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[Ook Ook Ribbit Ribbit] TGM1016 - Temple Quarter - City Quarters Guide
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Temple Quarter
A City Quarters Sourcebook
by JD Wiker
Credits
Editing: Brian Cortijo
Creative Direction: Stan!
Proofreading: Vincent Szopa
Art Direction: Stan!
Layout and Typesetting: Marc Schmalz
Cover Artist: Clarence Harrison
Additional Design: Gary Astleford & Rich Redman
Cover Design: Marc Schmalz & Christopher West
Interior Artists: Toren “MacBin” Atkinson, Pete Schlough, & David House
City of Liberty conceived by JD Wiker and Christopher West
Requires the use of the Dungeons & Dragons ® , Third Edition Core Books, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
The Game Mechanics, Inc
P.O. Box 1125, Renton WA 98057
www.thegamemechanics.com
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
D UNGEONS & D RAGONS ®, Dungeon Master®, and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc.,
and are used with permission.
Temple Quarter: A City Quarters Sourcebook ©2005 The Game Mechanics, Inc. All rights reserved.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the OGL page.
T HE G AME M ECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of The Game Mechanics, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Made in the U.S.A.
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Contents
The City Quarters Series .............................................3
The History of Liberty .................................................3
The Pantheon of the Eight Gods ................................17
Cathedral of Lod ........................................................17
Angrom, Dwarf God of Smiths .............................69
Carduci, Goddess of Herbs ...................................71
Kraug, Orc God of the Hunt ..................................73
Rija, Goddess of Nobility ......................................74
Ulariel, Elf Goddess of Providence .......................75
Church and State ........................................................84
About the Author
JD Wiker is an Indianapolis native who has been professionally
designing games since 1995. While working as Customer Service
representative for Wizards of the Coast, JD designed material for
the Ars Magica roleplaying game and Vampire: Dark Ages . His
experience led to a change in jobs in 1998, when the roleplaying
game team at Wizards hired JD to write for the fledgling Alternity
line, including the Dark*Matter campaign setting. In late 1999,
JD began work on Wizards of the Coast’s Star Wars Roleplaying
Game , and he became the primary Star Wars RPG designer until
he left Wizards of the Coast in 2002. A few short weeks later, JD
began making plans with Rich Redman, Stan!, and Marc Schmalz
to create he Game Mechanics. JD continues to freelance for
Wizards of the Coast on such titles as the d20 Menace Manual
About the Cartographer
Christopher West has been doing professional cartography
work in the roleplaying industry for only a few years, but his
credits are extensive. His work first appeared in print in Dungeon
Adventures #86, and has been featured in nearly every issue
since. Christopher’s other work in periodicals can be found in
Dragon Magazine , Star Wars Gamer , and Polyhedron , but he also
illustrated the maps and diagrams featured in the Power of the
Jedi sourcebook, published in 2002 by Wizards of the Coast.
Christopher holds a bachelor’s degree in Applied Media Arts from
Edinboro University of Pennsylvania, and lives in Northwestern
PA with his beloved wife Angela and their son Ethan.
About the Company
he Game Mechanics is a company dedicated to creating d20
gaming material that is as good as you’ve come to expect from
the industry leaders. Founders JD Wiker, Rich Redman, and
Stan! have more than a quarter century of collective experience
working full-time in the hobby games industry (most of those
years working on the Dungeons & Dragons RPG for Wizards of
the Coast). he idea for the company sprang from conversations
held in the wake of a series of corporate layoffs, when the three
designers, together with former Wizards of the Coast web
manager, Marc Schmalz, knew the time was right to pool their
combined knowledge and skills.
he Game Mechanics use their experience and expertise to
create and publish products whose quality meets the stringent
standards set by Wizards of the Coast and other top publishers.
Our designers’ names can already be found on the covers and
throughout the credits of many of the current top selling
roleplaying products—and you can expect to see the same level
of quality and attention to detail in every release from he Game
Mechanics.
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Introduction
When a Gamemaster sits down to design a fantasy city, he might
have a vague idea of the role religion plays in the community.
Temples are centers of spiritual guidance and learning, certainly, but
that only touches the surface of the purpose that religions serve in
society—or the purposes that society serves in religion. Of course,
when most players see churches in fantasy roleplaying as little other
than a place to go for healing, perhaps some potions, and occasionally
a tithing station, it’s no wonder that GMs don’t put more thought
into making temples sites for interesting encounters, and into making
religion the catalyst for any number of potential adventures.
his book aims to demonstrate, by way of example, how
religions can become more a part of fantasy roleplaying campaigns.
