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A Visitor's Guide to the City of Shadows
The world of Erebus is built around the themes of Blazing Action
and Dark Intrigue. The former is reflected in Erebus' 1920's pulp
sensibilities. Street predators, gunslingers, and vigilanti wage
private wars in the streets, while skinwalkers and commoners must
fight for their very survival. The latter theme is realized in
the labyrinthine political situation in the City of Shadows. The
wealthy rule via a Council, forging and enforcing laws based only
on their self-interests. Cults and subversive groups incite the
populace to action and spread their influence along the bottom
rungs of Ereban society. It is a world of mystery, adventure,
and danger where nothing is ever as it seems!
Geography
Sometime in the primordial past, tectonic drift caused the Worlds
three largest land masses to collide. Over the eons, these collisions
raised gigantic mountain ranges, flooded wetlands, and cast rain
shadows over most of the mainland continent. When humans arose,
they entrenched themselves along the temperate coasts and banished
the most dangerous of their fellow creatures to the wasteland
deserts of the interior. Driven by their own fierce competition,
and unhealthy doses of a rare element called "philosopher's
stone," these creatures soon became truly dangerous, and
the humans found themselves on the defensive.
Forced separation has led to the rise of three great, and radically
different, civilizations. Between the western coast and Upland
mountain range huddles the Crown Empire, a monotheistic kingdom
possessing advanced alchemical technology. Across the wastelands,
on the eastern coast, stands the Order of the Moth, a nation-cult
that maintains its power through total control of information.
Finally, an alliance of ocean navigating anarchists inhabits the
waters and islands far south of the mainland. They are known by
most as the Wayfarers Concord. Erebus lies on a jungle peninsula
between these three super powers, and hosts the only safe harbor
along their trade routes.
The City of Shadows began as a simple fishing village, but when
sailing barges from the Concord began landing in their harbor,
the natives did not hesitate to exploit their ownership of the
land. The Naga (see "Shapeshifters") soon took control of the
port and moved to establish trade routes with the Crown and Order
as well. Their mastery of Ereban politics and trade has continued
virtually unchallenged to the present.
The location of the original village has become Inner Erebus,
a walled fortress for the city's rulers. Its oval confines hold
the Council Chambers and the homes of all but one Counselor. It
is the only part of Erebus not open to the general public; one
must have a "writ of invitation" from a Counselor to get through
the gates. It is a dark, forbidding place that conceals well the
lavish accommodations within.
The Old City, which surrounds the Inner, is what most
travelers imagine when they think of Erebus. It contains the wharfs
and docks, inns and taverns, and wealthier residences of Erebus.
The architecture is gothic and monolithic, composed primarily
of marble and granite. The shadows are deep here, even for Erebus.
Arching around the canals and warehouses of Old Erebus are the
wooden shops and modest lodgings of New Erebus. The jungle
encroaches more heavily here, and the buildings are less impressive
in their design. However, the multitude of labyrinthine alleys
and catwalks that twist and writhe through this area make it every
bit as foreboding as Old and Inner Erebus. This is where the Ereban
artisans and lesser merchants live and conduct business. (It is
also where Chancellor Mirage, of the Wizards' Guild, resides.)
The New City also stretches across the river that forms Inner
Erebuss southern border by means of a rope-guided ferry.
There are docks on either end of the ferry that cater to riverboats
and traders from the peninsulas interior.
Finally, those who cannot afford to live any better erect their
homes in Outer Erebus. This area is more jungle than city,
a permanent shantytown on the fringes of New Erebus. Immigrants,
thieves, and things best avoided reside beneath the rain forest
canopy. Ironically, much of Erebuss business is conducted
here, because much of Erebuss business is conducted with
immigrants, thieves, and things best avoided.
The Crown Empire - The Crown is held together by religion.
The Church (that is its only name) preaches a strong doctrine
of righteous living, civil responsibility, and divine right. Such
teachings have their largest following in the northern regions,
near the capitol city of Throne. The southern areas, far from
the monarchy and its Church, are aptly referred to as the Wildlands.
The Crown is bordered on the east, and separated from the treacherous
Inland Waste, by the Upland mountain range. The sole pass through
the Uplands is located in the Wildlands, a fact that only bolsters
the dangerous reputation of the area. The Crown currently holds
total control over alchemical technology, it's major export.
Order of the Moth - The Moths are a hereditary order of
mystics who can project their wills outside their physical bodies.
Ages ago, they used these powers to subjugate and enslave the
humans of the East. At first, the Order provided safety in the
form of the Barrier: a gigantic wall erected to protect the Eastern
lands from the creatures of the Inland Waste. After its completion,
however, the humans found themselves building palaces for the
Moths; they had bought their safety with their freedom. In the
present day, the Order maintains their power though control of
information. Only one city, Serenity, is open to foreign visitors.
