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Luccini, formally the Ancient Principality of Luccini, is considered the oldest city in Tilea, at least according to the people that lived there. Founded upon the ruins of an ancient Elven city in the year 1 IC, by the legendary twins, Lucan and Luccina, king and queen of a tribe of nomadic shepherds who settled on the famous Elf-built Acropolis and built their palace at its summit.[1a] No wonder that the name of the city itself is taken from that of its first queen.[1d] Ever since the founding of the city, the twins have been regarded as divine, which tends to make the residents of Luccini even more absurdly boastful than most Tileans, as they regard themselves as kin to the gods. Needless to say, the worship of the twins is not widespread outside of Luccini territory.[1a]

Having a strong seafaring tradition it has a huge fleet of galleys, which makes it the strongest naval power in the region. This is where many mercenaries have learned their skills and indeed it is thought that Luccini has the most powerful armies in all of Tilea.[15a]

History[]

Luccini heraldry as depicted in Man O'War Corsair

The heraldry of Luccini as depicted in Man O' War: Corsair and Total War: Warhammer.

For over two thousand years, the city of Luccini has been ruled by descendants of one of the two founders, King Lucan and Queen Luccina. These two clans have fought each other for the throne constantly, such that the throne has passed back and forth between them innumerable occasions, and the hatred that each feels for the other is in no way lessened by the fact that both are massively inbred between and amongst each other.[1a]

Given its proximity to the island kingdom of Sartosa, the princes of Luccini, no matter wtheir clan, have made it a firm policy of the city to have one of the strongest navies in the world to keep their shipping lanes free from piracy. However, like most cities, the Luccinians also field strong regiments of pikemen. Up until recently, the elite troops of Luccini were the Leopard Company of Leopold Di Lucci, heir to the throne. These soldiers were distinctive for wearing brightly polished brass armour, fresh laurel garlands on their pikes, and decorative leopard skins draped over their shoulders, the Leopard of Luccini being the guardian animal that protected the divine twins during their youth. However, the Company was exiled from the city in 2505 when Lorenzo Lupo seized power.[1a]

Foundation of the City[]

According to legend, the twins Lucan and Luccina founded Luccini among the ruins of an ancient Elf city in 1 IC, and other Tilean cities were established in the centuries that followed. The Bellona Myrmidia has it that the first recorded site of Myrmidian worship is Remas, where they claim she was born as a mortal. Remans stubbornly insist that the goddess’ place of birth was their city, and for proof point to the sacred Omphalos on display above the high altar of the colossal Reman temple. It was from this stone that legend purports the infant Myrmidia crawled, to be found and adopted by a pair of humble goat herders.[12d]

As if that weren't enough the chronicles of Humans are lost between the eons of time and only ancient creatures like the Vampires of Nehekhara remember that the South of the Old World was once inhabited by humans capable of building splendid cities more than a thousand years before the coming of Myrmidia in her human form.[20a]

Another legend known in the south of the Old World tells of a realm called Lucin that could have been settled by the ancestor Human tribes that had later founded the city of Luccini.[9b]

Tilean fables are rich with tales of valorous Luccinian heroes who faced difficult trials ordained by the capricious Gods themselves.[29a]

The Remas-Luccini Wars[]

Luccinian standard bearer

Reman mercenaries ambushing the Luccinian troops

Tilea has always been shaken by intestine conflicts and mercantile wars. One of the many was the Fifth Remas-Luccini War.[19]

This conflict ceased almost two hundred years ago, thanks to the neutral intervention of the famed Count di Argentisso of Scozzese, only man trusted by both sides, he succeeded in brokering a peace settlement, bringing to an end almost three centuries of unremitting hostility between the two great trading rivals.[19]

Sadly stories tend to repeat and merely twenty years ago Remas and Luccini were again at each other throats. The forces of the Princes of Luccini marched to siege the city of Remas, but they were betrayed by their paymaster, Enrico Cassari. He made a parley with the enemy and in exchange for the paychest he was supposed to guard, he sent them the route-to-advance of the Luccinian forces, sentencing them to death, Remas' forces awaited them in ambush from an advantage point, leaving no way out for the forces of the invaders.[18]

Just recently the Prince's spies discovered the betrayal, as Cassari was believed slaughtered with the rest of the Luccinian army. So the Prince has sent a warrant of extradition to the council of the republic that rules the city of Remas, where the traitor was hiding, but without any results.[18]

Determined to take revenge, the Prince placed the astronomical bounty of a thousand Ducats on Cassari's head. Cassari tried to escape in the Empire from the harbor of Remas, but he was chased by Liliana Falcone, a professional assassin which completed her task in the city of Wolfenburg.[18]

Notable Events[]

See also Tilean Timeline for events concerning the whole territory of Tilea and sources for the below.

