Loona, Port of Intrigue

"Heed, and be wiser—and walk accordingly" is a long-time proverb of Loona that the visitor would do well to follow. Loona, Port of Intrigue, while ideal for use with the Dungeons and Dragons setting: the Kingdoms of Kalamar, is of broad use to DMs running any medieval or pirate-based campaign. Loona, the port town of the City of Geanavue, rests along the western coast of Reanaaria Bay in eastern Tellene, the world of the Kingdoms of Kalamar. Since Loona has its own web of politics and alliances, this work contains many cross-references between entries (for example, it mentions certain allies or enemies such as swords-for-hire or street gangs within entries for merchant guilds). Therefore, we recommend that the reader make extensive use of the very complete index/glossary found at the end of the book while reading the various entries.
This book is organized as follows.

Chapter One sets forth a general overview of Loona and much background information that will help when reading the later chapters. It helps to have a copy of the map handy when reading certain of the location entries in Chapter One (and later chapters, for that matter).

Chapter Two provides greater detail about the town from architecture and lighting to the various districts and specific landmarks.

Chapter Three discusses the shipping industry and especially the harbor and port.

Chapter Four covers in-depth the various power factions, from the Master of Loona to gangs and assassins.

Chapter Five gives a general overview of the lands and hamlets around Loona and Geanavue.
The Appendices cover NPC stats and details, encounters (and encounter tables), new items, new creatures and a list of Reanaarese names for use in-game.

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LIFE IN Loona (a little bit o' text from Chapter 1)

Visitor's Views

A middle-aged Geanavese crafter recently described Loona as “a ramshackle, lawless chaos where sailors brawl, rats scuttle, and no respectable person would want to enter - or dare to, without a large and capable bodyguard.” Others have called the town “a den of thieves” and “a large refuse pit where wizards blast warehouses to flames and swordsmen leap from arriving ships to hack a clear space for docking. Then beasts and sinister sorcerers from afar pour out, soon to slither like gliding snakes into our fair city. These words aptly describe the general Geanavese view of Loona. The collective opinion is colorful, extreme - and not all that far from the truth.
Loona offers both warehouses in which cheap and unusual wares can be had, and a safe meeting ground where spies, gossips and thieves can deliver valuable information and stolen items to others, who pass such things on to persons willing to pay. Many Geanavese consider "their" port to be a place of fish and lawlessness—that and the destination of a smooth, superbly built, road linking Loona and Geanavue.
Although technically the port and territory of the wealthy city of Geanavue, the rule of law in Loona oft extends only as far as the point of a sword. Fortunately, when things get too far out of hand, the Fists (Geanavue's army) may be called in to restore order and the authority of Lord Haar of Geana.
While horror stories of the town may keep honest folk from the streets of Loona, it draws those interested in illicit activities, or those who seek excitement and danger, like moths to flame. Fortunately for the port merchants, there is never a shortage of thrill-seeking Geanavese (particularly youths) on Loonan streets. Most Geanavese, however, have either never visited the port town (though it often serves them as the colorful cradle of frequent "can you believe the latest?" street gossip), or travel there only in large, armed bands from Geanavue to a fortified countryside inn. They then dare venture into the port itself only for midday shopping or for an evening of revelry. Such entertainment consists of the usual drinking, brawling (with the fortunate being the spectator instead of the combatant), courting, hiring escorts or watching others enjoying such pursuits, and spectacles (watching dancing creatures, naked men and women wrestling each other or various beasts, and seeing "weird sights from afar"). Many street performers, whose songs and jests are daringly disrespectful of Geanavese life, nobility and authority, also call the city home.