Wayfarers Concord - This anarchy occupies a string
of volcanic islands to the south of Erebus. The absolute freedom
of the individual is the only law. To ensure that no citizen exploits
another, thereby taking away their freedom, an order of nomadic
warrior-monks called "vigilanti" wander the islands,
defending those who cannot defend themselves The Wayfarers, ocean-navigating
nomads, opened the first trade routes between the Crown and the
Moth, and they still play an important role in modern trade though
Erebus.
The Council
Erebus is "governed" by a Council of its six wealthiest people.
The purpose of this Council is to keep a civilized veneer over
their economic struggles. This rather Machiavellian system has
kept at least an appearance of peace in Erebus for the last two
and a half decades. Mostly, the Council members make laws to protect
their own interests, and enforces them when and how they choose.
As mentioned above, the Council Chamber is located in Inner Erebus,
a walled fortress which stands in the same place as the original
village of Erebus. The Chamber is in the center, with five "estates"
surrounding it. Each Councilor is responsible for the security
of their estates portion of the wall. (This is primarily
so that each group can circumvent security procedures whenever
they need to.) Entrance usually requires a "writ of invitation."
The Councilors and their organizations shape, in large part,
the nature of Erebus. Knowing them helps us know the City itself.
The Naga - Hssvai has coiled on the Council since
its formation. He is the leader of his race (see "Shapeshifters")
and their cult. Recently, he expanded the Serpent Cults
business to include medicinal herbs as well as the recreational
drugs and poisons they have always trafficked. Their primary ally
is the Society of Bliss, whose members purchase a large percentage
of the Nagas drugs.
Society of Bliss - These hedonists have made their name
synonymous with entertainment. Anyone looking for amusement in
Erebus has only to enter the nearest Temple of Bliss. The Societys
leader is a larger-than-life deva named Euphoria. Her place in
the cult, and on the Council, is hereditary, but conditional on
the continued profit of the Society. Were those profits to fall,
others may stand a chance of wresting control away from her. Fortunately,
few Blissites have the ambition needed to hatch such a plot.
Sir Erik of Knightlund - This westerners title is
probably honorary, though there are men who whisper otherwise.
He was among the first Crown subjects to trade alchemical technology
for silk and herbs from the East. This is still his primary source
of wealth, though he has managed to carve out small pieces of
other, related markets as well. Some of his beaten competitors
claimed agents of the Crown Ministry of Intelligence sabotaged
their businesses, and few would put such things past Sir Erik.
There are even rumors that he is a member of the Cult of Thal,
God of Murder.
Magicians Guild - The Guild is the only professional
association allowed to exist in Erebus. (A large pool of disorganized
thugs and henchmen facilitates political and covert operations.)
However, even the Guild is not as strong as it could be; it is
primarily a centralized method of arranging employment for magi.
The creator and administrator of this service is a charismatic
woman known as Mirage. Though she charges no more than ten percent
commission, the income has bought her a seat on the Council. She
uses her power to fight for sovereignty and autonomy for Guild
members. She is the only Councilor who lives in the New City.
The Purifiers - Golan Para has held sway in his cult for
a remarkably long time, especially considering the fact that his
own people are constantly trying to overthrow him. The Purifiers
take it upon themselves to weed out the weak from their own ranks...
and the human population in general. Consequently, they have holdings
in virtually every market that flows through Erebus. The closest
thing Para has to an ally is Jonathan Steel, from whom most Purifiers
buy their weapons.
Jonathan Steel - The steelwork of this enigmatic easterner
is beyond compare. His weapons have perfect balance and razor-sharp
edges, armors are light and fit like a second skin, and his jewelry
are masterful works of art. Unlike the others, he heads no organization;
the high prices he can demand for his work have bought him his
own seat on the Council. However, Steel is a popular and visible
figure in Erebus, and his Forge is a good place for new arrivals
to find guides, contacts, and other information.
Kewl Powerz
Magic - Magicians in Erebus practice a combination of
three skills. Legerdemain involves the conjuring and vanishing
of objects, using optical illusions to make things appear other
than they are, and otherwise clouding observers' perceptions of
reality. Mesmerism uses hypnosis and con artistry to influence
the thoughts, feelings, and actions of others... with nothing
more than words. Augury is the art of discerning facts about the
past, present, and future by analyzing the patterns in seemingly
chaotic events, like the order of shuffled cards, the lay of thrown
runestones, or the motion of heavenly bodies. None of these techniques
can actually change physical reality, but manipulating people
is often just as useful, if not more so.
Psionetics - The magic of the Moths is based on Astral
Projection. All Moths have the ability to "leave" their material
bodies and move about as ephemeral distortions in the ether. The
"astral form" can travel at incredible speeds, pass through solid
barriers, defy gravity, and perform a host of other supernatural
feats. Through study, the form can be granted even more powerful
abilities, not the least of which is the ability to affect the
material world. A Moth with such powers is an unstoppable killer.
