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Thieves World


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Crothian

First Post
Races Updated

Rankan
Attributes: No modifications
Medium Sized
30ft base speed
1 extra feat at first level
+4 skill points at first level, +1 skill point every level after 1st
Automatic Language: Rankan (possible Royal Rankan as well)
Favored Class: Any

Ilsigi
Attributes: +2 Con, -2 Str
Medium Sized
30ft Base Speed
1 extra feat at first level
+4 skill points at first level, +1 skill point every level after 1st
Automatic Language: Ilsig
Favored Class: Any

S'Danzo
Then there are the S'Danzo. A race of gypsy like people never staying anywhere to long, always ready to leave at a moments notice. Playing one of these people will give the advantage of having others you can trust, as the S'Danzo basically take care of their own. However, the other S’Danzo might require certain things from you and decide whom you should and should not associate with. They are also very close knit and might not except the S'Danzo's friends.
Attributes: +2 Cha, -2 Str
Medium Sized
30ft Base Speed
Females have Divination abilities (work in progress)
Males have other abilities (work in progress)
Perform is always a class skill
Automatic Language: S'Danzo, one of choice
Favored Class: Bard

Caronne
There are also the Caronne. They are from west side of the content, north of Ilsig. They are known for their art and philosophy. The finest wines and silk are imported from these people. So, there are few who would actually stay in Sanctuary, but it is a fun race to explore.
Attributes: +2 Dex, -2 Wis
Medium Sized
30ft Base Speed
+2 to any two Charisma based Skills (players choice)
+4 skill points at first level, +1 skill point every level after 1st
Languages: Caronne
Favored Class: Any

Raggah
The Raggah are desert horsemen; tqall and dark, with green or blue eyes, they are always hooded or cloaked. They tribes that are large extended families. They speak their own language, but only use hand signs with others. Very, very few people not of the Raggah know their language. Occasionally, a single or pair will come into the bazaar to buy something. Mostly, though, when the Raggah need things they raid caravans and the city itself.
Attributes: +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha
Medium Sized
30ft Base Speed
Proficient in Scimitar and Short Composite Bow
+2 to Ride and Handle Animal skills (Both are always a class skill)
Mounted Combat feat
+4 to resist thirst and heat in a desert
Languages: Raggah (They rarely speak any other language)
Favored Class: Fighter

Northern Barbarian (Name unknown at this time)
The mountain Barbarians are large people, built to fight and live in hostile mountains. They are also not conquered by the Rankan. They come and go from Sanctuary as they please. They also where armor and carry large weapons. One of the few people to be able to do so and not get harassed by the guards, at least not the ones who know what's good for them.
Attributes: +2 Str, +2 Con, -2 Int, -4 Cha
30ft Base Speed
+2 intuit Direction, +2 intimidate, +2 wilderness lore
Endurance, Toughness feat
Languages: Barbarian
Favored Class: Barbarian

Nisibisi
The Nisibisi are a mysterious race of humans that live mostly behind the Wizard Wall. The Wizard wall is at the top of the continent and one of the few places the Rankan has yet to conquer. They are a magic using people, and summon demons to through at their enemies.
Attributes: +2 Int, -2 Con
30ft Base Speed
+2 Spellcraft and Concentration checks
+4 skill points at first level, +1 skill point every level after 1st
Language: Nissi
Favored Class: Wizard

Other Races:
Achadian
Aubrietia: From Aurvesh, a foreign country known for its wine production
Azehur: From a city north of Sanctuary of the same name, home to the Order of the Blue Star
Banmalts: A sea Faring People who live by trading in foreign ports
Beysib
Cadite: A Native of Cadis, a foreign country
Cirdonian: Native of Cirdon, a northern country conquered by Ranke
Cleean:A native of Cleea, a country in the North East coast of the continent, noted for their naval activities.
Enlibrite: Descendant of a citizen from Enlibar, an ancient yet fallen empire
Firaquan
Ilbarsi: A people noted for their metalwork
Lizerene
Mrsevanders: From Mrsevnda, a foreign place noted for it’s black and red gamecocks.
Mygdonian: Live north of the Wizard Wall
Napatan
Sherranpip: They are from an island nation far east and south of Sanctuary.
Sumarian
Sumese: from Suma, a foreign place
Syrese: From Syr, a place noted for it horses
Troll
Twanders: From Twand, a city across the desert from sanctuary noted for its wealth and luxury.
Tysian: From Tyris-beyond-the-sea; a foregn city noted for its spices
Winged Folk of the North
Yenized: A foreign area, the language spoken there has two forms Modern Yenized and Old High Yenized.
.
 
