Welcome to the
Channel Cities and the
World of Ærnth that it is the most important city on. Home to the brightest lights and the darkest shadows within the
World of Ærnth fantasy RPG setting.
by Wilhelm von Gegerfelt - 1900 - 1950 (year unknown)
The
Channel Cities are the economic, political, and social center of this vast fantasy world. It is comprised of five separate cities, each with its own system of government, its own economy, varied social beliefs and morays, and the behind the scenes intrigue and espionage that accompanies such a vast and varied metropolis. Complete with a huge number of
Languages,
Peoples/Races, extensive
History,
Guilds and Organizations, and multiple
Religions.
The
Channel Cities is the area around a channel that connects the North Sea and the Great Sea. The channel also separates two large continents at their closest point (think of the importance of Istanbul throughout the last 1,500+ years of history on our own world). There are several islands within this channel, as well as two rivers that empty into it. This is also the location of five large cities:
Argentum,
Gorled,
South Shore,
Martelain, and
Dorgard. With all of the cities being separated by water there is only one permanent bridge (between
Argentum’s main island and one of it’s small islands), and one semi-permanent bridge (between
Gorled and
Dorgard) across the
Loudewater River. This second bridge is built out of wood and is burned every few years or so, when trouble flares up between these two cities. There are several ferries that cross the channel at different points and two that cross the
Silver River between
South Shore and
Martelain.
The population of the cities and the area immediately surrounding them is about 570,000 people, within approximately 13 square miles of land in an area of about 23 square miles (the remainder of the area is water). There are approximately 10,000 visitors to the
Channel Cities on an average day (non-residents), either there on business (more often than not, merchants, traders, and sailors) or for a wide variety of other reasons. The cities are very crowded in the way that they are laid out and the buildings are set one against another throughout most of the metropolitan and sometimes winding streets many with dead ends (many a wagon or carriage has been stuck due to a wrong turn).
Of the twelve islands around the Channel area, 2 are owned by one of the wealthy merchants in
Argentum (one has his manor, warehouse, and docks; while the other is home to his shipyard (in addition to being one of the wealthiest and most successful merchants in the area, he also operates the largest of the three shipyards that supply vessels to the many merchants and shippers that comprise Argentums upper class). One is controlled by the family that operates the many ferries that service the
Channel Cities, thus allowing them to keep clear of the political turmoil that often embroils the five cities and their governments. The remaining nine islands are controlled by a secretive and reclusive group of people who operate the most prestigious school in the world as well as being the unofficial historians and record keepers of the world’s history and events. These islands are known simply as the
Isles of Stars.
The five cities have widely varying political systems and economics as explained below.
Argentum is a Republic; however only landowners are considered Citizens with voting rights who elect a Council that oversees the city-state’s operations. It is also the trade and transportation hub of the world, and as such is home to many of the wealthiest merchants. Its coast is lined with warehouses and docks.
Gorled is a large and militarily powerful Feudal Monarchy with a strong agricultural economy and some manufacturing.
Dorgard is a smaller alliance of petty kingdoms, thus also uses a Feudal system, but with less of a hierarchy. It is also an agricultural powerhouse with its rich soil and great weather and growing season, especially in its southern regions.
South Shore is the manufacturing powerhouse of the region with a very extensive and active system of artisan guilds, and is as close to a true democracy as exists within the world, with everyone who pays taxes a voting Citizen. It is also the only one of the five cities where slavery is outlawed and personal freedom is highly valued. Meanwhile
Martelain used to be the manufacturing powerhouse and also operated some of the riches mines in the world, however the city fell to the
Northern Empire many years ago and has since become the slums of the
Channel Cities, currently ruled over by the “Governor” who is some outcast noble from the Northern Empire. Riots and unrest is common in Martelain, with an active but weak rebellion that is still trying to free itself from the oppressive rule of the powerful Empire.
by Aaron Smalley
The
Channel Cities and
World of Ærnth setting includes several
Religions (instead of just one as in a lot of RPG settings) with competing views and power-struggles between them, its own calendar (see below) and an extensive and detailed historical timeline (see below). Another source of information is
A Travelers Questions, written as an introduction to the
Channel Cities more than 20 years ago.
This endeavor is a compilation of over 40 years of creative work, and remains a work in progress, as any fantasy setting should be. After all, our own world is not a constant place, but is a changing, growing, and developing entity. I have tried to make the
Channel Cities setting as alive and detailed as I possibly can, while at the same time keeping it open and available for change. As you will see, considerable detail has been incorporated into it, but yet, there are enough spaces and undeveloped areas that it still has a lot of room to grow and change. As a user of this setting, it is expected that you will use what you feel will fit your needs as a GM and will ignore other aspects of the setting. However, all setting information is copywrited and may not be used for commercial purposes without the expressed written permission of its owner (Aaron Smalley and other contributors as noted). It is also expected that you will fill in some of the areas that have intentionally been left blank to suit your needs. If you would like to contribute your ideas to the setting, by all means contact me and we can discuss and work out the details of doing so.
by Jules Achille Noël - 1800's- year unknown
I would like to dedicate this work to RPG’ers (Role-Playing Gamers) throughout the world. This project was undertaken after having purchased several commercially available city settings for fantasy role-playing games back in the early to mid-1980's that were incredibly disappointing in their poor coverage of the day-to-day workings and statistics of a fantasy city for use in Role-Playing Games. Problems that I saw included the lack of thought that was put into population density and layout of the city. As well as lack of detailed background covering the politics and economics of the city's operations. Another common problem was a lack of good and detailed floor plans for buildings, or the use of the same floor plan for several different buildings that should not have been the same.
