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The City That Thieves: A Magic World Setting


Sean_RDP

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So in those moments I am not working on Skaerune', I am working on a little setting for Magic World. I really like the game for the reason that I feel it is easy to get people into and writing the setting has been pretty intuitive so far.  

The City That Thieves

This city is a taker. Over the years it has taken in more and more people then used them as bricks to build its walls and towers. If you try to leave, the city finds a way to bring you back and humble you until you have learned your lesson. Outside of its walls the world is on fire. Dragons and the mysterious Ice Lord have destroyed all the kingdoms of the north, man and elf alike. To the south, the madness of the Desert of Sarkh has destroyed the Third Empire. Each day the conflagration consumes another village or town and what is left of the Empire cannot stop them. Thousands flee east across the Endless Sea to Orealis, but even they are best by terrors and civil war. Only Hunburg, the northern sentinel, remains calm and every day refugees flock here. Everyone knows our time is coming to an end but the people of Hunburg don't seem to think it will happen to them. We think our walls are too thick and our will to strong. And the city itself... just keeps on taking. 

Welcome to the Fated World

Change is coming to the world. Devils roam the forests and the gods seem to have forsaken the world. In Hunburg, the most powerful city left on the continent of Orhadam, the power brokers continue to play their games and the city continues to grow more mysterious. The Condotierre, the mercenaries and adventurers of the great masses grow rich fighting duels and rooting out the evils from the shadows of the city. A few are even brave enough to leave the comfort of the city to test themselves in a world full of enemies. But always, always they come back to Hunburg,, The City That Thieves, for she is a taker and her jealousy knows no bounds.

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  • 4 weeks later...
On 3/9/2016 at 6:21 PM, ReignDragonSMH said:

Yes, it is hard to find and I let mine get sold in a divorce. One of the things I want to get my hands on again.

The Green ROnin d20 stuff is well worth a look if you haven't already got it:

http://greenroninstore.com/search?x=0&y=0&q=Thieves%27+World

These are exceptionally well researched and written, and cover both the Rankan, Beysib  and Sanctuary-novel era's. Yes they are for d20, but a significant chunk of the content is setting, not rules. Alas, only available in PDF, not hard copy anymore.

I found them a worthy addition to my original Chaosium boxed set.

cheers,

Nick

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An Update

Figured I would update this thread. Been working on the setting here and there.

Red Elves

A legend tells of a single redwood tree that survived the first of the great Ice Ages. As time passed this tree stood alone north of the Dragon's River, silently watching the world around it, surrounded by a forest of pines. One day a nymph named Skaellandra came upon the tree and fell instantly in love. Skaellandra became one with the tree and drank in its beauty and richness. She gave the tree a renewed sense of life and the tree showed her all the things it had seen, Together they were very happy.

Indeed they were so happy that one spring the redwood released a thousand seed cones. They fell among the pines and soaked in the life energy of those trees. The next day where there had been a thousand pine trees were now a thousand elves, pale skinned and with red hair. They paid homage to the nymph and the tree and Skaellandra bade them go off into the world to explore it, never forgetting where they come from.

The Red Elves as they came to be known spread across the north, their bands raiding and protecting as whim took them. To some of their neigbors, they are heroic wood folk who fight the true monsters and keep the monsters at bay.. To others they are murderers and seducers of human children, stealing away the passions of their victims and leaving them empty. They blame the legacy of Skaellandra for perverting the Red Elves.

Recent History

As the Third Empire began to fail, another threat appeared in the north. Dragons became more active and broke the human kingdoms. The Bullmen and Winterimps serve some dark power that no one has yet seen, though it is not the dragons. They have been raiding the Red Elf moots and even made an attack on Skaellandra and the Redwood, though they were easily repulesed. Many believe it is only a manner of time before the tree is destroyed however, or worse corrupted by the mysterious power.

Red Elf Stats

STR

CON

SIZ

INT

POW

DEX

APP

3d6

2d6

2d6+8

2d6+6

3d6

4d6

4d6

Moon Vision: 20m

+15% to all Perception Skills

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So another group of people. I may have some more later this week, assuming I get done with Salt Mine Blues for Skaerune'. 

 

Sea Peoples

Far in their past the Sea Peoples were kings and queens of great power. They rose in rebellion against a caste of god-kings and built great cities. It is said that the original Sea Peoples were sired by fire giants and although rare, red hair is not unheard of among them. Certainly their dark skin and tall legs mark them as children of the giants, though any connection between the two have been lost to the ages. Eventually the god kings took back their lands and drove the Sea Peoples out onto their boats. For years they traveled and settled small islands, though only a portion of the boats would stay. The rest would move on giving rise to the myth of the “great fleet”. There were never more than two hundred small and large ships in any fleet, but records and rumors suggest there may have been fifty or sixty such fleets at any time.