Prehistory (ca. -4419 to ca. -701 IC)[]

  • –1997 IC - The War of the Beard begins, with Dwarfs attacking High Elf colonies in what will one day be called the Old World. During the war the armies of Ekrund joined those of Barak Varr and Karak Azgal to battle the High Elves in the land that Humans would later call Tilea, destroying several towns and trading posts including two close to the present-day cities of Luccini and Tobaro.

Archaic Age (c.-700 to -1 IC)[]

  • ca. -25 IC - According to legend, the twins Lucan and Luccina become lost in the wilderness and take refuge in a cave on a great rock. There they are guarded by a monstrous leopard with two heads and three tails. Shepherds come across the cave, surrounded by the bones of Orcs, wolves and Trolls, and are confronted by the leopard. From one head, the leopard prophesies that the twins will establish a great city — but the other head offers a warning: there shall be strife between the twins’ descendants.

Classic Age (1 to 474 IC)[]

  • 1 IC - Lucan and Luccina found Luccini among the ruins of an ancient Elf city. True to the leopard’s warning, the descendants of Lucan often struggle with the descendants of Luccina for control of Luccini. In the following centuries, Remas, Sartosa, and Tobaro also arise on the ruins of former Elf colonies.

Tilean Dark Age (475 to 1239 IC)[]

  • 475 to 978 IC - Tileans gradually drive the Orcs from the lands of Tilea, though some tribes remain within the depths of the Apuccini mountains. The fortress of Monte Castello is erected to the south of the Apuccinis to stand guard against future invasions.
  • 1017 IC - Norse Raiders establish a stronghold on Sartosa. They ravage the Tilean coast until defeated at the battle of Cappo Cinno. The surviving Norse are employed by Luccini to guard the island.

Age of Exploration (1492 to 1999 IC)[]

  • 1501 IC - Sartosa is recaptured from corsairs of Araby by the mercenary army of Luciano Catena, Prince of Luccini. Surviving corsairs are allowed to stay and serve Luciano as mercenaries in his fleet. The island becomes a principality of Luccini and home of their fleet.
  • 1757 IC - In Sartosa, rebellions against the Prince of Luccini grow increasingly frequent. He finally loses control of the island when the crews of a flotilla of mercenary galleys mutiny. The island rapidly falls into anarchy and becomes a pirate lair.

Era of Enlightenment (2000 to Present)[]

  • ca. 2000 IC - The Fifth Remas-Luccini War begins. A conflict that will involve the two city-states for almost three centuries.
  • ca. 2276 IC - A ship with a mixed crew of Bretonnians and Borderlanders manages to escape from the Land of the Dead and docks on the golden sands of Luccini, Alisende, Handmaiden of the Lady carries a nefast message to the rulers of the Old World, Settra, The King of the Dead has awoken.
  • 2321 IC - The Prince of Luccini was the least troubled by the great uprisings of 2321 IC, restoring control in that same year.
  • 2379 IC - Corsairs from Karond Kar are shipwrecked close to the pirate isle of Sartosa. They steal several ships including the flagship of the pirate lord Ernezio Porcurio to escape. The Elves hire a crew of pirate sellswords and raid the coasts near Remas and Luccini. They are betrayed by the mercenaries and become the captives of the pirate captains from whom they stole the ships.
  • 2418 IC - The corpse of Ernezio Porcurio, mercenary captain of Luccini, is found inside a windowless basement beneath his castle, the cellar firmly locked from the inside. No trace of the killer is found.
  • 2505 IC - Leopold di Lucano, who claims descent from Lucan, and Lorenzo Lupo, who claims descent from both Lucan and Luccina, vie for control of Luccini. Priests at the Temple of Lucan and Luccina support Leopold but switch sides after receiving a vision foretelling victory for Lorenzo. The temple guard, who are loyal to Leopold, throw the priests into the sea. Lorenzo holds most of the city — but Leopold holds the acropolis. Lorenzo offers Leopold amnesty if he and the temple guard leave Luccini and promise never to return. Leopold considers the offer, loots the acropolis, and departs. Lorenzo becomes Prince of Luccini.
  • 2509 IC - After several defeats and humiliations, the benighted regiment formed by Leopold di Lucano and the temple guard from Luccini decide to send a generous portion of all their earnings back to the temple of Lucan and Luccina. Upon doing so their fortunes change and they win the first of many victories. Leopold is renamed ‘Leopold di Lucci’ by his troops, the Leopard Company.
  • Before 2519 IC - General Brazino Inneundo die of mushroom poisoning during the siege of Trantio against the forces of Luccini, for which many accuse Lucrezzia Belladonna to be responsible.

