Third Ring

A cute mobile shop that is set up at most marketplaces and fairs. Has a nice little shop in the inner ring. Smells wonderful and spicy all at the same time.

### Great Eye Lodge

The house always wins. Beholder named Ziash. Vest somehow attached. Three eye stalks through the gambler’s cap. No magic zone inside the casino. Large building with a beautiful glass domed ceiling 100ft in the air. Tables all around. Music and the sounds of gambling (chips, bets, music, cards shuffling, roulette table). Private VIP room for high spenders.

Gauth is the security with a few Spectators keeping watch and roaming around. Gazers are the dealers at most tables.

### Ichep’s Grasp:

Towers of crumbling iron and stone, anchored to the corners of ancient fortifications and forgotten rooftops, rising at chaotic angles into the choking smog. Built to anchor an armada of airships during the Second Age. Now, they 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.

### Salsborough or, "The Commune":

Older residents of Gandrahimm 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 the City Watch prevent travel and embargo goods.

This has led to a flourishing of the weird, giving rise 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.

### Strangeways

Strangeways is a collision of alleyways and dead end streets. The district started outside of the city proper, being established by a large number of refugees from the outer lands and folk who weren’t necessarily welcome amongst polite company in Gandrahimm proper. Thus they were forced to make their homes outside Gandrahimm, until Gandrahimm came to them, and eventually overtook them. Somewhat of a slum, rumored to be dangerous to those who don’t know how to carry themselves here (although this may be fueled by xenophobia and not actually true), 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. Most of the Lizardfolk of Gandrahimm make their homes here and like to keep to themselves, and some have made strange bedfellows with the more standard races. Prominent industries here cater to those looking for the more exotic items that the word has to offer. Strange potions, magical baubles, and occult objects are found here. The folk here sometimes feel they are ignored by the law enforcement of the city, and so tend to keep things in order by themselves. To be sure, this is not some lawless hive, but a community that has made their own way in the world, they are proud of the space they have carved out for themselves, and protect it as they see fit against those who would otherwise impose their will on the locals. Strangeways is also home to a proportionally large number of halflings, who seem to all be related to each other in some way or another by marriage or being the third half-removed cousin of this individual or that. Strangeways is particularly known for being the location of Gandrahimm’s only official temple Olidammara. 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.

It’s rather unfortunate adjacency to the Forge has made things even worse for the high-tier residents on its border; however, the wind takes care of most of the smog.

### The Hop

A section of the city which, a LONG time ago, was accidentally pulled into its own pocket dimension. The arcane energies that caused the schism were powerful enough to stabilize, but not strong enough to fully break the earthly bonds of the soil, so the district will occasionally rip open portals around the city to its dimension. A wall, the center of a street, just under a manhole cover, a washroom towel closet... All might contain a sudden entryway to a strange part of town.

Once you enter the Hop, though, be careful: there's no telling when you might find your way out again, or where in the city that will be.

#### The Pit and the Pendulum

If asked, no one would be able to say precisely where to find the entrance to the Pit and the Pendulum. Every one of them would say that they found the place when all of the other inns in the town were full, and they needed a place to spend the night. The front door seemed to appear between two buildings in a space where they could have sworn there was nothing a moment before. Inside they found a well-appointed, if somewhat dreary, inn whose only occupant seemed to be the owner and proprietor, Preston Wraith.

Preston Wraith appears as a tall and gaunt elf to his guests. In reality, he is a powerful githyanki wizard who loves to perform bizarre experiments with humanoid subjects. Preston has become obsessed with the study of fear, and he has concocted innumerable scenarios to provoke terror and panic in his “volunteers.” If asked, he would insist that killing his subjects outright is not his goal, though he may admit that it has repeatedly been an unfortunate side effect of his enthusiasm. Many would-be adventurers who stay at the Pit and the Pendulum are never seen again.

Accommodations are only 1 gold piece a night.

### The Great Reservoir

Another piece of great Shimmershinean architecture, the great Reservoir acts as the cities main freshwater supply.

