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AG Player's Guide

Antar

Senior members of the Antar guild

Baron Zinda, ID# 1
An aristocrat with a nearby castle, Baron Zinda moonlights within the guild more than his wife and seneschal prefer. He is a Weapon Lord with the dagger, and well-versed in the many "civilized & courtly" skills.
Baron Zinda fights wearing padded armor, with a dagger in each hand.

Torrence the Red, ID# 2
Torrence is a viking brusier with no manners and a not so endearing love for combat. You'd be hard-pressed to find a socially redeeming quality in Torrence the Red, but his machismo and his skill with the great sword are all that matter to him. And, of course, he wants his students to do well too.
Normally Torrence fights with the great sword, wearing chainmail and a light helm.

Griffiny, ID# 3
Quiet and mild-mannered, Griffiny surprises all who face her in battle. She is a Weapon Lord with the quarterstaff, and her speed and control make her a formidable warrior.
Griffiny usually goes into combat with a quarterstaff, wearing leather armor.

Hulkess, ID# 4
Though she claims to be pure human, Hulkess is said to be half-ogre (behind her back). She was very popular in the grottos in her earlier days, but now has developed a small conscience. Hulkess is a Weapon Lord with both the flail and medium shield.
Typically Hulkess fights with a flail and medium shield, wearing studded leather and a light helm.

Cobra, ID# 5
Like her namesake, Cobra is fast, beautiful, and deadly. She is a Weapon Lord with the rapier, striking with awe-inspiring quickness and precision. Her adventuring days are by no means over, but for the moment Cobra seems quite content teaching at the guild.
Cobra wields a rapier in combat, wearing no armor.

Timorg, ID# 6
Timorg considers himself a civilized ogre, proudly claiming to have sat through an entire play without belching or falling asleep. He's able to discuss politics and religion, but has been known to go berserk when argued with.
Timorg fights in chainmail and swings a fearsome maul.

Mutilator, ID# 7
Basically not a nice person, Mutilator is a merciless warrior, a thorough but demanding instructor, and a terrible loser. He can only be trusted in situations where he has nothing to gain or lose, so it's little surprise that he has few friends in the guild.
Mutilator normally fights with a heavy mace and medium shield, wearing no armor but a leather helm.

Perforator, ID# 8
A Weapon Lord with both the short and long spear, Perforator has seen quite a bit of action with Cobra and Muundirk. She is an aggressive and flashy fighter, relying on her skills and good luck charm to keep her alive and happy.
Perforator usually fights with a short spear, protected by studded leather and a chainmail coif.

Muundirk BrightEye, ID# 9
Muundirk is a grizzled veteran of many adventures, some legendary. He's not smart, but he's very perceptive, and always optimistic. Some consider him dull, but to his many friends Muundirk is a dwarf they trust with their lives.
Muundirk wears chainmail and a light helm in combat, wielding a battle axe.

Randel, ID# 10
An aspiring knight, Randel has all the qualities of a paladin. His only problem may be his modesty, as his many good deeds continually go un-noticed. Randel is a Weapon Lord with the broad sword, and an iron-willed fighter just looking for a noble cause.
In combat Randel uses a broad sword and large shield, wearing mail and a light helm.

Graydawn, ID# 11
Graydawn is well known for both his warrior abilities and his skill with magic. A Weapon Lord with the longsword, this elf is not afraid to enter close combat. Before deciding to settle down to teach and research, Graydawn travelled far and wide, always seeking magical knowledge.
Graydawn relies on his magic and a longsword in combat, wearing a leather helm.

Killian, ID# 12
Leader of the Antar guild, that's Killian. He started his adventures with his father's mercenary company, going out on his first mission at the age of 12. That was about 30 years ago, and Killian has been making his pa proud ever since. Anxious to see that all people have the opportunity to develop their skills in a favorable environment, Killian welcomes any who wish to join the Adventurers Guild.
When he has the time to fight, Killian usually selects a heavy warhammer and spiked shield for weapons, and wears studded leather armor.