Two thousand years ago they settled the outer islands of Orealis. In short order they became great traders and their boats were better than the native Qur'yll folk junks. The two cultures meshed well, though never quite mixed and there was peace along the coastal islands. Never ones to stay anywhere too long however, many thousands left the islands of Orealis and traveled across the sea to the west. After many years the survivors came to some islands off the coast of northern Oradham. Here they met a short and stocky people known as the Horse Folk. Later too they would meet the red elves and the Imperial tribes, but for now the Sea People and the Horse Folk became friends. Each year the Horse Folk would come and the groups would trade. Each valued personal freedom and honor and each found friendship more useful than rivalry. Together they formed the small trade posts that would one day become Hunburg.

Recent History

It was only when the Third Empire promised to stop letting its merchants hunt the Boat Clans, that the Sea Peoples agreed to become citizens. Now known as the Boat Clans, these folks still control the outer islands, fishing and reaving in the Black Sea. The descendants of those who “chose the land” are strong in Hunburg proper and three of the Matrarkhs are strongly of the Sea People line. Even the Boat Clans however, are more civilized than the red elves and they enjoy the fruits of having been members of the Third Empire even as it has fallen away. One thing that has not changed is their worship of the Three Beasts who rule the seas.

Sea People Stats

STR

CON

SIZ

INT

POW

DEX

APP

3d6

3d6

2d6+8

2d6+6

3d6

2d6+6

3d6

+10% to all Physical Skills

+15% to Sailing skill

Edited by ReignDragonSMH
Corrected spelling
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  • 3 months later...

Horse Folk

Gandulga stood before a great stone set into the earth. He and his small tribe had fled across the plains of their home, fleeing Ardoba and her flesh eaters. Now they had come to this stone, seen so often in Gandulga's dreams and sat before it. Some prayed, some slept, but Gandulga stood motionless. Legend has it that he stood there for three days until finally turning back to his people. The stone he said, represented the voice of their ancestors, The Fortrii. To Gundulga the Fotrii had given the gift of wisdom and a vision of his people's future. They would rule the great plain and protect it's spirits from the evils of outsiders. It took them twenty years but Gnadulga and his people did just that, finally naming the plains, Fortrii Pre, the Plains of the Ancients.

Tribes of farmers and city dwellers were subjugated by the Horse Folk. Although of similar racial stock, they were seen as “lesser” because they were too settled. Over time the hostility has ebbed and the Horse Folk chiefs welcome all into their small kingdoms. However, the Imperial Tribes and the Red Elves encroached on the Fortrii Pre and these were pushed back. Some small settlements were allowed to exist, but any large incursions were turned back. As the Horse Folk pushed out more and more, they came to the eastern coast. Here, the tribes found a Black Stone much like the White Stone to the west. Batsaer, the chieftain of the largest tribe present, stared into the rock. After a few hours she informed her people that this was the stone of the Ertii, the dark ancestors. They told Batsaer that the the land within the five rivers belonged to the Ertrii and Batsaer must build a tribe to protect this land, even from the other Horse Folk. So she formed the Khan of the Dark Ancestors or Ertrikhan as it is known.

A year later the Sea Peoples arrived and after some issues, the two began a long standing relationship. With the arrival of Imperials, this relationship became stronger and both peoples maintained their identity in the face of amalgamation. Now, the Horse Folk are a large part of the population of Hungburg.

Recent History

Many of the ills that befell the Third Empire also affected the Horse Folk. Hordes of devils ravaged the various kingdoms and thousands perished. The refugees came east and established Fortrikhan on the west bank of the Blue River. Relations between Fortrikhan and Etrikhan are tense and Hunburg often reverberates with conflict between the two groups. Still, among the Matrarkhs are Horse Folk from both kingdoms.

Horse Folk Stats

STR

CON

SIZ

INT

POW

DEX

APP

3d6

3d6

2d6+4

2d6+6

2d6+6

2d6+6

3d6

+10% to all Communication Skills

+15% to Ride Skill

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This is a sample district of the city. I have not decided how many districts there are, but there will be many as the idea is to let players advenuture in an around this strange metropolis. 

Swordfish Isle

One of the first islands settled by the Sea People, Swordfish Isle has become the primary trade port for the city. The island sits on a strange and sudden drop off from extremely shallow to relatively deep water and as such is perfect for a wide variety of uses. On the deep side, known as Deepen, the waters are plentiful with fish and other marine life, including the occasional Doegler shark. The fishermen have learned over the years to use lures and loose horn eels to distract and frighten off the Doeglers. Swordfish, as the name of the island implies, are one of the most common fish in the waters as some of their spawning grounds are nearby.

