Difference between revisions of "Urchins: Setting Details"

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==A Fantasy RPG for Cortex Prime==
 
==A Fantasy RPG for Cortex Prime==

Revision as of 14:25, 3 September 2021

< < < Main Page

A Fantasy RPG for Cortex Prime

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We watch. We see. Your secrets are ours to sell.

< < < Main Page

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.

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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

In the center of the quarter stand five somber structures of dark grey stone. Each is dedicated to one of the five main deities recognized by the Swordmanir.

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.
The Wanderer's temple is covered completely in green vines.


Temple of the Lady
Lithe and young, the Lady is depicted as a young girl clad in a dark cloak with her long 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.
In every image the Lady bears a pair of bone daggers, stained a deep red along the blades.
The Lady's temple is surrounded and draped in wild oleander.


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.
Most important to the Swordmanir, the Smith's temple stands taller than the others and starkly in the center with no growing things adorning its stone walls.


Temple of the Never
Depicted as a young 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.
Black raventhorn vines grow up the face of this temple.


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.
Year round the temple is lush with spring flowers, harvest fruits, and hibernating greens.



Garden Tiers

The majesty of the garden tiers are part of the city's notoriety. Fully a third of the Gold quarter's land is given over to fruit trees in neat orchards, then going up levels the rooves of the quarter are dedicated to fruiting and flowering plants and vegetation and herbs.

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