Mists and Mystery

By day, Loona is often shrouded in patchy mists, with a brisk onshore breeze bringing in wave after wave of obscuring vapor rather than clearing the air for the sunlight to beat down. Loonans are used to the gloom and everything being dripping wet—though that does not stop a variety of rots and fungi from afflicting the skin (particularly of the feet) of many longtime residents.
As one nears the Dock District, the reek of rotting fish hangs in the air. Along with the mists and continual dampness that hangs in the air, comes the pungent odor of mildew, while the foul smell of dung often wafts up from Low Town. The acclimated locals seem impervious to the odors.
Though little more than 2,000 souls claim permanent residence here, this number nearly doubles during the busy season. The population count tends to fluctuate due to numerous murders and many con men hastily leaving town for greener pastures. Although Geanavue and the Master of Loona attempt to make the town more inhabitable, a wicked, lawless reputation clings to this small, crowded port.
The folk of Loona are known as Loonans. Some older writings refer to them as “Lounar,” but calling a person from Loona a “Loon” is regarded as a serious insult. They tend to be a rough, hardy, blunt but cheerful lot. Many have shady pasts and very questionable present careers.
Surprisingly, some long-term residents have seen thirty summers or more in Loona. Such peoples are the keepers of Loona's nefarious history, and there is never a shortage of colorful tales floating about the port. When winter storms howl in off Reanaaria Bay, the yarns are told and retold wherever ale is sold and wherever there are eager ears to listen. The tales grow whenever an inspired tongue passes them on, and if all the legends were collected they could easily fill volume upon volume of books with real and imagined deeds. Not all the tales are wistful tales of adventures past, however. A stranger arriving in town today could learn much by listening for the facts hidden in the roaring pirate yarns currently being passed around Loona. Lurking in the tales are descriptions of legendary cutthroats, sounds (and smells) encountered on adventure and warnings of who is most likely to slip a blade into an unwary back (that, unfortunately, is just about everyone in Loona) and more importantly, when they are most likely to do so.

Some Truths — and Perils

Although Loona is a dangerous, lawless place to live, it is not the open, ongoing brawl many Geanavese believe it to be. It is true that there is usually no one forcibly keeping the peace in town, except inside their own building or trade-yard (and then used mainly just to guard against fire, wholesale property destruction, "gang-swarm" thefts and loss of trade). However, most of the locals take care not to molest visiting "herds of customers," particularly Geanavese, for fear of ending the generous supply of easily duped spenders, or provoking a violent and thorough scouring-out of the port by the Fists.
Loonans soon learn where in the port to go when, and when to hide or to hear and see nothing. Even the most bloodthirsty pirates—when they are sober—see the value of keeping sheep-like fellow citizens around to hide among, if nothing else, and of citizens who can be frightened into hiding captives, goods or persons on the run are a valuable resource.
On the other hand, gangs can strike swiftly and mercilessly—especially when an outlander is found wandering alone. Gang murders are all too common, with brazen assailants waylaying their victims at midday in busy streets. Some assassins prefer to stage brawls to stab their victims, while others prefer the more tried and true method of dumping a bucket of human waste, harbor water, or fire-ash on the head of a passerby from a catwalk or balcony. Once their target is temporarily hindered, a waiting gang of thugs rushes from a cellar or alley to snatch the choking, temporarily blinded victim, slit his throat, and strip him of all valuables, leaving a naked corpse behind. Women of beauty thus taken are often gagged, hooded, bound and kept alive for sale. They may be sleep-drugged for easy storage and display to slavers, and only awakened after being sold and carried far away from Loona.
Folk dwelling in the port town protect themselves with house-traps and membership in "leagues" (common defensive pacts between small numbers of neighbors and adjacent shopkeepers). Those who can afford it, however, hire bodyguards - a business ever hungry for more adventurers and warriors looking for work. Of course, the great equalizer in close-quarters street encounters is the "sting." A "sting" is the local slang term for a hand crossbow firing sleep drug-tipped bolts. Many Loonans bear stings, knives or needle-like hairpins poisoned with a substance (rarely found outside Loona) known as “ooraau” (See Appendix C: New Toxins and Alchemical Substances).
 

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Loona, Port of Intrigue, is the latest city sourcebook for the Kingdoms of Kalamar setting by Ed Greenwood and Phil Thompson. At $19.99 for 96 pages, it's slightly below industry standard due not only to the use of interior covers, but for the full color use of interior maps. The product description gives a lot of details as to what this product does, so these are more or less my own quick thoughts on the book.

Like most Kalamar products, layout makes good use of space with outer and top margins standard but inner and bottom margins almost breaking out of the book. Art is well done and atmospheric in the game. The cartography on the city, while well done, needs more samples of what the standard buildings, like warehouses, look like. A lot of action can happen on the dock ward and more maps, especially in the combat oriented d20 system, would be useful.

This isn't a book heavy in crunch but rather, in flavor. Despite that, I've found that it's easy to use either as a Kalamar product outside of the richly detailed city Geanavue or as a stand alone port town in another setting. I'm actually going another route though.

See the book has a lot of characters, organizations and history behind it. Most of that can have the serial numbers filed off while retaining it's flavor. With that in mind, I've made Loona the dock part of Mithril, a city in the Scarred Lands campaign. The port is small enough that it's almost a modular fit wit the larger city of Mitrhil.

