The Outlying Cities
This is very much a work in progress.
However I will give you what I have so far to work with...
Some of the towns are more finished than others. As yet, they are all mostly in concept form, but they should be able to be played in without too much concern over any contradiction. I will only be presenting a rough outline of their focus and "temper", if you will. Players may feel free to PM me with write-ups of any shops or NPCs they would like to see considered.
After the shadow creature invasions of 716, and the return of Lisirra to Rhakros, High Marshall Parhn, the recognized leader of Etzos, chose to swiftly capitalize on Lisirra's debilitated condition, and need for a period of recuperation and rebuilding, to place a number of small walled towns on the frontier between their two cities, as both an early warning and first-line-of-defense against Rhakros' reprisals.
While loyalty to Etzos is a consistently held priority in these towns, the citizens know that they are largely dependent on their own efforts to survive the many trials it will take for notice and response to come from any more of the regular army than whichever arm is on rotation at any given time. It is to be assumed that any aggressive strategies by Etzos' enemies will be timed to occur during that rotation, when the army will be the most ill-prepared to respond.
However I will give you what I have so far to work with...
Some of the towns are more finished than others. As yet, they are all mostly in concept form, but they should be able to be played in without too much concern over any contradiction. I will only be presenting a rough outline of their focus and "temper", if you will. Players may feel free to PM me with write-ups of any shops or NPCs they would like to see considered.
After the shadow creature invasions of 716, and the return of Lisirra to Rhakros, High Marshall Parhn, the recognized leader of Etzos, chose to swiftly capitalize on Lisirra's debilitated condition, and need for a period of recuperation and rebuilding, to place a number of small walled towns on the frontier between their two cities, as both an early warning and first-line-of-defense against Rhakros' reprisals.
While loyalty to Etzos is a consistently held priority in these towns, the citizens know that they are largely dependent on their own efforts to survive the many trials it will take for notice and response to come from any more of the regular army than whichever arm is on rotation at any given time. It is to be assumed that any aggressive strategies by Etzos' enemies will be timed to occur during that rotation, when the army will be the most ill-prepared to respond.
Foster's Landing
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Foster's Landing
Ten or twelve trials' ride to the south of Etzos lies the fortified port garrison of Foster's Landing. Named after the same "Foster" who accounts for the name of the bay upon which it is situated, Foster's Landing serves as Etzos' port. This is the only one of the outlying towns that is not a part of the current project.
Large vessels berth here to be unloaded by skilled dock workers, who place the goods either in one of the numerous storehouses, or transfer them immediately to smaller flatboats for travel up the Southwood River.
Wagons are also frequently used and the Army of the Etzori has kept the river road in prime condition for this very reason. The army keeps a garrison manned at all times and many of the craftsmen there are either serving there as a form of military duty, or are retired but enjoy the rough temperament of the town.
It is not big on arts, sports, theater or the like, tending to be a town on continuous watch for signs of incursions by Etzos' many enemies. The dwellers here know they would be a strategic target for a war of attrition against Etzos, and military readiness and training are major parts of life here. It cannot be denied, however, that the appeal of coastal recreation is a significant draw for visitors.
Even though this town was never intended to be more than a logistical necessity in the form of a fortified outpost, it has grown to be a town all its own. And even though its administration answers ultimately to Etzos, the big city to the north rarely imposes its rules and statutes on this community. This is, of course, because their loyalty to Etzos has never waned, regardless of numerous close calls with hostile forces from both Rhakros, and from pirate factions.
It is worth noting, however, that pirate vessels are not that rare a sight in Foster's Landing, as the town has a cautious truce where pirates with capital convictions in other parts of Idalos are allowed into town, unarmed, to arrange for terms of service as privateers. This is due primarily to the fact that Etzos has no true naval force. There is hope that well-supported, and diplomatically-sanctioned buccaneers, their crew members, or offspring may yet aid in the development, or even form the backbone, of just such a navy.
The three leaders of the town, who form an administrative triad of authority, are Droan Camplon, the Head Minister; Viko Jeggerly, the Harbor Master, and Shieldarm Rannek Moreland, the PGC (permanent garrison commander). There are under-committees of fishing, education, housing, farming and other vocational interests, who meet to draw up issues for consideration and ruling on by the triad.