No place is safe from him, and no defense possible.
Natural Philosophy - The alchemists of the Crown Empire
manipulate the ether through a catalyst called Philosophers
Stone. This substance aids them in the shaping of etheric distortions,
allowing them to change one substance into another. This technology
has virtually unlimited applications: weapons that throw lightning
or boil blood, armors and construction materials that are nearly
unbreakable, devices that control temperature, etc. Many such
technologies are available for purchase from Crown merchants,
most notably Sir Erik of Knightlund.
And more... The mountains and jungles around the Inland
Waste, as well as the myriad islands of the Concord, harbor even
more mysterious forms of magic. The tribal humans who inhabit
the rain forest around Erebus employ shamanic arts that summon
sentient creatures from the ether. Deranged anatomists huddle
in secret laboratories, applying alchemical principles to the
study of death: Necromancy. Many suspect that the lightning reflexes
and extraordinary combat prowess of the Vigilanti are magical
in nature. Certain ninja, it is whispered, have received Psionetic
enhancements to their auras which grant them supernatural physical
powers. Many other mysteries may well hide in the shadows.
Skinwalkers
In every corner of the world, there are men and woman who share
their bodies with the soul of an animal. As the balance of power
between the two souls changes, so to does the skinwalker's body
change. There are three reasonably well-known breeds of shapeshifter,
as well as two elusive groups who's existence is only suspected:
Naga are reptilian in form, their features most closely
resembling snakes. Venomous fangs are favored weapons, though
many prefer constricting opponents with arm or leg coils. Scales
can be formed to provide armor. The sense of smell is highly acute,
and secondary "eyes" can see by heat instead of light. The Naga
are the most cohesive shifter group; their Cult of the Serpent
occupies one of Erebuss Council seats.
Werewolves first appeared in the forests of the West,
but xenophobic Crown humans have since hunted them into the mountains.
These ferocious creatures usually work in packs of 2-12 and are
widely known for their hunting prowess. Werewolves have formidable
natural weapons (fangs and claws), acute senses (smell, hearing,
and night vision), and an infamous capacity to plan and execute
ambushes.
Mer dwell in the shallow seas of the Concord. Of the all
the skinwalkers, they are the most diverse group. Some take on
the form and disposition of the dolphin, while others prefer the
fierce visage of the shark, and still others affect squids
tentacles. However, most Mer are intelligent and sociable beings
who play as large a role in Concord politics as their human counterparts.
Guar are thought to stalk the primitive jungles around
Erebus. Through their keen hunters instincts and mastery
of shamanic magic, they control many of the human tribes who share
their habitat. By all accounts, they are the most feral shifters,
far more like their feline cousins than their human ones.
Tengu are known by little more than rumor and legend.
In fact, there is really no agreement on what form(s) they usually
take. Part of the problem is the fact that Tengu live in the East,
well within the borders of the Order of the Moth, where no foreigner
may travel. Moth exiles tell stories of trickster beings who can
take on many forms, usually with some exaggerated or comical feature
that can give them away to astute observers. They are said to
delight in interfering with the Moths rule, and guard their
sovereign territory viciously.
Life in the Shadows
The Wildlands have nothing on Erebus. The Council keeps most
of the populace in a state of perpetual disorder. (This provides
excellent cover for their own activities, as well as a vast pool
of potential new hires and recruits.) The laws of the Council
are enforced only to protect the interests of the Council, so
mere citizens can do just about whatever they want to each other.
Consequently, only those who can defend themselves stay long in
the Shadows.
Erebus has the best, and the worst, of what the World has to
offer. A vast array of goods and services are bought and sold
on its streets and plazas every hour of every day. No where else
can one see as many sights, or meet as many people, as in the
City of Shadows. Anything that can be imagined can be found, if
you look hard enough.
With the exception of magicians, there are no professional or
philanthropic groups allowed by the Council. Therefore, most citizens
belong to a cult, a "pack," or both. The Council allows lesser
cults to exist because they fracture the population and keep the
people divided. Packs are small teams of mercenaries, thieves,
or artisans that work together for mutual benefit. Such groups
are often hired for contract jobs by Councilors, cults, and merchants.
Finally, the three great civilizations of the World often use
Erebus as a political battleground. The Crowns Ministry
of Intelligence is often accused of sending covert agents to shut
down Sir Eriks competitors. Ninja clans from the order of
the Moth use Erebus to gather recruits and equipment for their
fight against the Order's rule. Wayfarers from the Concord, though
they hide behind a practiced mask of neutrality, play all sides
against each other for their own profit.
Welcome to the shadows, fresh blood.
Previews - Fiction
- Scenarios - Cults
- Miscellany |