Thieves' Bay
Nestled at the foot of the Ullack Mountains is a sprawling collection of brothels, drug dens, gambling establishments, and retreats of all kinds for the well-to-do criminals of the World. This jumble of buildings—called a "town" by those who frequent it—is named Refuge. Led by a male gnome named Ladreathador (Laddie for short), the powerful Thieves' Guild is the nearest thing to a government that the Bay can claim. The nearest thing to a law code in Thieves' Bay is the rough but strict Code of Honor:
Demographics & Overview
Government: Council and Overlord
The day-to-day operation of Thieves’ Bay is led by the Guilds’ Council, which is made up of the heads of a number of guilds (primarily the Medicinal Guild, the Whores Guild, the Thieves’ Guild, and the Merchant’s Navy). Of these guilds, the Thieves’ Guild is dominant—and Ladreathador leads the Thieves' Guild.
Alignment: Lawful Neutral
Population:
Human: 25 %
Elf: 23 %
Half-elf: 15 %
Halfling: 15 %
Gnome: 10 %
Half-orc: 6 %
Dwarf: 5 %
Other: 1 %
The population of the Bay overall is small, given its size; only 21 per square mile live in the inhabited regions, which make up only about 30,000 square miles of the Bay’s total 560,000 square miles. This inhabited region is about three hundred miles north to south and one hundred miles from the coast inland, centered on Refuge. Some small settlements and hermits also live in the High Field and mountain valleys—these number about 2,000 people.
Religion in the Bay
Refuge itself is watched over by only one god—the Red Lady.
The Red Lady: The True Neutral goddess of Thieves’ Bay is utterly committed to the independence of her small cove. She is said to have belonged to nearly every pantheon in the World at one point or another, but her origins are unknown. The Red Lady is sometimes a companion to the Wanderer in his travels.
The Red Temple: One of the Nine Wonders of the World, any god whatsoever can be worshipped at the Red Temple and the petitioners’ prayers will always be heard. There are no other religious establishments in Refuge The temple is built of white marble and trimmed with silver leaf and rubies.
Interesting Locations in Thieves' Bay
Assassin’s Isle: This large island deep within the bay is home to the Assassin’s Guild. Unless one knows the secret ways onto the island, it is approachable only by a dangerous climb up steep cliffs. Few have ever made it to the Assassin’s Isle uninvited, and even fewer of those have left.
The Climb: To the north and west of Refuge, the Bay rises steeply along the Ullack Mountains to a high plain upon which stands an ancient lighthouse. The route to the High Field includes the Climb, a one-hundred mile long path of stone steps with infrequent level patches for camp sites.
The Goblin King’s Keep: Five hundred miles south of Refuge stands the center of a sophisticated and thriving goblin homeland. In the early days goblins raided Refuge, travelling secret paths through the Underdark to emerge by night. This practice has ended due to a deal between the Red Lady and Maglubiyet, the goblin god. The details of this deal are unknown.
The High Field: Set high above the bay is a wide, grassy plateau known as the High Field. This inaccessible place is dominated by an ancient, unnamed stone lighthouse. The lighthouse does not shine. No one knows who built the lighthouse.
The Lady’s Park: This dense forest fills the valley to the east of the Bay. According to legend, the Red Lady makes this woodland her home. Few venture into it.
The Twelve Stones: Those from this World are not the only people attracted to Refuge. Beyond the Lady’s Park stands an entrance to Arcadia. One sometimes sees a fae noble draped over a couch in a Dragon’s Den.
The Watchers: The Watchers are a series of three Merchant’s Navy sea-fortresses; they are Refuge's first line of defense. On the southern-most Watcher stands a tower topped with magical glass windows through which an observer can see for two hundred miles in any direction. This lookout is always manned.
- Crimes of violence are permitted only under narrow guidelines: violent encounters must be consensual, in the open, and involve person-to-person combat.
- Theft is strictly forbidden, as is any sort of sexual violence. The penalty for theft within Refuge is lifelong exile. The penalty for sexual violence is swift and brutal death.
- The punishments for almost any crimes in Thieves' Bay are permanent exile or death. In general, the mob decides the punishment on a case-by case-basis.