Storm of Chaos[]

Events described during the Storm of Chaos.

  • 2521 IC - General Albertalli of Luccini leads the Tilean mercenary regiments in Kislev, fighting alongside General Pavian of Stirland at Krasicyno-during which Albertalli's countrymen hold the line for three hours straight.

Government[]

"The Prince of Luccini is most dangerous when he is laughing."

—Common saying in Luccini[1a]
Luccini

The flag of Luccini as depicted in Man O' War: Corsair.

The Princes of Luccini have a strong hold over their population, and were the least troubled by the great uprisings of 2321 IC, restoring control in that same year. However, their control is dependent on a truly unusual characteristic for a ruler - their sense of humour. The people of Luccini long ago decided that it is better to be ruled by a pleasant prince if one must be ruled at all, and any prince who fails to display the traditional jollity of the city's rulers is promptly assassinated to popular acclaim. This has something to do with inclination to laughter being a family trait of the ruling houses - something no doubt associated with their inbreeding - such that a dour prince is deemed a fake. This being the case, the Prince of Luccini makes it a point to be a patron of la commedia dell'arte, often participating by having his rivals publicly assassinated in some humorous fashion - slipping on a banana peel being a favourite method.[1a]

Foreign Relations[]

Estalia[]

"And to you, excellency, for this warm companionship, we raise our cups in true fealty."

Giordano Paolo to the Marquis of Aguila.[2a]

Despite the famous enmity between Tileans and Estalians, the relations between the Principality of Luccini and the kingdoms of Estalia are as old as they are solid. Consolidated by blood relations and a mutual commitment to make the Tilean Sea free from the scourge of pirates. An example of this alliance was the support that the city of Aguilas and Porto Real provided to the punitive expedition organized by the Prince of Luccini against the Butcher Ship, a pirate ship guilty of innumerable atrocities.[8b]

The ruling families of the two peoples adopt the same court etiquette. During the official meetings, a sumptuous banquet is preceded by a long exchange of pleasantries, marked in turn by the sipping of luxurious wines which in truth barely wet the lips of the interlocutors. During this ritual the topics to be discussed are only sketched and the process can take a long time until the table is reached, there the conversation can finally take place with less ceremonial tones.[8b]

Luccinian citizens on the other hand detest Estalians as every Tilean, but they hire far and wide their mercenaries, even among them because of the need to garrison the fortress of Monte Castello, which guards the frontier with the Border Princes.[12c]

Other Tilean City-States[]

During the reign of Lorenzo Lupo, Luccini had enemies on all sides, Remas, Verezzo, Trantio, Tobaro, Araby, and obviously Sartosa.[1c]

Sartosa[]

Sailors of Luccini are together with those of Remas and Magritta the sworn enemies of pirates and by extension of the worshipers of the god Stromfalo.[17b] Despite this Luccini hires Sartosan ships to protect their commerce and coasts from Arabyan corsairs, while Marienburg reportedly pays them to harry the shipping of Magritta and Bilbali. Though Sartosa seems anarchic, one firm rule holds true: never attack ships guarded by other Sartosan captains.[12c]