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Mr Fidgit

First Post
that's kind of funny...i just started taking notes on the different races and places too.

are these guys: Northern Barbarian (Name unknown at this time)...

the same as these guys: (?) Mygdonians live on the other side of the Wizardwall (Niko fought with guerrillas called the Successors against the Mygdonians)
 

Crothian

First Post
Cool, I'm all over the place with this doing a little of this and that. Now I'm organizing the S'danzon Cards, the liquors (thanks for those by the way :D ), and some different types of equpment and coins.
 


Crothian

First Post
What notes do you have? I always bump the General Forum thread whenever I post something here. So, really either place is fine.
 

Mr Fidgit

First Post
geography of TW (all direction are from Sanctuary)

north, a horse ranch in 'Hidden Valley' (b9p58)

the Sun's Anvil (desert); Raggah (desert tribe)

Scavenger's Island - b11p10 - from Hakiem: “Scavenger's Island - pirate haven. A place which made Sanctuary at its worst seem serene and orderly by comparison. Scourge of the seas, Harrier of the coast, and, also, a place which had generally regarded Sanctuary as a poor relation and left it alone.”

Bandaran Isles - birthplace of Niko, where the Stormchildren were sent, where Hanse was headed when captured (was to be sold into slavery)

Swamp of Night Secrets - (Ratfall - used as Zip's hide-out)

Wizardwall - Tyse's slopes (mountain range)

Aurvesh (route of caravan guard Fulcris, b9 'Spellmaster')

(beyond Aurvesh) Twand (route of caravan guard Fulcris, b9 'Spellmaster')

-northwest- Firaqa city ruled by wizards (Hanse killed one, a particularly nasty one (b10, p242) - b10, p253 Hanse: “A city far to the north. Strange people with a strange religon. Ruled by a sort of council of sorcerers. The chief was also the most evil and I suppose the most powerful. He's dead now.”

Ferrillan - “far north of Firaqa”* (*told by Strick (b9 'Spellmaster') who is liar, so, who knows?)

Maidenhead Wood -- a day or two this side of Firaqa*

Suma - north (caravan route)

Crit has 'Syrese' features

Samlor hil Samt is 'Cirdonian'

Mygdonians live on the other side of the Wizardwall (Niko fought with guerrillas called the Successors against the Mygdonians)

Khamwas the wizard (book 10) is from Napata, 'the Land of the River' and of the desert (and the desert holds ruins to ancient gods, like Somptu and Harsaphes)

Jarveena is originally from an abandoned (or destroyed) village called Holt, now reffered to as Forgotten

Enlibar - oranges are from Enlibar, either so rare or so good, they're 'legendary' (b11p94) (probably rare)

Ilbarsi - Ilbarsa?

Bhokar - shipped lumber to Sanctuary for construction of a barracks on the Vigeles' Land's End estate, also known for Bhokaran ferryboats (burned the dead)


******************

The Cult of Dyreela

'a goddess whose worship in Sanctuary predates the Ilsigi presence and which has been outlawed many times since then'

'she rules the wastelands and the lost spirits who dwell there....she is the fever and the cure'

a ruined temple to Dyareela still exists in Sanctuary

people make sacrifices to Her when plagues ravage Sancuary

'female wrapped in scorched robes from which pale smoke rose in ghostly trails, with singed hair that lifted as the wind caught it and sent up little spurts of flame -- her face glowed like a lantern, as if the fire that burned Her lay within, and the features of that face contorted in a demon's mask'

her appearance changes with the condition of city, “I neither come nor go - I am ! Only my Faces change...”