The Magic Shop

After the Demon Invasion, the magic shop that was in Ciston relocated to Antar. This establishment offers for sale many rare and powerful items. Encircled by a magical fence, and guarded by a fearsome troll is "Enchanted Rarities", the only magic shop in Antar. This is not your typical streetside vendor... a visit to the magic shop is more like spending an afternoon in a museum. More often than not those interested in browsing through the current inventory of the shop have to wait hours at the gate before being allowed in, and then maybe even hours more before meeting with the owner Nif or one of his assistants.

The turn you wish to visit the magic shop you must stay at the guild (no adventuring). To indicate that you want to visit the shop and see what items are currently available write "magic shop" down for one of your Special Action choices on the Improvement form.

Sir Morliotti's Guide to Antar

The quintessential cultural and racial melting pot, the city of Antar boasts a rich and abundant history. In no other city inVarna do so many races intermingle so amicably. This is not to say that friction between races does not exist -- it certainly does (Dwarf-throwing is a good example). However, unlike many other cities, Antar welcomes any who will follow its laws, regardless of race or religious devotion. In his "Saga of Antar," the poet Rorik writes:

Long will your peoples prosper and bring together
Diversity in adversity wrought; forever
Most gracious, most disparate, most proud without shame
Antar! like stars mirrored in oceans: unlike yet same.

The city itself climbs haphazardly up the steep cliffs to the plateau above. When viewed from Pearl Bay, the generations of the city become visible. Caves that were once houses are intermingled with the bright white houses of the new city. The growth of the city is also apparent. On the south point of the bay are the ruins of the homes of the original settlers. One of these old houses has been restored and is now the home of the Antar Historical Society. Moving north along the horseshoe-shaped bay, the main portion of the city rises strikingly, set atop the cliff. Still higher rises the Keep, perched atop Benedict's bluff. The northern portion of the bay is considerably less populated, and contains many natural caves. It is said that these caves are where the earliest inhabitants hid when pirates invaded and that the name of the city is derived from this action. In Old Common, the suffix '-ar' meant 'akin or like' the root word. Thus Ant-ar originally occurred in reference to the people of this area being 'akin to ants' or 'ant-like' - because they hid (and sometimes lived) in these twisting, winding caves. A fire giant by the name of Jack Nasty has adapted one of these caves to suit his purposes. At the end of the north point, just below the light tower, is Jack Nasty's Grotto.

Atop the plateau the main body of the city is set within a semi-circular wall. Beyond that lie the neighborhoods that were formed after the city outgrew the wall, and beyond these, stretching intermittently for miles, lie the district's many farms as well as an occasional Inn. To the north is the main road leading from the river Falling to the city wall, for Antar surrounds the only suitable harbor on either side of the Great Falls, where the river Falling plunges over 300 feet into the sea. To the south the road to Barstow makes straight for it's destination.

Along the wall are a number of towers and three main gates. Just inside the north gate is the barracks for the militia and the headquarters of the constabulary, where Lord Captain Worgmug (affectionately called 'Sir') and his officers do their best to maintain peace and order in the city, as well as collect duty on those goods transported through the city. Past the barracks, into the center of the city, is the merchant's square, commonly called Killian's Square (or simply Killian Square) because the Adventurers Guild Killian founded lies practically in the middle. This square is the true heart of Antar, for it is here that most of the shops, inns, and eateries are located. It is the place to see and be seen. Indeed, many Guild members are regulars at taverns like Rosie's Place or Jake's Saloon, as well as at specialty inns such as The Hungry Halfling or the Elf Inn. Most, if not all, of the better specialty shops are in this neighborhood as well. If you want good armor or a reliable weapon -- or even a trinket for a loved one -- this is the place to buy it.

Though the area around Killian Square and any mains roads are places any creature may roam without fear of bodily harm, other areas of the city are not quite as safe. The main reason for this is the great diversity of religions and peoples and the resulting conflicts which may, on occasion, occur. Lines can almost be drawn between some neighborhoods. Typically, a temple to some deity is encompassed by the homes of that deity's followers. Some temples and neighborhoods have even been abandoned but are still viewed with some awe by some city residents. Common sense is the best way to avoid most problems. For instance, if you are an elf, you would be foolish if you walked through the south side of the city without expecting some form of harassment from the goblins, ogres, and humans living there. And if you are not an adventurer (or even if you are) you likely risk your very life if you venture into -- or even near -- an abandoned temple. Most residents of Antar are considerate, or at very least tolerant, to creatures of any race or religion, but there are always a few exceptions. Remember that Officers of the Constabulary can only insure your safety if they are in the area. Any problems should be reported at once to a Constable or any available city official. Visitors to the city should feel free to stop at the Antar Visitor's Bureau for information on areas of possible interest as well as a guide to inns, taverns, specialty shops, the various guild headquarters, and both local and provincial government offices.

