Founding the Seven Cities of Magic
I realize it's been some time since my last post to the blog. Rather than start with some sort of placeholder post signifying my return, I have decided to pick right back up with the sword-and-sorcery setting construction thread I had started back in 2010.
Jaws of the Six Serpents is the game for which I'm now constructing the setting. The element I want to work on at the moment is the collection of "Grimy City States" I was planning on calling the Seven Cities of Magic.
Each of the Cities of Magic is governed by a single sorcerer (or a cabal of sorcerers). I would like for each city to reflect the magical specialty of its ruler (or rulers). The question is how to realize that specificity in Jaws. The rules for Alchemy*, Charmcraft*, and Sorcery* take me in the right direction, but I'm thinking that I may need to follow the suggestion on p. 114 to divide Sorcery* in the setting into smaller, theme-specific categories of magic. Thoughts?
There's also the possibility of adapting the Urge system to fit my setting. I would probably not keep the idea of the Six Serpents, but there does seem some potential value in linking each of the Cities to a specific element (and a corresponding subset of magic). I just worry here about needless symmetry: might it not be better to separate the idea of Urges/mana entirely from geopolitics?
Here are the names I have down for the Seven Cities as well as any ideas I have about their magical tradition:
1. Achiroth, City of Shrouds - Necromancy and Shadow Magic.
2. Belrood, City of Witches - No particular thematic emphasis, but a clear political one that takes the shape of a matriarchal government.
3. Kherem-Kha - No ideas at present.
4. Enkal, City of Spirits - Unlike the other six Cities, Enkal is actually a temporary city formed by the annual gathering of the nomadic clans wandering the plains. Spirit Magic would be the theme here, and it's possible that I might give the Enkali the ability to serve as Intercessors (i.e., channels for the Ancestors in the world of today).
5. Honsulath - No ideas at present.
6. Meton, City of Gears - Here I was initially thinking of the Barbarians of Lemuria idea of Alchemy as the recovery of the lost magics of the Ancients. Alchemy* in Jaws is less mechanically and scientifically inclined, though, so I'm not sure how to realize Meton.
7. Regest - No ideas at present.
Jaws of the Six Serpents is the game for which I'm now constructing the setting. The element I want to work on at the moment is the collection of "Grimy City States" I was planning on calling the Seven Cities of Magic.
Each of the Cities of Magic is governed by a single sorcerer (or a cabal of sorcerers). I would like for each city to reflect the magical specialty of its ruler (or rulers). The question is how to realize that specificity in Jaws. The rules for Alchemy*, Charmcraft*, and Sorcery* take me in the right direction, but I'm thinking that I may need to follow the suggestion on p. 114 to divide Sorcery* in the setting into smaller, theme-specific categories of magic. Thoughts?
There's also the possibility of adapting the Urge system to fit my setting. I would probably not keep the idea of the Six Serpents, but there does seem some potential value in linking each of the Cities to a specific element (and a corresponding subset of magic). I just worry here about needless symmetry: might it not be better to separate the idea of Urges/mana entirely from geopolitics?
Here are the names I have down for the Seven Cities as well as any ideas I have about their magical tradition:
1. Achiroth, City of Shrouds - Necromancy and Shadow Magic.
2. Belrood, City of Witches - No particular thematic emphasis, but a clear political one that takes the shape of a matriarchal government.
3. Kherem-Kha - No ideas at present.
4. Enkal, City of Spirits - Unlike the other six Cities, Enkal is actually a temporary city formed by the annual gathering of the nomadic clans wandering the plains. Spirit Magic would be the theme here, and it's possible that I might give the Enkali the ability to serve as Intercessors (i.e., channels for the Ancestors in the world of today).
5. Honsulath - No ideas at present.
6. Meton, City of Gears - Here I was initially thinking of the Barbarians of Lemuria idea of Alchemy as the recovery of the lost magics of the Ancients. Alchemy* in Jaws is less mechanically and scientifically inclined, though, so I'm not sure how to realize Meton.
7. Regest - No ideas at present.
I don't know the system you're using at all, but how about one where the city is built around a university of thaumaturgy, with the usual gown-vs-town issues that sometimes creates? You might also have a town torn between two sorcerers who are both vying for top-spot.
ReplyDeleteGood to see you posting again. :)
You know your previous post convinced me to buy JAWS and then *poof* you're gone. And me with serious abandonment issues...
ReplyDeleteDoes Enkal have a fixed location or does it just from 'somewhere' each year? If it has a fixed location, then it is pretty likely that there will be something permanent there. even a nomad culture will have individuals that want to settle down.
One of the cities should have a 'GodKing' that the people are devoted to. Either he is the wizard, or a puppet for the vizier or somesuch.
Welcome back!
Kherem-Kha has a kind of egyptian feel, so maybe a pharoah/God King type, with an emphasis on power in the afterlife, communing wit ancestors, summoning plagues of nature, etc...
ReplyDeleteWelcome back.
ReplyDeleteI still haven't bought Jaws. I'm going to have to do it.