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Tennka, Jannka, and Farrka

Related: Ursa Way Encounters 

Ursa Forest Itself, and Encounters and Creatures 

TENNKA
  DESCRIPTION APPRIOCHING FROM BELOW   The forest rises suddenly up a sharp ridge, lined with old and broken granite slabs. [The Ursa way / the forest path] stubbornly reaches the top, winding and weaving a bit through the rocks.

At the top you can catch your breath a bit. A grey and wild range of high purple snowcapped mountains jags to the north into wild country.   To the south, and with a road at their base, the Deepwash are a slightly weathered, more tame, more inhabited by folk.   The [road] on which you walk is rough but serviceable, and looking forward you see the Dwarven town of Tennka, nestled on a ridge above the forest, at the base of the mountains. At first glance you wonder how anyone could get there, but then it becomes clear: There are caravans and various folk, both approaching and leaving in opposite direction, slowly laboring up the steep road.   The has the appearance of being easier to defend that way. The town is large enough to hold three castle keeps, and before them are marketplaces, dwellings, and services.   You squint into theh distance and determine that dwarves are by and large the residents here. Bairen humans make up the rest, with their red hair and thick build.   The Dwarves built Tennka on a ridge above the Ursa Forest. Here there are very old mines of saphhires and gold, much of them still producing. The precious minerals are highly valued around the horn in Sallador, or to the east in Zephyra.

The mines are recessed into the mountainside and fronted by the tunneled excavation of the town itself, architecture somewhat shoddy in its age.

The city locates at the top of a long rise, led up to by switchbacked roads.

There are temples at three different levels on the way up. Two are to the Eye, and one is an abandoned one, possibly once to Eskil. Rumored to be haunted or connected to the demon realm...

There are three temples (as well as numerous, numerous mining operations) up the mountains to the west. There are two temples to Ronja and one the One True Eye, and one to Liv, goddess of order and creativity.  
TENNKA CREATURES:
  • Dwarven Commoners
  • Dwarven Miners
  • Dwarven Priests
  • Classed Dwarves
  • Some Gnomes
  • Some Bairen Humans
TENNKA LOCATIONS:
  • The Sundries
  • Ursa's Gem and Exchange
  • Zaggor's Cart and Coach
  • Zaggor's Smithy
  • The Heavy Steeler (smithy)
  • Es'Steel
  • Ponies, Buy and Sell
  • Torrdek's Garment Market
  • The Tennkan Mercenary
  • The Shaggy Pony (inn and tavern)
  • The Shoddy Hammer (inn and tavern)
  • Seventeen Ogres (inn and tavern)
  • Temple to the One True Eye (ritual combat--some Dwarven deity--to reach the inner-most sanctuary)
   
JANNKA
  A forest town, much reverence for nature, and a gnomish druidic grove (a small bit) outside of town, to the southwest. Much of the architecture is gnomish, building with the forest instead of against it.   Myths about this land once being Elven, although the Dwarves are a little uncomfortable with it, proliferate in the gnomish establishments, Jiggercuddy and the Grogg. Bards there play in an Elven style, unknkown in these parts otherwise.   Mines produce emerald and golden ore, but some in particular deliver very pure ore of a rare blue diamond. Mines dedicated thusly make big money for their owners and miners. There is also some trade and mining in emeralds and copper. Jannkan copper is highly valuable in distant Bairan Markets.
JANNKA CREATURES
  • Mountain and Hill Dwarves
  • (secretly) Werebears
  • Dwarven Miners
  • Dwarven Commoners
  • Gnomes
  • A few Bairen Humans, a few tengu, possibly others
JANNKA PLACES
  • Jiggerncuddy's Soft Spot (gnome establishment)
  • The Grogg (groggincubby shop)
  • "The Grove" - - Gnomeish Druidic grove with Elven flavor
  • Ursa's Dwarven Gem and Trade
  • The Jannka Mercenary and Guide
  • Cooper and Smith's
  • Dankarr's (smithy)
  • The Southpenny (inn)
  • The Braided Beards (inn)
  • Ironworks (inn)
  • Mercenaries for Hire Weaponsmiths, particularly rare gnomish smithies
     
FARRKA
  This is the town of grim Troll Hunting parites, finding their way back from a tough run, for a stiff glass of Deepwater Whiskey (from grain in the western valley). Pay a modest price among them and you may get your own personal guide, coming back with a troll head or two. You can alos pay a modest price and get a scouted gem-searching journey through the hills. There are great dangers and great rewards. Generally there are only hill and mountain dwarves here, but also some gnomes.   The citizens of Farrka hate orcs more than any other creature, even trolls or hill giants. Nevertheless, most are afraid to venture outside the limits of the town. Indeed, there is grave dangers, the moreso the further you get out into the hills.   The gnomes in Farrka are tough and gritty, or seem moreso to those who meet them. The Dwarves for their part seem more grim, more militant, and not just because they are Hill Dwarves.   Generally, those from the outside are given a critical eye when they first arrive, awaiting the proof that they respect the place, and its dangers. There are "monster raids" (often trolls, giants, orcs, or even goblins) sometimes, and Farrka maintains a strong militia in defense. There are always scouts placed around the town.   The mines here are dangerous, but they produce incredibly rich ore of sapphires and emeralds, along with the gold so prized in markets north.
FARRKA CREATURES
  • Hill Dwarves
  • possibly Tengu, or Catfolk, or Humans
  • a few mountain dwarves
  • Possibly a few Classed groups
  • Gnomes
 
FARRKA PLACES
  • Jezz'Dekk's Pants and Parka
  • Denn'Zekk's Guide and Mercenary
  • Darr's Mining Co.
  • The Golden Danger (gem and money-changing, mint, high quality for this small town)
  • Happy Hunting (some arms and weaponry)
  • Terron's Armor and Steel
  • The Hammer (inn)
  • Giant's Bane (inn)
  • The Unafraid (inn) "The Dead-man"--translated from Dwarven--a gem dealer and (to a certain extent) coin changer... known for their gem-cutting and resale of gemstones, and sometimes jewelry, or even magic in some cases ("Dead-man's Riches" are well-known)
             

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