Urchins: Setting Details: Difference between revisions
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==The Gold Quarter== | ==The Gold Quarter== | ||
The Gold Quarter | The Gold Quarter is home to some of the wealthiest members of Bar Kesh and a wonder of beauty, parklands, and growing things. | ||
===Temple Row=== | |||
:'''Temple of the Wanderer''' | :'''Temple of the Wanderer''' | ||
Revision as of 20:47, 3 September 2021
A Fantasy RPG for Cortex Prime
We watch. We see. Your secrets are ours to sell.
Bar Kesh: City of Swords
The action of Urchins takes place in, around, and under the famed city of the Swordmanir, swordsmiths of great renown, dutybound priests, forging blades for the world that the end of the Mortal Realm might be seeded with the blood of the Nations.
The Gold Quarter
The Gold Quarter is home to some of the wealthiest members of Bar Kesh and a wonder of beauty, parklands, and growing things.
Temple Row
- Temple of the Wanderer
- Tall and grey, the Wanderer is depicted as a lanky male figure in traveling clothes burdened under a pack with a gnarled staff to lean on. The wolves and bears and ravens and other creatures of the wild are known to approach him and whisper secrets and news from afar.
- Temple of the Lady
- Lithe and young, the Lady is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
- The Lady bears a pair of bone daggers, stained a deep red along the blades.
- Temple of the Smith
- Stout and solid, the Smith is a figure in bronze and iron, faceless and massive. The smith is always depicted at his forge and always has a great hammer in his fist.
- Temple of the Never
- Depicted as a dwarven lad in cloak and slippers of mist and fog, the Never exists both within and without the bounds of time. The Never bears no weapon or scepter, but his hands are said to be colder than the ice in the depths of the Lost Sea and able to reach through flesh and take hold of the heart within a man.
- Temple of the Three
- As implied by their title, the three have three distinct forms. The first that of a young girl clad in flowers and laughter. The second a stately matron heavy with child clad in the green growth of the forest. And finally the last form that of an withered crone clad in bark and moss.
- Garden Tiers
The Keep of Five High Houses
- House d'Amasku
- House d'Jaala
- House d'Katayev
- House d'Ruvyen
- House d'Sceva
The Jade Tower of Immortal Wisdom
The Iron Quarter
- The Iron Barracks
- Blood Field
St. Michael's Bazaar
The Labyrinth
- Orphan's Tower
Menhir, City of the Dead
Hammerwall
- Forges of the Swordmanir
- Merchants Rim
The Shipyard
- Lesser Light Tower
Rattown Wharf
- Greater Light Tower
- The Floating Market
The 17 Gates
The 3 Roads
Beyond the Walls
- The Beastholds
- The Beast Market
- The Shanty Field
- Potter's Rim
- Hammerwall Harbour