Skaven[]

Luccini is the only major maritime city-state of Tilea not linked with the Under-Empire of the Skaven. The closer root is 500 miles to the east and was excavated in a relatively recent period, between the year thousand and today.[21a] Despite this, the Prince is constantly grappling with the Skaven, to the point of always finding himself short of mercenaries.[1c]

Vampires[]

Luccini like other Tilean city-states appear to have been free of large-scale Vampire activity, though some Strigoi nests are to be found in the country. Perhaps this is because of the warding influence of the cult of Morr, who are strong in Tilea and hold their great convocations in this Tilean city. Perhaps, more sinisterly, the intricate politics of Tilea make it easy for Vampires to remain hidden and work their influence from the shadows.[22a]

Local Gods and Cults[]

"When in Luccini, pay homage to Luccina. It’s foolish to risk offending a God just because we don't worship her back home."

—Lorna of Wurstheim, Merchant[2a]

The citizens of Luccini in addition to venerating the Classical Pantheon and in particular Myrmidia and Morr, pray with fervor local divinities and recently have eradicated a chaotic hedonist cult present within the city.[2a][9a]

Subsidiary Settlements[]

Luccini is a regional centre of political power, wielding significant influence over the settlements listed below.[12a]

  • Anducci - A poor hamlet, Elves are unwelcome here due to a historical grievance.[12a]

Colonies[]

Plain of Luccini[]

The area of South Tilea where Luccini is located is fertile and famous for its fine horses and copious granaries.[5b] The city is surrounded by the hot Plain of Luccini, rich in endless vineyards, olive groves, and shepherds with their flocks.[1c]

The City[]

Luccini Tilea city map

Unofficial map of the city of Luccini

The city of Luccini is considered among the most beautiful cities of the Old World,[26] the first sight that a visitor can grasp of the prosperous city of Luccini are its leaning towers that overlook the imposing walls. The narrow alleys and streets, lined with tall houses, the upper floors feature large stained glass windows and massive skylights, in the affluent districts. Otherwise in the less prestigious districts, no local is bothered when a crowd of masked figures in cloaks chases an individual with drawn swords and daggers, shouting "Vendetta!". Likewise, loose women shout out clear, suggestive offers to strangers from the upper floors of the houses.[1c]

Luccini is also one of the study voyage of the Master Wizards of the Colleges of Magic, eager to learn from the most refined minds in the classic grandeur of Tilea.[10a]

The livery of the Luccinian navy is yellow and red,[11a][16a] while the mythical leopard adorns the city's emblem.[24a]

Acropolis[]

The city of Luccini is clustered around a high, rocky plateau called an acropolis, similar to that of Tobaro, which lies above the Tilean Sea. The acropolis of Luccini was once the centre of an High Elven colony and is where three of the most ancient buildings in the city are located.[1a]

Palazzo of Luccini[]

Warhammer Lorenzo Lupo

Lorenzo Lupo, actual Prince of Luccini.[1b]

The Palazzo of Luccini was built by Lucan and Luccina on the summit of the acropolis surrounded by Elven ruins. Now home of the ruler of the city, Lorenzo Lupo which is very proud of his line of descent from both city's founders. As well as this he is quite an antiquarian and collector of art and antique artifacts. The palazzo is decorated with frescoes in the antique style and the gardens and colonnades display old statues found in the acropolis.[1b]

His prized possessions are heirlooms of his house, said to have been owned by the city's founders.[1b]

In the halls are displayed paintings of the world-famous artist Tintorezzi, including The Triumph of Death depicts the Undead, The Triumph of Lorenzo shows serried ranks of pikemen trampling over enemy knights, and The Triumph of Love displays scantily clad nymphs skipping daintily among ruined Elven pillars and cypress trees.[1c]

Temple of Lucan and Luccina[]

A temple dedicated to the Cult of Lucan and Luccina built above the sea, on the acropolis over the cave in which credulous people still believe the leopard who saved the divine brothers lives. The guards of the temple, hired by the priests and paid for by pious donations from the merchants of the city, were called the Leopard Company because their sworn duty was to guard the acropolis as ferociously as the leopard as its badge. But now they follow Leopold di Lucci in his exile.[1a]