Temple Quarter: A City Quarters Sourcebook provides a complete
“mini-setting,” full of interesting characters, engaging locations,
and intriguing plots, both religious and political. At the same time,
Temple Quarter endeavors to examine the role of divine magic in
the everyday life of the average citizen, as well as to provide an
actual benefit to the practices of healing, conversion, ceremonies,
and holy days. Further, this book takes a look at clerics, monks,
and paladins, and how they fit into society as exemplars of their
faiths and philosophies.
From the grand Cathedral of Lod to the smallest stall on the
Street of Shrines, Temple Quarter describes fantasy religions in
a realistic way. Religions are about more than just using divine
magic to heal the sick and cure the diseased, more than offering
guidance to the faithful when they lose their way, more even
than communing with deities to ensure the spiritual well-being
of the religion’s worshippers. Religions must also be political
organizations, doing battle in arenas traditionally reserved for the
nobility and royalty, as well as the all-too-frequent clash between
one church and another, fought with prayers and angry words—
and, from time to time, with fists and clubs and daggers.
In these pages are men and women both righteous and
reserved, moral and malicious, all intent on helping or hindering
the heroes and villains who come to their part of town, seeking a
little of the power of the divine.
or “cherry-picked” for the parts that fit best into the GMs
own game world. And although the quarters are linked to the
maps and histories provided with the sourcebook, the truly
important elements—the individual buildings, residents, and
relationships—can be mixed, matched, and rearranged however
the GM likes. he Temple Quarter described in this book, for
example, functions equally well in any setting, given a few minor
tweaks and adjustments here and there.
Rather than simply supplying a random assortment of locations
and NPCs, the Temple Quarter is also perfectly serviceable as is.
he GM can drop the quarter, map and all, into his designs for
any fantasy city, building around it so that the rest of the city
conforms to the boundaries of the Temple Quarter. Indeed, that
is essentially the intent behind the entire City Quarters series. he
fantasy city of Liberty grows a little more—both in size and in the
imagination—with each installment of the series, until, with the
final book, the complete city becomes its own campaign setting.
The History of Liberty
he city of Liberty began as a convenient place for fishermen
to tie up their boats when the sea became too rough. Pirates
learned of the site and drove out the fishermen, converting it to
a hideout where they could winter safely. he more it was used,
the more pirates learned of it. And the more pirates who learned
of it, the larger it grew. he original few shanties became hovels,
then houses, then taverns, inns, and so on. Some pirates retired
from the seafaring life to take up permanent residence. In just a
short while, the place marked on pirate maps as “Cove Haven”
became an actual village, with merchants, craftsmen, and all the
trappings of a real settlement, albeit still a settlement of pirates.
As the village grew into a town, the lawless nature of the place
began to take its toll. Some part of Cove Haven was always ablaze
due to some rivalry or another. Bandits and even a few monsters
drifted in from the surrounding countryside, took up residence,
and raided their neighbors as they pleased. A secretive order of
sorcerers and cultists established a temple on the hillside to the
south, and rumors of abductions and blood sacrifices began to
surface. A bronze dragon had reputedly taken up residence in a
hidden cave further up the coast. Finally, one pirate captain had
had enough. After a nearby fire spread and destroyed his home,
Captain Vezkin relocated to a bluff overlooking the cove, built
a stockade and a jail, and recruited some of the town’s more
honest men to help him arrest every troublemaker in town.
Other townsfolk joined in his crusade, and in short order, Vezkin
had brought law to Cove Haven. As a reward for his efforts, the
townsfolk offered no strenuous arguments when he declared
himself prince of the town.
Vezkin’s descendants ruled Cove Haven for centuries. As time
went on, the pirates visited less and less, and Cove Haven gained
The City Quarters Series
Every fantasy city is divided into individual quarters, usually along
financial or cultural boundaries. Each quarter is a microcosm of
the city as a whole, with its own rulers, laws, authorities, customs,
and commerce. he people of the quarter share more than their
neighborhoods; they are bound together by their social conditions
and ambitions, their rights and their resources. he City Quarters
series addresses each quarter as a distinct social entity, detailing
life in the quarter, the political and commercial structures, and the
places, people, and plots of interest.
he goal of the City Quarters series is to provide GMs
with complete “mini-settings,” which can be used wholesale
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Introduction
4
The City of Liberty
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