Quoted By: >>36766842
This is based on the Iron Kingdoms setting.
Welcome to Clockers Cove, a busy port near the Cygnaran capital Caspia; home to over 40,000 humans, 4,000 gobbers, and a scattered number of Ogrun, Trollkin, and Dwarves. Built on the clay banks where the Murkham river meets the Gulf of Cygnar, the city also rests at the base of the South Wyrmwall Mountains. To it's north is a forest covering the distance to Caspia and to it's south a vast swampland.
Copper and tin ore are sent down river to Clockers Cove where it is processed in to bronze and further smithed in to steamjack fittings. As the cities surroundings are desolate and unsuitable for food production their main imports are food and textiles.
The city itself has a rather prominent underbelly where the local guard ignores most happenings between criminals, choosing to get involved when normal citizens start being targeted. The maze of narrow streets and watery canals lend itself well to clandestine operations, and the large volume of trade provides a source of income for any budding enterprise legitimate or not.
You are Lord Stanley Stonehall, son to a prominent Cygnara businessman and entrepreneur out to make it on your own. After your last venture failed you find yourself in the city of Clockers Cove fresh off the boat from Caspia. Falling victim to a price fixing scam you set out to drown your troubles in the first tavern you can find.
The sun is going down as you slowly walk down the docks towards the main street. A scattered few ships are still arriving, filling the spots left as the last depart. To your left is a solid row of buildings. Foundations made of cobblestone, the upper structures consisting of large logs, planks and beams. Shingles cover the occasional outcropping and roof you can see farther down the dock, between the signs for a variety of shops.
Welcome to Clockers Cove, a busy port near the Cygnaran capital Caspia; home to over 40,000 humans, 4,000 gobbers, and a scattered number of Ogrun, Trollkin, and Dwarves. Built on the clay banks where the Murkham river meets the Gulf of Cygnar, the city also rests at the base of the South Wyrmwall Mountains. To it's north is a forest covering the distance to Caspia and to it's south a vast swampland.
Copper and tin ore are sent down river to Clockers Cove where it is processed in to bronze and further smithed in to steamjack fittings. As the cities surroundings are desolate and unsuitable for food production their main imports are food and textiles.
The city itself has a rather prominent underbelly where the local guard ignores most happenings between criminals, choosing to get involved when normal citizens start being targeted. The maze of narrow streets and watery canals lend itself well to clandestine operations, and the large volume of trade provides a source of income for any budding enterprise legitimate or not.
You are Lord Stanley Stonehall, son to a prominent Cygnara businessman and entrepreneur out to make it on your own. After your last venture failed you find yourself in the city of Clockers Cove fresh off the boat from Caspia. Falling victim to a price fixing scam you set out to drown your troubles in the first tavern you can find.
The sun is going down as you slowly walk down the docks towards the main street. A scattered few ships are still arriving, filling the spots left as the last depart. To your left is a solid row of buildings. Foundations made of cobblestone, the upper structures consisting of large logs, planks and beams. Shingles cover the occasional outcropping and roof you can see farther down the dock, between the signs for a variety of shops.