Beyond its golden doors, the priests take care of their functions while the oracle foretells cryptic prophecies.[1d]

Temple of Myrmidia[]

The Temple of Myrmidia is located on Luccini's acropolis. It dates to the time of the founding of the city, or perhaps even earlier. During its rebuilding it was founded the Shield of Myrmidia. The shield bears the sun symbol of the war goddess and has the magical ability to dazzle the bearer's opponents, and now belongs to the rich collection of Lorenzo Lupo.[1b]

Ancient Metropolis[]

The city itself is built partly over the ruins of an ancient, black-stoned metropolis, said to have been a great Elven port in the days before their wars with the Dwarfs. Now, however, it is little more than rubble, although treasure hunters do occasionally uncover long-hidden subterranean passages - excavating incredible ancient riches from amongst the ruins. But the ruins are also dangerous. Some people believe they are haunted, others say that they have become the refuge for all manner of evil, from Goblin scavengers to Human brigands. Sometimes, lights appear in the ruins, or vague inhuman chants are carried by a cool wind. More terrible still, cries of laughter ring through the clear night air, accompanied by screams of terror and the perpetual moaning of the damned. Well-meaning citizens often appeal for the rubble to be cleared, but the area is vast, several times larger than the city itself, so the task has so proved to be an impossible one.[5b]

Far from the feuds of the Engineers Guild of Luccini some of their members spent their time unearthing some of the ancient ruins that Luccini had been built upon, one of these sites is supposedly the remnants of an ancient elven sea-fort. Much admired for their courage at attempting the endeavour, for the black-stoned ruins were eerie and legend had it that they predated the War of the Beard. Sometimes lights were said to float through the ruins and cries were said to echo through hidden subterranean passages.[16a]

Something has been recently discovered by a Dwarf Engineer, an artefact, elven perhaps. It was in a hidden tomb beneath a buried garden. The garden was dead. The trees and bushes were just twigs. Even then they are still strangely magnificent. In the tomb, there was a finely carved stone sarcophagus decorated in the finest silvers and gems, and on the body within was a pendent of incredible beauty. It radiated an aura, like some enchantment that drives the observers to desire it more than life itself. Despite its value, it remained with the corpse. Somehow the Dwarf resisted it and decided that it must remain there.[16a]

Harbor[]

The city has a large, well-developed harbor bay in which the principality's galley fleet and - usually - merchant ships from all over the world anchor. Disused ships - so-called "Hulken" - are used in Luccini as a prison for captured pirates, if they are not executed immediately on a gibbet tree on Execution Dock.[8]

The docks of Luccini, are a panoply of colours. The sun shines on all the golds and reds, the sky blues and aquas, merchants and fishermen with feathers in their caps, and the exotic animals from Araby congregate around the wharves, squawking and crowing, moving their long necks and stretching skinny legs.[16a]

Elf Quarter[]

The Luccinian elf quarter is a political extention of the crown of the Phoenix King of Ulthuan, here the Sea Elves govern their own enclave. The local militia hired by the prince has no power here.[23]

Aquila Academy[]

In 1720 IC, the Knights of Magritta founded the first of the Aquila Academies in Luccini. By the end of the century it had become the group’s new headquarters and is still recognized as such. The academy was designed to house far more soldiers than the students and faculty. The idea was that it would one day become the nexus of the next crusade to Araby. There are thus extensive underground galleries, which include additional barracks, armouries, shrines, kitchens, and even a slaughterhouse. If need be, it could house an army.[6a]

That great crusade has never come about. Instead the Aquila Academy of Luccini has become a different kind of power centre. The Knights of Magritta have accumulated an impressive array of holdings and assets, and they control, directly or indirectly, ten mercenary companies, three trading companies (of which Greco is by far the largest), dozens of farms and vineyards, and a variety of small businesses. With graduates of the academy all over Tilea, the Knights also have a certain amount of political influence. Grand Master Enzo Moretti has always been loath to use it, but other masters have no such qualms.[6a]