- The entire populace of Thieves' Bay is responsible for enforcing the Code of Honor. This includes visitors.
Demographics & Overview
Government: Council and Overlord
The day-to-day operation of Thieves’ Bay is led by the Guilds’ Council, which is made up of the heads of a number of guilds (primarily the Medicinal Guild, the Whores Guild, the Thieves’ Guild, and the Merchant’s Navy). Of these guilds, the Thieves’ Guild is dominant—and Ladreathador leads the Thieves' Guild.
Alignment: Lawful Neutral
Population:
Human: 25 %
Elf: 23 %
Half-elf: 15 %
Halfling: 15 %
Gnome: 10 %
Half-orc: 6 %
Dwarf: 5 %
Other: 1 %
The population of the Bay overall is small, given its size; only 21 per square mile live in the inhabited regions, which make up only about 30,000 square miles of the Bay’s total 560,000 square miles. This inhabited region is about three hundred miles north to south and one hundred miles from the coast inland, centered on Refuge. Some small settlements and hermits also live in the High Field and mountain valleys—these number about 2,000 people.
Religion in the Bay
Refuge itself is watched over by only one god—the Red Lady.
The Red Lady: The True Neutral goddess of Thieves’ Bay is utterly committed to the independence of her small cove. She is said to have belonged to nearly every pantheon in the World at one point or another, but her origins are unknown. The Red Lady is sometimes a companion to the Wanderer in his travels.
The Red Temple: One of the Nine Wonders of the World, any god whatsoever can be worshipped at the Red Temple and the petitioners’ prayers will always be heard. There are no other religious establishments in Refuge The temple is built of white marble and trimmed with silver leaf and rubies.
Interesting Locations in Thieves' Bay
Assassin’s Isle: This large island deep within the bay is home to the Assassin’s Guild. Unless one knows the secret ways onto the island, it is approachable only by a dangerous climb up steep cliffs. Few have ever made it to the Assassin’s Isle uninvited, and even fewer of those have left.
The Climb: To the north and west of Refuge, the Bay rises steeply along the Ullack Mountains to a high plain upon which stands an ancient lighthouse. The route to the High Field includes the Climb, a one-hundred mile long path of stone steps with infrequent level patches for camp sites.
The Goblin King’s Keep: Five hundred miles south of Refuge stands the center of a sophisticated and thriving goblin homeland. In the early days goblins raided Refuge, travelling secret paths through the Underdark to emerge by night. This practice has ended due to a deal between the Red Lady and Maglubiyet, the goblin god. The details of this deal are unknown.
The High Field: Set high above the bay is a wide, grassy plateau known as the High Field. This inaccessible place is dominated by an ancient, unnamed stone lighthouse. The lighthouse does not shine. No one knows who built the lighthouse.
The Lady’s Park: This dense forest fills the valley to the east of the Bay. According to legend, the Red Lady makes this woodland her home. Few venture into it.
The Twelve Stones: Those from this World are not the only people attracted to Refuge. Beyond the Lady’s Park stands an entrance to Arcadia. One sometimes sees a fae noble draped over a couch in a Dragon’s Den.
The Watchers: The Watchers are a series of three Merchant’s Navy sea-fortresses; they are Refuge's first line of defense. On the southern-most Watcher stands a tower topped with magical glass windows through which an observer can see for two hundred miles in any direction. This lookout is always manned.
THE CITY OF REFUGE
The residents of Refuge take the name of the town very seriously—Refuge truly is a sanctuary for all those not welcome in more civilized lands. It is common for nobles, merchants, and even clerics from across the World to vacation in Refuge, indulging in sins that would leave them dishonored at home.
The buildings of Refuge are spread widely, leaving a great deal of open, green space. With the Bay to the east, mountains rising to the north and south, and a lush green valley to the west, Refuge is a beautiful location.
Overview & Demographics
Government: Overlord
Though the Bay as a whole is administered by the Guilds’ Council, the Town of Refuge is ruled more directly by Ladreathador.
