You are here: Urquarth

Welcome to the Urquarth campaign!

We will be playing every other Monday starting on January 7 at 5:00pm at Gwen & Sam’s house. We can’t expect our hosts to provide all of the food and drinks, so bring what you like to drink and check with Gwen & Sam about how you can help out with food.

Get in touch with me about rolling up your character. Make sure to read the campaign overview documents here beforehand, especially the page about the party.

  • THE TOWNS: What you need to know about Upper Urquarth and the Urquarth Delves.
  • THE PARTY: This will fill in as you get your characters rolled. You each have a private page nestled underneath here.
  • NPC’s OF NOTE: Don’t worry, you don’t have to write down what you learn about the significant characters. They’ll show up here, after you meet them!
  • MY NOTES: Mine. Just for me. This is my link.

A few notes on the towns and cities of the area:

  • Dunchar is the largest city and de facto capital of the southern mountains region. It is mostly dwarven, and named for the Char clan that has controlled the Fetterchar region for many hundreds of years.
  • Bailage is a fishing village mostly inhabited by halflings and humans.
  • Bann is the main access point to the giant inland lake, Bannloch. The population is a mix of dwarves and humans, with a sprinkling of others.
  • Craymarch is a mining town with a mostly gnomish population, but a fairly large number of dwarves as well.
  • Port Shai is a trading hub. Ships go to Dunchar to serve the south side of the Southern Mountains and to Port Shai to serve the northern side. Caravans from the north meet at Port Shai as well. All kinds mingle here.
  • Quoinkach serves river traffic from the north and west, and has a strong farming/ranching community. It’s pretty much the only place in the Southern Mountains where elves are common.
  • Urquarth is the center of this campaign.
  • There are numerous small farmsteads, crofting villages, and tiny fishing villages along the south sea and Eilean Mòr.

We are using the Pathfinder playtest rules — almost. There is definitely a bit of homebrew going on in this campaign. I’m not messing with the basic dynamics, though, just things like the bestiary and some of the non-player races.