The Master of the Academy is Tercero Gramsci, who previously commanded the Luccini Lancers. He succeeded Enzo Moretti when the latter became grand master, as is tradition in the order. Gramsci was a hard-nosed field commander and he brings that same style to the politics of the order. In meetings with many Tilean masters, he has said bluntly that the Knights of Magritta have failed as crusaders but succeeded as power brokers. Gramsci and his followers believe that the Knights should focus themselves on the accumulation of wealth and power, because that’s where the order excels. Estalia seems a lost cause and Araby hasn’t been a real concern for centuries.[6a]

Greco Trading Company[]

After the reconstitution of the Knights of Magritta in Tilea the order’s fighting ships, posing as pirates, continued to attack Arabyan shipping. The merchant ships istead became part of the newly-formed Greco Trading Company. This mercantile operation provided discrete transportation for the Knights, and again served as a source of income. For a generation the Greco Trading Company confined itself to the seas around Tilea, but once memories in Estalia began to fade they expanded their routes. Eventually their ships began to operate as far north as Marienburg and as far south as Araby. Each returning convoy brought fresh intelligence for the order, with that coming from the south particularly prized.[6a]

Degusta's Bastion[]

Located in a rich district aroses the austere and well-fortified bastion of Count Banqua Degusta. Six guards patrol the outer wall upon a circumventing walkway. Mercenaries, marksmen with a tattoo common to the principality of Miragliano upon one cheek. They hold low-slung crossbows with practiced ease and watch tirelessly the security of their patron.[7a]

Two watchtowers surge high into the sky, jutting from the ochre walls like spikes. Staves that gleam like silver blades in the moonlight are set around each. Each holds a garrison of two men similarly armed. There was a single gate, wooden with iron studs bored into the timber. Barred and set solid with a heavy lock. Here is where the guard patrol is thickest, also guarded by muscular guard dogs.[7a]

The classical garden's foliage of rich families of Luccini there are stone steps and beyond it the marble pillars of the main entrance which carry to the hall. A glass-domed ceiling of the vast lobby overhangs the immense room pockmarked with marble and bronze statuettes, amongst them Borgio, the mercenary general known as the Besieger, slain in his own bathtub, and the scientist Leonardo da Miragliano, holding aloft an alchemist's globe. There were others too: merchant princes, entrepreneurs, and even a conceited likeness of the count himself, every inch the statesman. There were tapestries also, depicting ancient battles, treaties, and coronations.[7a]

An ornately fashioned marble staircase brings to the count's study and bedroom, this last protected by an elaborated mechanism that secerns a deadly poison when the door is shout which the only antidote in stored inside a bottle of wine, in case of needs.[7a]

Dwarf Engineers Guild[]

"My ancestors thieves? Why you no-good grobi-lover. lt was my great-great grandfather who designed the machine. And he built in one fatal flaw, one fatal weakness, without the removal of which it would never work. it's not my fault that your ancestor died trying to fly it!"

—A typical quarrel between Dwarves of the Guild over the invention of a flying vehicle.[16a]
Dwarf submersible that plunges towards the ruins of Thantis Tor

Dwarf submersible that plunges towards the ruins of Thantis Tor

The Dwarf Engineers Guild is a tiny and relatively recent institution that brings together the fervent minds of dwarves too whimsical to remain in the halls of their holds and who have found refuge in the far more open, and dangerous, lands of Tilea. The Dwarf population has come west through the Border Princes from the great sea fortress of Barak Varr some two hundred years earlier. Immediately they had been isolated from the rest of their race, and the years bred factionalism and petty grudges not only in their original home but even in the guild itself. Some ancient family feuds kept alive through the ages by ongoing disagreement. The stifling atmosphere of the guild has created in the decads several different factions but that doesn't stop engineers from working hard on new futuristic inventions.[16a]

The submersible is just the last of these wonders, a sea-craft, with clever designs of weights and air-pockets, a modern steam engine, and underwater suits and accompanying air-carts allow the crew to get out of the vehicle to collect treasures or repair the vehicle in case of breakdown and grounding. This dispositive is able to navigate in the deeps of the sea and can operate in the total absence of light thanks to the craft's external lanterns, an ingenious invention of a Dwarf engineer, Doirin. Although the lantern itself is airtight and hung on the exterior of the craft, a slender pipe connected it to the submersible's air supply allowing the flame to bum, albeit dimly. The submersible has four rooms in the intern: a storeroom, a tiny kitchen, cramped sleeping quarters, and the crippled engine room which also housed the controls and rudder.[16a]