Type: Large Town
Population: 1,100 – 3,100
Refuge has about 1,100 permanent residents but on any given day can see anywhere between 1,000 and 2,000 visitors, making the population somewhat fluid.
Places
The Docks: Twelve feet wide and hundreds of feet long, the docks are the first thing any visitor to Refuge encounters. Of course, docking is not cheap, and the Dock Toll is a significant source of profit for the Merchant’s Navy.
Dragon’s Breath Quarter: Here drugs and liquors of all types from across the World are bought, sold, and used. The name of the quarter is taken from the name of a popular but dangerous narcotic known as Dragon’s Breath. Dragon’s Breath is a magical gas which, when inhaled, creates a pleasurable and debilitating sense of tranquility and well-being. It is severely addicting, and it is not uncommon for foreign nobles to find their way into a Dragon’s Breath Den and simply never leave… until, that is, they run out of money. When that happens, the addict’s clothes are taken and sold to pay for the trip, and they are put on any departing ship that will have them, to be deposited naked in a random foreign port. Safer drugs are available in the quarter as well.
Market Square: The Market Square is a marvel. A collection of tents with only a few permanent structures, anything a person could want might be found in the Square—and quite a few things they do not want. The Square is surrounded by the Hedge, a magical border that ensnares those attempting to steal from the Market.
The Red Temple: One of the Nine Wonders of the World, the Red Temple is unique to Refuge. It is built of clean, red granite, and trimmed in silver and rubies, making it shine in the least sun. On a bright summer day it is nearly blinding to look at. Inside, the temple is empty but for a few simple features: white marble benches with red cushions line the walls; spiral stairways in each corner lead up to a broad balcony where clerical chambers are located; and in the center of the Temple is a huge silver globe, bearing a map of the World. It is said that this map changes as the World splinters. The high-set windows of the Temple are of red glass, and situated to shine their beams directly on the globe. During the day, the Temple is thus filled with a diffuse red light. Thought the Temple belongs to the Red Lady, the true-neutral goddess of the Bay, any god from across the World will hear prayers to them from the Red Temple.
The Whore’s Quarter: Though not recognized as one of the Nine Wonders of the World, more travelers come to Thieves' Bay for this attraction than for the Temple. The gentlemen, ladies, and others who work this quarter are well-to-do and respected members of Refuge society. They do not take kindly to being treated with the disrespect often shown to “common whores” in other parts of the World.
The Thief's Mansion: Home to the King of Thieves, Ladreathador the Gnome, this mansion is a huge stone structure of great luxury and security. It is set far back above the Bay behind a luxurious park. The park is open to all residents but is patrolled by the Guild, who watch the Mansion to ensure no-one gets too close without permission.
Leading Citizens
Arianna: The leading Madame of the Whore’s Quarter, Arianna is one of the most wealthy and respected business-people in Refuge. Arianna has been trained as both a warrior and a cleric and she watches her employees carefully.
Jarvis, proprietor of the Gambler’s Bed: The Gambler's Bed is the of the oldest and most frequented inn in Refuge. Jarvis' distant ancestor build the inn and bound his family to keep it through the generations though vows to the Red Lady. Jarvis' grandfather was the only child of his father to survive and he left only one son, Jarvis' father. Jarvis' father, too, left only one son—Jarvis himself. Thus Jarvis is bound by his ancestor’s vows. Jarvis has no fewer than seventeen illegitimate children, and that he pays support to the mothers of all the children he knows about. When the Red Lady comes looking for the next proprietor if the Gambler’s Bed, Jarvis says, she will need to track down more than one bastard.
Laddie, King of Thieves: Ladreathador keeps the dens of Refuge in some sort of order. He is chaotic evil—but most residents of Refuge would agree that he is a good person for all that. His sense of fairness is finely tuned. No one knows for certain how old Laddie is, but by all accounts he has lived at least three centuries. Though his responsibilities keep Laddie in the Bay, he does sometimes adventure in secret, to keep up his abilities.
The buildings of Refuge are spread widely, leaving a great deal of open, green space. With the Bay to the east, mountains rising to the north and south, and a lush green valley to the west, Refuge is a beautiful location.