Shael is the name of the west side of the island near the shallows. A mile long stone causeway rises ten feet out of the sea, which comes only to about six feet at high tide. At low tide, the water recedes from the shallows, leaving a wet and muddy marsh for several hours in the morning and early evening. Fishermen and frequent captains park their flat bottomed boats along the causeway. These rest on the marsh at low tide and the fisherkinde roam about collecting crabs and muscles to eat or to sell. Once the tide comes in, the boats float back up, riding just below the causeway at the highest tide.

Swordfish Isle is a mile long and half a mile wide at it's widest point. It runs north to south and largely protects the Port District from bad storms. It partially protects the naval district as well, but certainly not from all storms. Around three quarters of those who live or work here are of Sea People stock. The rest are a mix of restless Red Elves, Horse Folk who enjoy the sea, and immigrants from Orealis who don't want to venture too far into Hunburg proper.

Areas of Interest

  1. North Deepen

  2. The Wind Docks

  3. South Deepen

  4. High Shael

  5. Low Shael

  6. The Causeway

  7. The Low Marsh


 

North Deepen

North Deepen is a large community with many stone and wood houses. It rises from the island on sturdy piles driving deep into the ground. Mostly fisher folk live here, but a few shipwrights make their business here as well. Rock walls protect the north from the worst of the storms. A number of taverns dot the area, but these are generally filled with fisher folk and others who make the sea their home. Outsiders have coin and are tolerated, but their foolishness is not.

The Wind Docks

A large wooden and stone dock area that has births for 6 of Hunburg's frigates. These fast ships make use of the brisk winds here to get out of port fast. At any time four of the ships are on patrol and only two are in harbor. The harbor itself is guarded by two man made jetties and other obstructions. A light house sits near the harbor entrance as a warning system to ships arriving. There are barracks and repair shops here as well as a tavern and a brothel.

South Deepen

This part of the island rises higher than the rest and is the domain of the Duke of Swordfish Isle, Matrakh H'Genda. She rose to the position after the death of the last Matrarkh as H'Genda is the richest boat builder on thee island. She is also an accomplished sailor and sea captain. H'Gende ably administers the island and it's people, taxing them very little and still making her own quotas to the city itself.

There is also a deep wood here, which offers trees to shipwrights and other wood workers. Even though many trees are taken, H'Genda tends the wood as if it were a garden and it remains dense and plentiful.

High Shael

In the northwest corner of the island live the rich boat captains. All own more than one vessel and some own as many as five. Here the homes re larger, the boat yards cleaner, and servants (and slaves) more common. It would be a mistake to think these folk are highly cultured as the rich on the mainland might be. The old ways are still followed, with duels common though rarely to the death and traditions are sacred. A temple to the Sea Saint sits on a high hill and worship of this being is common. However, cults to Doeg also exist and often lead to trouble for those who follow it.

Low Shael

Low Shael is the free port of the island. It is a collection of inns, taverns, brothels, and merchants all looking to part the sailor from his coin. This where many of the non-Sea People live and it has an air of chaos about it that is attractive to many. From dawn to dusk, Low Shael is a fun and free port where many from the city come to lunch and gamble. After dark however, only those who know their way around it's planked streets should be out. Every morning the magistrates find dead bodies in the marsh during low tide. These unfortunates are rarely found with any possessions (or clothes) and almost never see justice served for their deaths.

Low Shael has its own dueling circle, with few rules and many deaths.

The Causeway

The causeway is thirty feet wide with a wall that rises five feet on each side. Circular ports are cut every ten feet and iron railings are put into play for those who want to tie off their boats. Some have paid the city for the right to build homes along the causeway and wooden or (more rarely) stone apartments have sprung up here and there. Although regularly patrolled it is unwise to travel the causeway alone at night as many unsavory people lurk along it.

The Low Marsh

Named because it appears only during the low tide, the Low Marsh is a popular source of seafood and a favorite place to hide things (or people) you do not want found. Although the fisherkinde primarily seek out crabs or muscles, in reality their job is to find any “lost” valuables buried in the mud. Often, servant or slave children are used for this as many of these lost treasures are trapped or guarded. If one is not rich enough to have servants, than the most expendable of one's children are put to work in this task.

Adventure Hooks

  • The Magistrate has pulled in a body of a woman from near the shore of Low Shael. She is fully dressed and still has her coin purse, which is unusual. They say she was killed by being tied to a large stone and pushed into the water. A reward for finding her killer has been posted.

  • A man who lost everything dueling in the arena of High Shael needs a war to get back into the game. He has enough coins to hire some adventurous souls to help him “acquire” two brand new fishing boats being built in the east side by a North Deepen shipwright.

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