********************************

Sabellia - mother goddess for the Rankan Empire - appears nightly to ride her chariot across the sky (the moon)

********************************

(Firaqa - mints its own coins - silvers minted with 'the sign of the Flame' - b9p202 --Strick looked for a Temple of the Flame in Sanctuary - b9p210)

*******************************

(b10pg98) Recently, a few blades of Enlibar steel had appeared. These were forged from iron alloyed with a blue-green ore of copper which had been cursed by earth spirits, kobolds. The ore could be smelted only by magical means, and it was said to give exceptional toughness to sword blades.

*********************************

no Beysa can bear a male child - b11, p3 - “Indeed, no Beysa had ever dared to love - not when her blood was venom and all her male offspring were condemned to death in her womb.”

*********************************

Court Rankene and 'common' Rankene are two different languages

*********************************

theory of magic in TW by Cappan Varra, (paraphrased) - “Reality isn't solid. Its like clay, but most people don't have the strength to mold it, or know how. The gods can. Mages can shape it it with their spells, and artists, sometimes can too.” (b12p117) (reference - Lalo's creation of the Vulgar Unicorn, and Carran Varra ”sang a door open to the other world...” summoning demons who killed an entire village (b12p118)

********************************

Moonday - monday?
Eshday - wednesday?
Sixthday - saturday (also known as Spirit's Day, Sabellia's Day)

********************************

some lesser known people and places in Sanctuary

The Sepentine - partially cobbled street

Sly's Place - dive bar, at the end of the street

Old Birt's Dodge - street on the right side of Sly's

Street of Tanners - street on the left side of Sly's

Zandulas's Tannery - 3 blocks from Sly's (”Zandulas is a friendly enough fellow, if he would ever bathe.” b11p140)

Chollandar's Glue Shop - next to Zandulas's - proprietor, 'Cholly' “makes the finest glues and pastes in town. He uses only the best ingredients: tree sap, inedible fish, hooves and unusable hides, flour, acids and other compounds from chemists, and people.” (b11p141) assistants - Aram (16, sleeps under the counter), Sambar (sleeps in a horse stall with..), Enkidu and Eshi (two gray work horses - who haul the work wagon), wife, Ineedra, tortoise-shell calico cat, Crumpet

Reh Shing the Soapmaker - across the alley from Cholly's - buys barrels of tallow from Cholly

Shamara's Wig Shop - buy's scalps from Cholly

Marc's Weapons Shop - bought weapons from Cholly - “Most of Marc's goods were shoddy...the really good stuff he sold separately. Some special blades he kept for himself.” (b11p150)

Man in Motley - restaurant on Cholly's route - “...Where a joint was always skewered to the carving board.” (b11p151)

Herwick the jeweler - on Cholly's route (Lalo's son Ganner apprenticed here before the False Plague riots - b11p151)

Synab's artifact and curio shop - down the street from Herwick's - Synab “white-haired man in green linen” (b11p153) has some knowledge of lost languages and myths

Renn - banker, was (to Cholly) “one of the few men in Sanctuary he completely trusted” (b11p153) - armed guards and other defenses - “No one had ever robbed Renn's bank and lived to reach the door.” (b11p153) - on the Street of Money

the Winebarrel - tavern catering to fishermen


The Street of Red Lanterns

the Lily Garden - Amoli, proprietor (left town in book 12), new owner, Taya (former Prince's consort) - “one of the most respectable brothels in town.” (b12p33) - not far from the Maze, has an underground tunnel to the Lastel house

the Slippery Lily

the House of Whips


The Shambles

the Tinker's Knob - salvaged from burnt wreckage (tavern - burnt in False Plague riots (i believe...))



the Warm Kettle - inn, Shamut and Dansea proprietors (existed before the Rankan invasion), 'decent' place -- “they minded their own business and ran an honest establishment.” (b12p82)

Hari's - 'upscale' restaurant

Golden Oasis - 'upscale' restaurant

Scholars Guild - hires out tutors for the wealthy

The Promise of Heaven - a park
an altar and statue to Sabellia, with two waist-high pedestals and a white pebbled pathway

Asphodel works in the park (nights)



Rahi - “tinker who did a small side business in small arms, knives, and the like”, He was an “astonishing phenomenon, an honest tradesman”

Gonfred - “a goldsmith with a reputation for honesty”


Grian - runs a charnal house


******************************
 
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Crothian

First Post
Nice Job!! I'll have to try to map out some of these places in the very least to give a visual reference to things.

