Horizon: City of Traitors

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HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Organisations

Here we discuss various outfits who operate in the city, including the criminal mobs who control Horizon's organised crime scene.

Mob-Related

The Family are the true masters of the City's slums.

Meanwhile, the docks of Horizon are home to the Dockyard Rats, a homegrown criminal gang.

Inmack's Boys are a network of thieves, pickpockets and fences that terrorise the Craftsman's Quarter.

The city's police force, the Watchdogs often behave like a criminal gang themselves.

The Under-Chamber purports to be the secret government of the criminal underworld; certainly, all the major criminal gangs participate in it, but where does the balance of power lie?

There is no place for the weak on the mean streets of Horizon; those gangs which can't make the grade go defunct.

You will probably want to know what the relations are like between the various mobs and mob-like organisations.

Others

The Four Nations all have embassies within the City, and their significance - as the representatives of victorious, conquering powers - is is enormous.

When the dead are left untended close to the Wall, horrors can come forth. Not even burning is a sure way to keep them down. The dead of Horizon are, instead, given over to the ghouls.

Speaking of horrors, the kraelings have been allowed to settle in the city, but their place in Horizon is far more tenuous.

There are numerous subversive organisations in Horizon to keep the Watchdogs busy.