Overview & Demographics
Government: Overlord
Though the Bay as a whole is administered by the Guilds’ Council, the Town of Refuge is ruled more directly by Ladreathador.
Type: Large Town
Population: 1,100 – 3,100
Refuge has about 1,100 permanent residents but on any given day can see anywhere between 1,000 and 2,000 visitors, making the population somewhat fluid.
Places
The Docks: Twelve feet wide and hundreds of feet long, the docks are the first thing any visitor to Refuge encounters. Of course, docking is not cheap, and the Dock Toll is a significant source of profit for the Merchant’s Navy.
Dragon’s Breath Quarter: Here drugs and liquors of all types from across the World are bought, sold, and used. The name of the quarter is taken from the name of a popular but dangerous narcotic known as Dragon’s Breath. Dragon’s Breath is a magical gas which, when inhaled, creates a pleasurable and debilitating sense of tranquility and well-being. It is severely addicting, and it is not uncommon for foreign nobles to find their way into a Dragon’s Breath Den and simply never leave… until, that is, they run out of money. When that happens, the addict’s clothes are taken and sold to pay for the trip, and they are put on any departing ship that will have them, to be deposited naked in a random foreign port. Safer drugs are available in the quarter as well.
Market Square: The Market Square is a marvel. A collection of tents with only a few permanent structures, anything a person could want might be found in the Square—and quite a few things they do not want. The Square is surrounded by the Hedge, a magical border that ensnares those attempting to steal from the Market.
The Red Temple: One of the Nine Wonders of the World, the Red Temple is unique to Refuge. It is built of clean, red granite, and trimmed in silver and rubies, making it shine in the least sun. On a bright summer day it is nearly blinding to look at. Inside, the temple is empty but for a few simple features: white marble benches with red cushions line the walls; spiral stairways in each corner lead up to a broad balcony where clerical chambers are located; and in the center of the Temple is a huge silver globe, bearing a map of the World. It is said that this map changes as the World splinters. The high-set windows of the Temple are of red glass, and situated to shine their beams directly on the globe. During the day, the Temple is thus filled with a diffuse red light. Thought the Temple belongs to the Red Lady, the true-neutral goddess of the Bay, any god from across the World will hear prayers to them from the Red Temple.
The Whore’s Quarter: Though not recognized as one of the Nine Wonders of the World, more travelers come to Thieves' Bay for this attraction than for the Temple. The gentlemen, ladies, and others who work this quarter are well-to-do and respected members of Refuge society. They do not take kindly to being treated with the disrespect often shown to “common whores” in other parts of the World.
The Thief's Mansion: Home to the King of Thieves, Ladreathador the Gnome, this mansion is a huge stone structure of great luxury and security. It is set far back above the Bay behind a luxurious park. The park is open to all residents but is patrolled by the Guild, who watch the Mansion to ensure no-one gets too close without permission.
Leading Citizens
Arianna: The leading Madame of the Whore’s Quarter, Arianna is one of the most wealthy and respected business-people in Refuge. Arianna has been trained as both a warrior and a cleric and she watches her employees carefully.
Jarvis, proprietor of the Gambler’s Bed: The Gambler's Bed is the of the oldest and most frequented inn in Refuge. Jarvis' distant ancestor build the inn and bound his family to keep it through the generations though vows to the Red Lady. Jarvis' grandfather was the only child of his father to survive and he left only one son, Jarvis' father. Jarvis' father, too, left only one son—Jarvis himself. Thus Jarvis is bound by his ancestor’s vows. Jarvis has no fewer than seventeen illegitimate children, and that he pays support to the mothers of all the children he knows about. When the Red Lady comes looking for the next proprietor if the Gambler’s Bed, Jarvis says, she will need to track down more than one bastard.
Laddie, King of Thieves: Ladreathador keeps the dens of Refuge in some sort of order. He is chaotic evil—but most residents of Refuge would agree that he is a good person for all that. His sense of fairness is finely tuned. No one knows for certain how old Laddie is, but by all accounts he has lived at least three centuries. Though his responsibilities keep Laddie in the Bay, he does sometimes adventure in secret, to keep up his abilities.