When things get too crazy in Loona, the Fists, guardians of the city Geanavue come in to straight things out. When they get too crazy in the dock ward of Mitrhil, I see no reason why the paladins of the upper city can't come in and do the same thing. There are even tours of duty in Loona for the city guards, so the same concept can once again be applied.

The good news for those who aren't following my thinking, is that the city is very self contained. It has over 100 NPCs including full statistics. Not just a name, sex, class and level, but the full details. It has tons of resources to help run a Loona game. This includes the following:
Over 150 locations with various degrees of detail.
Wandering encounters in Loona broken up by district.
Loonan Names: Nice list of male, female, surnames and nicknames.
Glossary: It's important to know that the Daar is the Old Man, god of war, tactics and strategy, as well as that Dolaar is Gate in Merchant's Tongue. Flavorful stuff.
Multi-page Index.
Several maps including player's map, district map, overland map.

These different tools make Loona a very flavorful local without relying on exotic prestige classes, weapons, spells or monsters. While there is a new monster and some new alchemical goods, they are in the appendices and don't take up much room. The reason you want to go to Loona is for the intrigue.

It's to see how pirates act in town. They don't want to stir up too much trouble and cause the Fists to rain down upon them, but they're not going to act saintly. It's to see the various factions like the Redshields, reliable guards who battle against the corruption that takes hold of the other watchsword groups. It's to see how the Vigilant Blade, a new organization, fits into the city. It's to hire individuals like Haruruk the Hammer to protect you while dealing with a squeeze dealing where competitors are trying to push you out of business.

Loona would make a good starting place for low level characters as they have to learn the ropes and higher powered characters, especially those with much magic, may be the targets for various thieving events, would probably be a little too powerful for this city and move on up to the nearby Geanavue.

As a companion piece to that city, Ed and Phil have done a great job of providing characters with a place to get rough and ready before coming home for the holidays.
 

Joe -- I'm intrigued with your idea. I'm starting a new Scarred Lands campaign this summer and I am bouncing between the Serpent series or starting them in Mithril. I'd love to know how this works out in your campaign. I often make these kinds of mods, and if this is a good fit, I'll follow suit.

How can I find out what interesting DM lessons you learned from running your party visiting Loona-in-Mithril? :)

Anyway, good idea here.

Catsclaw.
 

Joe -- I'm intrigued with your idea. I'm starting a new Scarred Lands campaign this summer and I am bouncing between the Serpent series or starting them in Mithril. I'd love to know how this works out in your campaign. I often make these kinds of mods, and if this is a good fit, I'll follow suit.

How can I find out what interesting DM lessons you learned from running your party visiting Loona-in-Mithril? :)

Anyway, good idea here.

Catsclaw.
 

Well it's really pretty simple. Mitrhil, while not as huge as Waterdeep or anything, is still relatively large compared to Loona.

Harbor City in essence, gains much of Loona's flavor. As the Mitrhil book describes Harbor City, "an uncomfortable mix of success and failure", I find much of Loona goes into it right away. There are several NPCs who've made a name for themselves based on the quaility or honesty of their work just as there are daring rogues who've made off with fortunes from the stupid. After all, once again, right from Mitrhil, "Today, Harbor City is a lawless sprawl."

A very easy fit.

Even though I'm using the Mitrhil map (available for download!), I'm still using a lot of the tone, NPC's establishments and ideas from Loona. To me, one of the greatest things about Mitrhil is that it's also a regional sourcebook so the city, while having some details, can easily accomidate my 'switch'.
 

This is a well thought out, high quality product with lots of nice little touches scattered throughout the book.

Loona: Port of Intrigue is a follow up to the Geanavue book, where Kenzer did not have enough room to cover its functioning port (I say "functioning" because Loona lies several miles to the east of the city) in detail.

The inside cover has a color map with several labels including street names, names of important locations, and letter codes for everything else. As a very nice touch there is a grayscale player handout version of this map in the back that has zero labels on it!

The inside back cover has a color map detailing the different districts of the city.

The Introduction is mainly a quick summary of the Kingdoms of Kalamar setting.

Chapter 1: Life in Loona provides a general overview of the port including perils you might (will) run into, the law (and reality), religion, and some rumors.

Chapter 2: Places and People describes the architecture, atmosphere, history, important landmarks, and NPCs in great detail - really bringing the port town to life. There is some great reading in here such as the events leading up to and including the Night of Terror that changed the Common District forever. Some of this writing alone is worth the price of the book!

Chapter 3 details the shipping industry of Loona. It covers the basic economics, the written and unwritten rules of the docks, how prices change based on the seasons, how much it costs to store items, buy parts to repair a ship, etc.