A recent operation of discovery operated by a group of the guild's engineers composed of Dunn, engineer and designer of the experimental dwarf submersible, Hundri, Garald, Thon, Gwin, and the last member, Karel, a mercenary hired with the job of protecting the crew.[16a]

The exploration operation involved discovering the ancient submerged ruins of Thantis Tor, although this had aroused different reactions among the citizens of Luccini, not everyone was thrilled by the possible discovery of the ancient site, for some in fact the place was cursed and had to be left to rest. Perhaps there was some truth in these fears as the expedition turned out to be a disaster and the entire crew was missing, forcing the guild into a costly and desperate rescue operation.[16a]

Assassin's Guild[]

Member of the Assassin's Guild of Tilea

A member of the Assassin's Guild of Tilea

Within the twisted alleys of the city lies the Assassin's Guild, here can be hired the employers of the men considered the best assassins of all Luccini and Tilea.[7a]

Arriving at a dead end in the alleys of Luccini, a series of boxes and urns cooked in the fire leaning against a wall, cunningly obscuring a small door sunk in the terracotta.[7a]

A world lay beyond, subterranean and sworn into death-threatened secrecy. A clandestine knock: three raps, a pause, two more and then a sixth and the access to the Assassin's Guild is granted to their members.[7a]

A long, dank corridor carry to the entry guard evaporating into the blackness, of a stony stair. A hundred broad steps and a flame flare at the end of the tunnel. Weapon smiths, poison makers, engineers and more, here men and Dwarfs convened in a hive of subdued and secretive activity that bustled below the few remaining steps to the hall.[7a]

Across the hall on a wooden board, a rat-faced man on a rope and a pulley updates the ranking of the best killers, this custom not only gives prestige but also an economic return, since the wealthiest clients will want the best killers.[7a]

Finally, outside the walls of the guild, its members gather to refresh themselves from fatigue and to gather information at the Drowned Man Inn.[7a]

The Drowned Man Inn[]

The Drowned Man is a darkly mysterious taverna upon the very fringe of the market plaza of Luccini. Much like the secret entrance to the Assassin's Guild it is located through a series of clandestine passages and alleyways. Outwardly it has little to distinguish itself: dark wood and sun-bleached stone, gloomy windows with an orange tinge. A sign hung from a solitary length of rope and swung languidly in the winter breeze. It depict a nondescript body washed up upon a barren shore. It is a fitting epitaph to those that dealt in a business concerned with the faceless dead.[7a]

Inside the gloom persist. A perpetual pall of smoke clung to the interior even when pipes were doused and the fire smothered. Suspicious faces huddled around tables and in darkened corners. A bar rest at the far end of a crowded room, cluttered with innumerable chairs and tables. A vast quantity of bottles and urns reside behind the counter away from prying eyes. Some bore the tell-tale hue of milky jade absinthe, others the corruptive yet agonizingly addictive luminescence of warp dust-infused potions. Two broad wings are set back from the throng, smoldering pipe weed serving as the only illumination. These areas are reserved for especially illustrious patrons.[7a]

A thickly muscled barkeeper, tanned and weatherbeaten, held a stout looking blunderbuss to dissuade clients from fighting, especially the assassin's from the guild.[7a]

Knights of Morr Chapter House[]

Morr Shrine

The Cult of Morr is strong inside the walls of Luccini.

The chapter house of the templar order of the Knights of Morr is hosted inside the city walls, led by Chapter Master Lavarro San Andera.[2c]

Theatre of Ravens[]

The Theatre of Ravens is the greatest and oldest temple of Morr in the Old World.[25a] Knights of Morr returning from the Black Crusade brought with them fabulous treasures and dark tomes, now interned within sealed vaults beneath the Temple, opened only in times of great need.[2b]

Every ten years a general convocation of the priesthood of Morr is held at Luccini in Tilea, at which theological problems and matters of doctrine are debated and decided upon.[5a]