The
Channel Cities started out as a smaller city setting back in 1985, with a group of High School gamers (most of which appear in the list below). Then it grew into a bigger metropolitan area during my early college years (late 1980's), as the need for more political and social intrigue surfaced (especially for the exploits of the now infamous “
Hairpin Assassin”). Then in my later college years, as the world in which it was set started to take on a life of its own (the
World of Ærnth), it became the multi-city metropolis and economic/political capital of the world that it has existed as since the early 1990’s.
Special thanks are in order to all the people that have helped to make this setting as close to reality as a fantasy world can be. They include (but are not limited to):
Patrick* (
"Plans? We don't need no stinkin’ plans!")
F.,
Tim* (
“Rasyr”)
D.,
Fabio P.,
Pedro (
“The Flying Madman”)
M.,
Dale* (MadMax)
M.,
Hohn,
Aran* M.,
Elliot,
Ebony,
David* (
“Alignment? Sociopath!!!”)
S.,
Josh (
"Dwarf!!! What else is there?")
W.,
Jeremy J.,
John B. (
"the Ginsu Elf"),
Jon L. (
"the Hairpin Assassin"),
John N.,
"Little" John,
Mark M.,
Eric S.,
Mike C. Jr. (
"The Naked Flying Dwarf" (don’t ask, it’s a disturbing story)),
Mike C. Sr. (
“Dr. DM”),
Mike R.,
Sean S.,
Darrin M.,
Adrian M. (the human calculator),
Tracy M.,
Harry (
"I WILL conquer the world!!!"),
David W.,
Melissa W.,
Carolyn S.,
“Lizard”,
Jim,
Mark,
Jake,
Stan A.,
Stan O.,
Olin P., and many others.
Note: those marked with asterisks above were also contributors in some special way (usually at helping work out details, contributing idea, and text to this document) and as such deserve a special Thank You!
I would also like to thank the many players who participated in game sessions run at GenCon over the years including Douglas Becker, Scott Bonlick, Ken Buckner, Mark Christensen, Dan Cook, James Dale, Chris Dudley, Brian K Eason, Glenn Edwards, Dave Finnamore, David Gish, Mark Greenberg, Brad Grosse, Monte Iafrate, Jason Johnson, Whitney Komorner, Jon Lambert, Jeremy Lasseigne, Jeremy Ligman, Cory Magel, John F. Meehan, Michele Mishko, Kathy Monroig, Louis Monroig, Jonathan Montanes, Eduardo Moreira, Charles Morris, Luis Nedavaska, Vanda Paladino, Micheal Parke, Jennifer Pawley, Josh Rasey, Greg Realic h, David Schnake, Thomas Smith, Debbie Stewart, Lee Stewart, Bill Tennyson, Cristina Uchida, Stephen Wilcoxon and several more whose names I can't recall. As well as a group that helped play-test the "Rolemaster Unified" rules system and/or with a campaign module that I have been working on for the Rolemaster Unified RPG system and other testing of the RMU beta rules system, which includes Patrick (“Doc Belmont”) Demo, Joyce (“Bronwyn”) Demo, Alejandro (“Tagg the Fox”) Renteria, Dave (“Knee-capper”) Adrian, Dana (Lorien: “Vengeance and Sandwiches”) Fey, Geoff Skutt, Louis L., Katie L., Brian F., Greg F. and Ben L.. There are also several people that I can picture in my mind, but cannot remember the names of since it has been many years or more since I last saw them.
Then there are the many sources of inspiration that have influenced me over the years (in no particular order), including J.R.R. Tolkien, Edgar Rice Burroughs, Robert Jordan, Lynn Asprin, Marie Brennan, Frank Herbert, Brian Herbert, S.J.A. Turney, Issac Asimov, Terry Pratchet, Greg Bear, Larry Niven, Jerry Pournelle, Fritz Leiber, Jonathan French, and many other authors.
It should be noted that this setting has been used with well over a dozen different RPG systems over the decades, but as the primary GM, I have always returned back to using
Rolemaster (
Iron Crown Entperprises) as the primary system that everything is designed around (since most other RPG's, and especially most of the d20 games and clones are so lacking in detail or limiting in their rules sytems, or simply have numerous mechanics that in my opinion are severely "broken"). After all, it was one of the many "broken" issues with D&D back in the late 1970's (and that is still broken in the current 5th edition rules) that resulted in the start of the development that became
Rolemaster in 1980. However, with the original d20 system and its many "clones" being the most popular, stats and support for those systems will be included for the
Channel Cities /
World of Ærnth setting once time permits (or as interest in the setting from GM's of those systems becomes apparent, so please let me know if you are interested in using the setting for any of those other game systems).
by Iron Crown Enterprises
by Iron Crown Enterprises
As stated elsehwere, please note that none of the NPC's (Non-Player Characters (which can be found listed in alphabetical order by both
Channel Cities Alphabetical NPC's List by First Name and
Channel Cities Alphabetical NPC's List by Last Name) are intended to indicate or mimic any real-world or historical figures, nor any fictional characters from other authors or sources. Nearly all place names and NPC names were generated by the specified authors to indicate fictional beings and places. If you see anything that may be a copywrite infringement, please let me know and depending on if the copywrite claim is valid (truly pre-dates the origin of the person, place or thing that is published here or in past versions of the source documents or past web-sites), they will be removed or modified to eliminate such infringement.