Antar Visitor's Bureau

Guide to our City

INNS -- The Innkeepers Guild of Antar is committed to assuring the utmost in quality accommodations for creatures of any race. Visitors should take care to see whether an inn is registered with the guild before they register at the inn. Non-guild inns do not guarantee their guests comfort -- or safety. The following listings of guild-registered inns is by no means complete. Rather, it is a sampling of the kinds of inns Antar has to offer.

The SLEEPY EYE INN boasts accommodations for guests of all races and sizes. It's large common room, stable, large number of big rooms -- as well as its close proximity to the constabulary -- make it an especial favorite of merchants whose caravans are passing through the city. All are welcome at the Sleepy Eye, and all are assured quiet rest.

Set on a corner close to the Guild, the CORNER INN specializes in accommodations for those new to the area or visiting for a brief time. The proprietor, Gelf Glumping, prides himself on his extensive knowledge of Antar's history and sights (he is, after all, a charter member of the Antar Historical Society), and a willingness to share it with his guests. The inn is comfortable, and able to accommodate nearly all races.

Most popular with adventurers and weary travelers is the THREE COINS INN. Small in terms of accommodations, this inn's large and interesting common room and the food served there is nearly legendary. Memorabilia from adventures and adventurers past cover the walls of the common room. This inn derived its name from the fact that the owner, Mack Jagged, was left with only three coins after his original establishment, the Hard Trek Cafe, was destroyed by a brawl.

Many other specialty inns are scattered about the city. These inns strive to provide home-like accommodations to individual races. Considered the best at providing this service are the ELF INN, the TROLL ON INN, the MOUNTAIN INN with its famed underground tavern, the SWIM INN, INN UNDER HILL, and MINOS REST STOP.

TAVERNS -- Nearly every neighborhood in Antar has at least two taverns. The quality of the drink in almost all these establishments is remarkable. The following is a listing of those taverns which stand out for the quality of their fare or their fame in the city.

Probably the best place to see members of the Adventurer's Guild socializing is ROSIE'S PLACE. Noted not so much for it's food, Rosie's serves what is considered the best beer in, or out, of Antar. If you like the beer or food, tell the proprietor. If you don't, speak at your own risk since the clientele are quite fond of their Rosie. Rosie herself is a large, boisterous woman with a hearty laugh and quick wit. Those unfamiliar with the location of Rosie's should be careful since the many twisting alleys and side-streets tend to be confusing. Remember, in more than it's name, Rosie's wouldn't be Rosie's without Rosie.

Nearly hidden in the rocks by the bay, the SEAFOOD PALACE, true to its name, serves up the best delicacies of the deep in a charming setting. Guests may choose between submerged or unsubmerged seating. The specialty of the house is schwisshey, a lizardman delicacy made from fresh cuts of fish and cultivated seaweed and rice. Although the clientele at the Palace is mostly lizardman, all races are encouraged to give it a try, and many dishes are cooked human-style.

Noted for it's huge portions at reasonable prices, THE HUNGRY HALFLING has become a mainstay for Antar's heaviest eaters. The fare is good, standard, hearty stuff, and the drink never seems to stop pouring. The proprietor, Harry Lumploaf, keeps a clean and efficient tavern, complete with a napping room for customers who want to lay back and listen to soft music between meals or courses.

Though it's name is somewhat deceiving, JAKE'S STEAKS serves the best and greatest variety of interracial cuisine. The proprietor, a former adventurer, has traveled extensively to learn more about the preparation of foods of different races. Jake boasts accurately that his food is Killian's favorite. Indeed, the two used to adventure together, and Killian makes Jake's a regular place of call.

The Antar Visitor's Bureau would like to make the acknowledge the following merchants and individuals who helped fund this publication: Murphy's Magic Shop, Al's Armors, Mack the Blademaker, The Innkeeper's Guild, The Antar Tavern Owner's Guild, The Antar Historical Society, and Killian.

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