This place has been holy for as long as there are records, but no legend explains the reason.[2d] In the great librarium the priests of Morr can access the impressive temple’s collection of arcane lore.[25a]

Whilst there is a Garden of Morr in every settlement of any size in the Empire, there are no greater holy sites sacred to the God of Death, and thus no destinations for pilgrimage in his name. Even the Theatre of Ravens, the holiest site of the cult, is not considered a fit place for a pilgrimage.[2e]

Great Mausoleum[]

Even if Dooming is an Imperial custom, not performed in Tilea the Principality of Luccini is an exception, home to the Cult of Morr, and its environs. Scholars believe that Luccinan mercenaries returning from Reikland brought the practice with them, many having married Reiklander spouses. Now children on reaching their tenth birthday are often taken by their parents to the Great Mausoleum in Luccini, where the Veggenti, a female order of Mystics dedicated to Morr, cryptically pronounce their fates.[12b]

Notable Luccinians[]

  • Lorenzo Lupo - Prince of Luccini is the current ruler of the city-state of Luccini and a descendant of that city's ancient founders.[1]

Trivia[]

In the alternative universe of Blood Bowl Luccini has his own stadium[27] and team, the Luccini Swashbucklers, composed entirely of Human players. This team is one of four participants of the Tilean League.[28a]

The name of Luccini and its location are a refence about Lucania an historical region of Southern Italy.

The legend about Lucan and Luccina is a play on the story of Romulus and Remus, rivals twins that fought for the right of naming real-world Rome.

Sources[]

  • 1: Warhammer Armies: Dogs of War (5th Edition)
    • 1a: pg. 82
    • 1b: pg. 66
    • 1c: pp. 24-25
    • 1d: pg. 44-45
  • 2: Tome of Salvation - Priests of the Old World
    • 2a: pg. 123
    • 2b: pg. 169
    • 2c: pg. 203
    • 2d: pg. 156
    • 2e: pg. 169
  • 3: Town Cryer, Issue 15
    • 3a: pg. 17
  • 4: Lords of the Lance (Novel) by Graham McNeill
  • 5: Warhammer Fantasy Roleplay 1st Edition Core Rulebook (RPG)
    • 5a: pg. 197
    • 5b: pp. 279-280
  • 6: Warhammer Fantasy Roleplay 2nd Edition: Shades of Empire - Organizations of the Old World (RPG)
    • 6a: pp. 92-93
  • 7: Inferno!, Issue 40, "Perfect Assassin"
    • 7a: pp. 55-65
  • 8: Fell Cargo (Novel)
    • 8a: Ch. 27
    • 8b: Ch. 17
  • 9: Warhammer Fantasy Roleplay 2nd Edition: Tome of Corruption (RPG)
    • 9a: pg. 76
    • 9b: pp. 115-116
  • 10: Warhammer Fantasy Roleplay 1st Edition: The Winds of Magic - Advanced Magic & Wizardry (RPG)
  • 11: Dreadfleet (Novel), by Phil Kelly
  • 12: Warhammer Fantasy Roleplay 4th Edition: Up in Arms (RPG)
  • 13: Man O' War: Corsair (PC Game)
  • 14: Warhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone & Steel (RPG)
  • 15: Town Cryer 28
  • 16: Inferno 25
  • 17: Warhammer Fantasy Roleplay 4th Edition: Sea of Claws (RPG)
  • 18: Warhammer Monthly
    • 18a: Warhammer Monthly 76
  • 19: Zavant (Part 1) (Novel) by Josh Reynolds
  • 20: Neferata (Novel) by Josh Reynolds
  • 21: Warhammer Armies: Skaven (4th Edition)
  • 22: Warhammer Armies: Vampire Counts (5th Edition)
  • 23: The Voyage South (Short Story) by Nicola Griffith
  • 24: White Dwarf 226 (Magazine)
  • 25: Dead Winter (Novel) by C.L Werner
  • 26: The Rat Catcher’s Tail (Short Story) by Richard Ford
  • 27: Dead Match (Blood Bowl Novel) by Matt Forbeck
  • 28: Citadel Journal 19
  • 29: Brunner the Bounty Hunter Omnibus (Novel) by CL Werner
    • 29a: "Sickhouse"
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