay to have their deceased "smoke cured" until they can raise enough money to burry them), Fellowship of Weavers and Woolfolk, Forgers and Smelters Guild, Guild of Carters, Craters and Coopers, Guild of Clock workers and Artificers, Guild of Importers and Exotics, Guild of Jewelers and Polishers, Guild of Stonemasons and Miners, and Guild of Waggoners and Wheelwrights. These guilds are well written with an overview, Guildmaster information, Headquarters location, description of the badge, and other notes that are full of plot hooks. These guilds look ready to be dropped into any campaign.
Pages 55-80 are chapter 7 and describes the Talasaara, known by the common folk as the Blackflames. The chapter describes their powers and special privileges, Etiquette for addressing one of these powerful people, notes on playing a Talasaaran, and then an indepth roster of NPC Blackflames. Each of the 19 family groups are given a Badge, motto, seat, interests, current head of the family, current heir, prominent family members, and supporting families. Reading this section reminded me of "The Godfather" movies. A lot of intrigue.
Pages 81-88 make up chapter 8, the dangerously wealthy. Not only is the city ruled by the Geana families and the guilds and the Blackflames but there are several others who are politically active in the city. This section describes these people and also describes the "supporting families" (those with power but not to the degree of the Talasaara).
Pages 89-102 make up chapter 9, the holy houses. Great detail is given to the description of several churches and temples, including leaders, altars and rituals. While these are Kalamar specific, I believe it would be easy to change these to fit within any world.
Pages 102-116 are the chapter called The Promenade. This section is sort of a guidebook of the different sections of Geanavue. It describes naming conventions and what a person would see if they were walking though the streets. Here is a small sample of this "tour" so you can get a feel for what it is, "Most visitors to Geanavue head west from the Loona Dolaar toward the Castle, so lets do the same. The Launee Marr, the Dealoot Marr and Uriin's Maar offer a natural (and therefore always busy) route." FYI: "Marr" is the Reanaarian word for "Street". This is a very interesting read and I liked this section very much.
Pages 117-124, Undercity Features, are chapter 11. This talks about actual underground things like the sewer system and locations. A lot of detail is given to these locations and I can see adventures spending a great deal of time down there.
Pages 125-132 is called "Geanavue in the Shadows" and talks about rogues, the watch, arrests, lockups, prisoner treatment and magistrates. It talks about current crime and how the common folk of the city feel about crime.
Pages 133-136 is a brief description of Loona, the dockside town to the east of the walled city of Geanavue. Where Geanavue is for the most part a "lawful" town, Loona is quite chaotic and I wish more detail were given of the town. Loona would be the Yang to Geanavue's Yin and as such I felt there should have been more detail. Not that what is given is bad, but four pages is not near enough.
Pages 137-140 talks about Adventures Arising and give some example plot hooks for the city.
Pages 141-146 is Appendix A and is a short story set in Geanavue.
Pages 147-148 describes two new spells. Sarmar's Coin Beacon (wiz 4) is a rare spell that allows a mage to mark anything metal and can then trace the movements of someone carrying the item. Taatiir's Tearing Talons (Wiz 9) is another rare spell, which bring into being large claws that can be controlled by the caster.
Pages 149-166 gives stat blocks for each NPC mentioned in the book.
Pages 167-176 is a very in-depth glossary of names and locations, including where on the map they can be found and where in the book they are mentioned. Very nicely done and valuable.
The Map:
This is one of the most beautiful city maps I have ever seen in a product. It is bound into the book and is perforated for removal. I had no problems removing the map even though I was afraid it would not tear out properly. The map unfolds into a 19.5 x 30" city map laid out in a portrait format. The front is a four-color city map with all the streets labeled. Buildings are color coded for houses of worship, noble houses, high houses, guild headquarters, inns, and shops. The names of important families are marked right on the map. Shops are coded with letters (ie. BA-Bathers, LW-Lawyers) and this is where I found a problem with this map. The first code I looked for, "CB", is not in the map key, nor is "WV" and this is in one small section of the map. The bottom seven inches consists of the map key, shops and service letter codes, (ie. BA-Bathers, LW-Lawyers) and a 7 x 7" square showing the city's location in Tellene. The scale on the map is 1-inch equals 100 feet. The back of the map contains a watermark of the entire city with the sewers marked. The bottom seven inches contains illustrations of an entrance to the sewers, a typical sewer dock, and a typical passage.
RumorQuest(TM):
This is a good way to bring a city to life and I am surprised it has not been done before now, or maybe it has and I just missed it. The book contains an additional 32 pages of rumors broken into "Packs". Pack 1 is a set to help new arrivals gain an understanding of the politics of the city. Pack 2 introduces the PCs to the sewers. Pack 3 contains adventure hooks leading to the Kenzer Co. adventrure "Root of All Evil". Pack 4 focuses on merchants and tradesmen of the city. Pack 5 deals with the city watch. Pack 6 contains generic market talk and difficult to obtain rumors. It is recommended that several of these packs are put together and players are allowed to draw them "out of a hat". I hope Kenzer but I think writing one down for you will help allow you to understand what these are: Here is rumor #38 and it is from pack 3: "'-they're leaving Geanavue, I tell you. Some of the best wizards. Even Veoden left two years ago, forsaking Geanavue for some backwater near Skarrna and a life of tinkering and enchanting. The very life of the city is draining away before us' 'G'wan, stop complaining and pay your taxes like the rest of us.'" So, it is a snipit of conversation overheard that the players might need someday, or might not. Some of them also lead to small encounters or roleplaying situations. I am afraid there are some numbering errors within these packs. For example, rumor number 37 says to tell the DM you have drawn number 31. The short encounter rumor #11 is described in the DM section as rumor #10. These are small errors that can easily be fixed, but they are there.
I know there are some minor problems that I have described above, but this is a great sourcebook and one that I believe can easily be ported over to other worlds. I only have Waterdeep, Lankmar, and S&S's Necromancer cities to compare it to, but this is by far the best of the four, IMHO.