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All things lost find their way to Muc-Mhara

Weary adventures, welcome to Muc-Mhara, the underwater fae city of your dreams. In the depths below the great Yartharen Sea, a slumbering titan enchants the waters. The sea fae have been drawn to this place, and—perhaps—so have you. No matter what you've lost, they say it can be found in Muc-Mhara. Do you dare take the plunge?

The borough of Muc-Mhara will consist of six releases, each seamlessly building the map of the strange underwater fae city. As we progress through the town, things are going to get darker and stranger. What secrets lie beneath the waves?

NOTE 1: Thestwick Definitive Edition is on the way, but we do still have a few details to iron out. We have not forgotten about it, it just takes a long time to finalize every component.

NOTE 2: We're going to be posting a new city request poll imminently! If you want to have a say in what city we release next, feel free to post a request in the comments of this post, or in our Discord!

Borough Guide

This first borough guide (available to all patrons) provides an overview of this strange town, its magical waters, and the creatures who live there. The unfloating waters of Muc-Mhara allow all terrestrial creatures to breathe easily and withstand the normally oppressive deep sea water pressure. Yes, that's right. We have a plot device to excuse the weirdness of sending your party to an underwater city. 

This guide in particular focuses on the "snàmh ùra," a catch-all word for non-fae under the waves. Scavengers, tourists, wanderers, and zealots all make their way to Muc-Mhara, and they've established a little enclave for themselves largely free from fae trickery. This guide also provides a succinct little quest that describes how to get to Muc-Mhara and what you'll find as soon as you arrive.

Maps

This first map is the northwestern corner of the town, in the shallowest region of the city. The snàmh ùra have built homes out of shipwrecks, in which they sleep, eat, and live their lives. This is the most familiar part of town, before your descend deeper into the homes of the sea fae and the Trench of the Lost. We've got two extremely different variants, both of which will allow for you to GM wildly different campaigns: an above-ground pirate cove sort of city, and a flying city high above the clouds. Check the map variants overview at the bottom of this post to see the radically different vibes!


Patrons at the Chief Courier tier gain access to interiors for the Lost and Found Lodge, the hotel for wealthy travelers. Sirens sing their songs to enraptured audiences in the basement amphitheater, a charming concierge fulfills your every wish in the lobby, and clamshell beds with kelp blankets await weary patrons. 

Music

Muc-Mhara's first impressions are altogether welcoming. The city bends over backward to cater to paying guests. As such, GMs will want to throw on our track "Checking In" for maximal "cheery hotel lobby" vibes. Don't worry: things will get weirder in later releases. The "Bells and Bass" variant provides a quieter alternative for nighttime arrivals or sleepy dinner dates.

We've also got a bonus track for you this week! Will grabbed an underwater favorite from his Music d20 backlog: a track titled "Leukothea." This Muc-Mhara version is a calm and sparse arrangement meant to evoke the enchanted waters of the fae city.

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Get this week's files below!

Delivery Kid

Muc-Mhara 01 - Breathe Like Fae - Delivery Kid Rewards 

General Messenger

Muc-Mhara 01 - Breathe Like Fae - General Messenger Rewards 

Chief Courier

Muc-Mhara 01 - Breathe Like Fae - Chief Courier Rewards 

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This week's map variations:

Files

Comments

Anonymous

underground mining town with a lotta blue-green lights!

Anonymous

holy shit, this is outstandingly beautiful and perfect for my campaign. I hope you continue making pirate town variants for this city, because a whole pirate city (or even a city where pirate town is a district!) would be a fascinating place to explore