Here's some more stuff, I'll be organizing it soon.

Stuff and equipment


Drinks
Baladach wine – Good and Expensive Red Wine
Red Gold - served at the Land's End races, and is Sly's 'best'
Red courage - a cheap red wine given to gladiators before they fight
Wizardwall red -
Sweetboy Special - a 'good' beer
True Brew - beer
Vuksebah - expensive liquor, amber colored, malt whiskey from the far north
Blue John: Non Alcoholic beverage of clabbered milk
Zhanduvend: A good and expensive red wine.

There's also Cat's Piss, the stuff served at the Vulger Unicorn.

There is also Qualis, the best drink out there. It can be made into a love potion or a very fine liqueur

Fooder: A measure of Wine; a cask holding that amount.

S’Danzo Cards

. Forest Primeval - sunlight shining through trees in full bloom (green leaves)

Zenith - the noonday sun - (Lalo added a cityscape to the bottom of this card, and it came to represent Sanctuary)

The Lance of Ships - the Narwhale - a card of good fortune and changeability, upside down represents misfortune, or good fortunes disappearing

Two of Ores - Steel - image of swords pointing in one direction (towards or away from the person who's getting their fortune told - swords toward you indicate death, swords away mean doom for your enemy)

Quicksilver - the Card of Shalpa -

The Face of Chaos - image of a man and woman distorted 'as if in some fever dream'

The Zigurrat - image of a disintegrating tower

The Lance of Winds - images of storms and tornadoes

Justice - image of three robed and hooded figures pointing at a man kneeling

Eight of Flames - the Lady of Fire - 'who's touch can warm or destroy' (the goddess Dyareela)

Seven of Ores - Red Clay - represents craftsmen potters

The Archway - image of a massive gate with an unknown mystic symbol carved in its keystone. beyond the gate is plush greenery

Three of Flames - images of three nondescript people holding torches in a long tunnel, with one end of the tunnel dark, and the other bright

Lance of Air, Seven of Ships, Five of Ores, the Whirlwind, the Warfleet, the Iron Key, the Orb, Quicksilver, Acorn, Ocean, Emptiness (no picture descriptions)

(b10 pg220-1) the cards are called Amashkiki, 'The Guideposts of Vision'

The Termagant, old S'Danzo seeress, ”I take it you know that among the amashkiki there are five families [suits]: fire, ore, wood, water and air, as correspond to the five elements from which the universe was made. Each family is led by its Prime and defended by its Lance. There are, of course, cards which do not fall into the families...”

“The Lances defend. They are rigid, sharp-edged, defined. The Primes, though, are the start of things. And also the ends. Magicians like the Prime cards because they mean everything, you know. The appearance of a Prime simplifies the reading, she may have told you this; two Primes and it practically shouts. Five Primes is absurd...”

by the Termagant's examples, the Seven of Ships and the Lance of Ships (in the earlier post) are probably the Water cards

Lady of the Forest - woman 'spirit with cobweb wings'

Lady of the Stones - woman sitting at a stone-weighted loom

Fifth of Air - 'scattering of petals floating away from a bouquet' (b12p221)

Drugs (Good and Bad)

Agris: a plant whose flowers cure stomach ache
Cyclantha powder: White Sleeping powder taken with wine
Dalin: Foolproof herbal abortifacient
Dark Melles: Raw root that when eaten cures chest pains
Gernay: cures constipation, consists of two roots, flower, and a leaf.
Krrf: Recreational stimulant drug, usually mixed with snuff.
Kleetel: Cheap recreational drug that can cause vomiting
Stypis: Plant whose leaves taken with an infusion cures headaches


Weapon

Blue Wing: Deadly Foe seeking Boomerang

Armor

Byrnie: Coat of Mail
Cuirasse: Breastplate

Money

Copper: a copper coin of small denomination
Grimale: Rankan gold coin
Padpool: Rankan Copper
Royals: Ranken Gold coin
Sheboozh: A Rankan gold coin
 