Chapter 4 details the power players in Loona. There are several factions described including a drawing of the symbol used to represent them (nice touch). As before there are background stories scattered throughout, giving a sense of history to the port. A useful chapter for GM's since just being a member of a faction can make it easier to come up with a new adventure (political intrigue, factions fighting other factions, etc.).

Chapter 5: Beyond Loona contains several brief descriptions of landmarks in the Loona/Geanavue region. There are three pages in the back dedicated to the region covering a long west - to - east part of the area. The western edge is actually further west than Geanvue. The eastern most part is Loona and its harbor area. Useful when creating an adventure (or if your players deviate).

Appendix A: NPCs contains over 100 NPCs. Stats, feats, languages they speak, gear they have, especially special/magical items. There is no description per se but many are detailed elsewhere. There is a very useful "Most commonly found" line. For example: "Most Commonly Found: tempting Paag at the gambling table" that does help flesh characters out.

Appendix B details encounters, including when and where they are most likely to happen.

Appendix C details a new toxin and a new alchemical substance while Appendix D introduces two new creatures. Appendix E provides a table of common Loonan Names. This is then followed by a glossary and then an index. The maps mentioned earlier end the book.

What makes this book so great is the little details, like the back histories of people and districts, the brief but actually useful descriptions, etc.
 

When I started reading Loona, the first thing that struck me about this book was the depth of the city and its NPCs. It is a nice companion piece to Geanavue: The Stones of Peace but rather than being a clone or extension, Loona has its own feel and life.

Surprisingly, I did not expect the book to be easily separated into its component parts. This allows the product to be used as a whole or potential judges can weave parts of it into settings of their own. The NPCs also are easily transferable and "the most commonly found" line in their stat blocks helps one quickly locate them. The book lives up to its back cover claim of being easily converted to other campaign setting.

Detailed between its covers are sections on law, religion, a visitor’s impression of the town, local rumors, architecture and secret signs. There are guidelines to simulate harbor life as Loona’s defense tactics from invaders is detailed, one can repair or buy ships here and other costs of doing business are covered. One can find adventure, employment, battle or aid thieves and pursue their own agenda here.

It is also nice that the port city has both stories of its own and places to build off of. there are numerous detailed locations on the outskirts of Loona and the land between the port city and Geanavue. Each has monetary strength, defense capabilities and alliances where applicable. All locations have background/roleplaying hooks.

The various power groups in Loona are also listed and are scaled so new ones can be quickly developed as needed. There is also a time and district driven city encounter table which reflects live in the port town.

In short, Loona is a haven for thieves, hooligans, drifters and other unsavory souls. Just the place for unsuspecting travelers to experience!
 

Everyone at one point or another in life has to set aside hobbies or other trivial things when they buckle down to try and make something of themselves. While I enjoyed my carefree college days of chasing women and gamin, I knew that when they were over I would more than likely either quit running roleplaying games or at least slow down quite a bit. For several years this was the case as my growing family, the police academy and life took priority. Every so often I would look at the dust on my campaign books and reminisce later while mowing the yard or changing one of the kids. Fantasy gaming it seemed was a closed chapter in my past.
As the years passed, I ran into other gamers and as my home responsibilities lessened, I drifted back towards gaming. Soon I was at the table playing GURPS, Champions and eventually ended up with a Kingdoms of Kalamar adventure book. Even though I was back into gaming, it just wasn’t the same. I had to get back behind the GM’s screen!
It was at this point that I drove to my local gaming store and looked at other Kalamar books. I ended up purchasing Loona, Port of Intrigue because it seemed to detail the port city of Loona fairly well. The store owner told me that if I liked this book I might enjoy Geanavue, the Stones of Peace, its companion work. To top off my day, the store was running a discount so I left the shop with enough change in my pocket to snag some Krispy Kreme donuts! My wife was at the folks with the kids and I was off for the day so I kicked back on the couch to check out what I’d bought.
From the get go, the work is laid out well and different items of interest are easy to access. Loona, has excellent flavor and as I read on, numerous adventure ideas came to mind. There are a ton of NPC detailed in the book that have detailed background and are worth the space to print them. What I found was extremely useful was the ease one could use the material. GMs looking for an in depth setting should be happy and those who simply wish to use it as an idea source can easily do so. One finds 150 campaign locations, detailed city districts with timed encounter charts and depth in this book. Currently, I am looking to use all or part of Loona in my current campaign and plan on picking up Geanavue soon. If this is typical of Kenzer & Company roleplaying game products, then they’ll be seeing more of my money.
 

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