Since Gandrahimm has been growing beyond the capacities of its rivers and wells, the Shimmershine family has build a sophisticate Aqueduct from the nearby mountains to the city ending in a massive building complex of tanks and piping.

This supply hub at the city's fringe near the Great Oak , is connected to a network of Aqueduct and pipings providing water to a number of wells throughout the other districts.

### The Swamp Farm

Gandrahimm is a city that has kept on growing and consuming the land around it. One patch of land that has avoided being eaten up by the city is a square of swamp. The swamp was bought by a entrepreneurial dwarf who hated mining. At the time it was on the outskirts of the town and was less money than all the desirable plots of land up for sale. He saw profit in the fact that the swamp had a rare mushroom growth that produced a natural flammable gas.

He farmed the gas for many years and watched the city grow around it. Any attempt to buy the land off him could not be matched by the profits he made 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 his super flammable product.

### The Quarantine

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 upholded to our present day.

Shadowlord only knows what has grown in there over time. The neighboring residents report of strange howling at night.

### The Southeast Moon Gate.

The district is divided by a river, where most traders pass through for their various businesses. Merchant shops and lower income residential houses are common here, as well as lesser places of worship. Common knowledge is that the gate is named so because of the crescent shape of the river. It is one of the heavily fortified districts owing to its function.

### Solemn Isle

What was once a small spit of rock, jutting out of the waters of Gandrahimm’s harbor has grown in function and importance over the ages.

It all began when a single eccentric hermit, seeking to escape the burgeoning city, retreated to this rock, barely 100 sq feet (30.5 sq m) in area. He managed to construct a small lean-to from driftwood for shelter. The sailors and fishermen often remarked on his strangeness, but left him alone.

Eventually, stories of the hermit spread. Others began making the long swim out into the harbor to find inner peace on the island. One shack turned into several. Several became one large construct. Over the years, the monks of the Solemn Brotherhood handled the influx by expanding the only way they could: up.

What resulted was a towering structure, wide and complex, but tapering to a small base on the original rock. Different sections and levels display the styles of hundreds of different architects and builders, each one contributing his 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 Holly Oak:

The Watch doesn't patrol this district, and churchy vigilantes stay away too. Ceded to a triune coven of hags in exchange for their assistance in maintaining the city-state's hex-wards, this part of town usually looks abandoned. This coven, the Malleus Maleficarum, offer great opportunities for those who are willing to do less than legal activities.

Buildings in this district are ruins of what was here before the hags claimed it, and the area is returning to the forest of oaks in the millennia before Gandrahimm was founded.

### The Harpy’s Bowspirit

Less than an hour south of a major coastal trading port, the pirate ship Harpy ran aground on the rocky shoals. Pursued by the pirate hunter Feluvrius Drake, Captain Rodrick “Bloody Rod” Swaine decided to make his final stand with his crew. Drake slew Bloody Rod in single combat and took the Harpy as a prize. Unfortunately, the ship was hopelessly grounded, and shortly after the battle, the rear half of the ship was ripped back into the ocean in a storm. Undeterred, Drake took the remaining half and made it into his personal hideaway, a tavern where travelers could come and here him boast about his exploits.

That was twenty years ago. He’s been boasting ever since.

The Harpy’s Bowspirit is a ramshackle place built on the rocks around the remains of the front half of the Harpy itself. It’s a popular haunt for the region’s bounty hunters and privateers thanks to its owner’s reputation. Mr. Drake himself can usually be found either berating one of the staff members for not living up to his wildly inconsistent standards, or holding court regaling any newcomer or tolerant regular that he can find about his victory over Bloody Rod.

It’s not a nice place. Almost every surface is damp and mildewed, and the inn rocks every time a large wave hits the shore. The guest rooms were added as an afterthought ten years ago, and most of what passes for carpentry was done by some of Mr. Drake’s old crew. All of the guest rooms face the sea, and salt spray comes in every high tide to soak whoever is trying to get a decent night’s rest. Anyone who spends the night at the Bowspirit rolls a d20; on a 1, they do not gain the benefits of a long rest.

The only upside to the Bowspirit is that it’s cheap; accommodations are only 5 silver pieces a night.