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Mr Fidgit

First Post
Re: Races Updated

yeah, right :p

Crothian said:
Northern Barbarian (Name unknown at this time)
The mountain Barbarians are large people, built to fight and live in hostile mountains. They are also not conquered by the Rankan. They come and go from Sanctuary as they please. They also where armor and carry large weapons. One of the few people to be able to do so and not get harassed by the guards, at least not the ones who know what's good for them.
are you talking about these guys(?):

Hakiem's first story - 'the history of Sanctuary' - The story begins here, in what was once the kingdom of Ilsig, east of the Queen's Mountains; which the Rankans call the World's End Mountains; and the Mountain Men call Gunderpah -- the Ilsigs formed an alliance with the Mountain Tribes to guard the only known pass through the mountains...Sanctuary's fishing fleet was out when the Rankans arrived, and they fled to Scavenger's Island to form the Cape Pirates -- twenty years ago, the Rankans defeated the Mountain Men, leaving the Great Pass open

from Jamie the Red (b1p103) - “...they're mountaineers where I hail from, poor folk but free folk. Some might call us barbarians, but that might be unwise in our hearing. For we've tales, songs, laws, ways, gods as old as any in the world, and as good. We lack much of your Southorn lore, but how much of ours do you ken?”
 

Crothian

First Post
Yes that is them. I had forgotten that the Rankens had gotten through the pass before the beginning of the books. It has been a while since I read them and really paid attention. And I reallyu want to find the novel on Jamie the Red, he's a cool character.
 

Khorod

First Post
Just glancing over the Hawkmask class. Wouldn't the bonus to Intimidate checks be due to the reputation of mask wearers, and the bonus to disguise a circumstance bonus because it's... a mask?

People see someone wearing a blue mask and are intimidated. Whether its a Hawkmask or a downwinder in a big cloak is beside the point. --Brief Clarification
 

Crothian

First Post
Khorod said:


People see someone wearing a blue mask and are intimidated. Whether its a Hawkmask or a downwinder in a big cloak is beside the point. --Brief Clarification

I think it's a little more then the mask, although the mask is key. It's also how the person carries himself while wearing the mask. Hawkmasks will walk ans act a certain way because they know they rule the under side of the city, at least till Tempus shows up and starts hunting them.
 

Mr Fidgit

First Post
a few more notes from book 1...

Enas Yorl's 'address' - “on - or, more exactly, below - Prytanis Street, where the city petered out to the southeast of Temple Avenue” (b1p36)


more cards (b1)...

Chaos (or The Face of Chaos) - a portrait of man and woman seen in a broken mirror

Five of Ships - stylized scene of five small fishing boats, each with its net cast into the water

Lance of Flames -



another day of the week - Anenday



'Shavakh' - S'Danzo name for a non-S'Danzo

make-up - kohl (eyeshadow)



Kalos - good wine from a grove in the mountains, east of Syr (”so purple it is almost black”)


one of the first 'monsters' in TW; Sikkintair; Flying Knife, attributes of the the god Ils, 'outsiders' in that they exist in another dimension, but can be called to this one


more places....

Golden Lizard - tavern (?)

House of Mermaids - Gelicia, proprietor
 
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Crothian

First Post
Thanks. Even though I'm starting up a d20 Modern game, I still plan on continueing with the conversions. Although they might slow down a bit more. Just FYI
 


Khorod

First Post
I'm using your divination skill as inspiration for a close cousin thing of my own. It might have some elements you'd like, but its gunna take me a while to finish it off. busy, busy...

I am also taking the card listing and putting it into a table format. I'll stick it online somewhere and share it. I just have trouble figuring out that jumble in the posts.
 

Crothian

First Post
Khorod said:
I'm using your divination skill as inspiration for a close cousin thing of my own. It might have some elements you'd like, but its gunna take me a while to finish it off. busy, busy...

I am also taking the card listing and putting it into a table format. I'll stick it online somewhere and share it. I just have trouble figuring out that jumble in the posts.

Ya, I need to organize it and figure out the different types of cards from the five suits and the other types. It's tough since the info is in maybe a few of 60+ short stories in 12 books. But I'm interested in anything you haave when you have it.
 



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