There is one other person that holds a great deal of influence, though he rarely uses it to overturn a decision by the triad, as they in turn, rarely interfere with his duties. This is Pedrien Lagolla, the head of the Special Support Committee, which is nothing more than Etzos' Chief Adviser Vuda's hand in the town's affairs. This is not say that this is just a veiled form of iron-fisted control from a hidden seat of power. Most of the details seen to by the SSC are completely beneficial to Foster's Landing alone, or to all Etzos' satellites equally.
Still, the SSC is mostly made up of magic users bullied or bribed into duty by Vuda's elite Tower Guard. In addition to enhanced town defense, there is a Master Rupturer, Lagolla himself, who provides instant transport by portal into Etzos, bypassing the more mundane and time-consuming forms of usual travel. If this serves only a merchant's interests, he will be charged extra for this service. But in the case where Vuda himself, or the greater interests of Etzos itself are at stake, this will be provided free of charge.
Large vessels berth here to be unloaded by skilled dock workers, who place the goods either in one of the numerous storehouses, or transfer them immediately to smaller flatboats for travel up the Southwood River.
Wagons are also frequently used and the Army of the Etzori has kept the river road in prime condition for this very reason. The army keeps a garrison manned at all times and many of the craftsmen there are either serving there as a form of military duty, or are retired but enjoy the rough temperament of the town.
It is not big on arts, sports, theater or the like, tending to be a town on continuous watch for signs of incursions by Etzos' many enemies. The dwellers here know they would be a strategic target for a war of attrition against Etzos, and military readiness and training are major parts of life here. It cannot be denied, however, that the appeal of coastal recreation is a significant draw for visitors.
Even though this town was never intended to be more than a logistical necessity in the form of a fortified outpost, it has grown to be a town all its own. And even though its administration answers ultimately to Etzos, the big city to the north rarely imposes its rules and statutes on this community. This is, of course, because their loyalty to Etzos has never waned, regardless of numerous close calls with hostile forces from both Rhakros, and from pirate factions.
It is worth noting, however, that pirate vessels are not that rare a sight in Foster's Landing, as the town has a cautious truce where pirates with capital convictions in other parts of Idalos are allowed into town, unarmed, to arrange for terms of service as privateers. This is due primarily to the fact that Etzos has no true naval force. There is hope that well-supported, and diplomatically-sanctioned buccaneers, their crew members, or offspring may yet aid in the development, or even form the backbone, of just such a navy.
The three leaders of the town, who form an administrative triad of authority, are Droan Camplon, the Head Minister; Viko Jeggerly, the Harbor Master, and Shieldarm Rannek Moreland, the PGC (permanent garrison commander). There are under-committees of fishing, education, housing, farming and other vocational interests, who meet to draw up issues for consideration and ruling on by the triad.
There is one other person that holds a great deal of influence, though he rarely uses it to overturn a decision by the triad, as they in turn, rarely interfere with his duties. This is Pedrien Lagolla, the head of the Special Support Committee, which is nothing more than Etzos' Chief Adviser Vuda's hand in the town's affairs. This is not say that this is just a veiled form of iron-fisted control from a hidden seat of power. Most of the details seen to by the SSC are completely beneficial to Foster's Landing alone, or to all Etzos' satellites equally.
Still, the SSC is mostly made up of magic users bullied or bribed into duty by Vuda's elite Tower Guard. In addition to enhanced town defense, there is a Master Rupturer, Lagolla himself, who provides instant transport by portal into Etzos, bypassing the more mundane and time-consuming forms of usual travel. If this serves only a merchant's interests, he will be charged extra for this service. But in the case where Vuda himself, or the greater interests of Etzos itself are at stake, this will be provided free of charge.
Darington
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Darington
Darington has a current population of several thousand and was the first town established in the network of walled towns being built in the southern wilds. It was deliberately chosen to be the furthest south and had great effort and haste put into its construction, in order to have it stand as first line of defense while the remaining towns were built behind it.
This effort had the benefit of existing foundations to build upon, which allowed for the hasty construction needed to create this first defensive anchor against Lissira's inevitable reprisals. A town named "Darington" had already existed upon this site, though the steadily increasing hostility between Etzos and Rhakros spelled its doom some 15 arcs ago.
While not large enough to be called a city, Old Darington had thrived as a trading town for decades. It maintained a neutral status in regards to the slowly escalating animosity developing between the larger cities to the north and south. But this very neutrality eventually came to be suspect by both of those cities. Rhakros' occasional incursions to the north were not hindered by any effort from this town; nor were the reprisals that followed them to the south.
Both cities began to view this mid-point town as being in covert cooperation with the enemy. When a plague ravaged the population 15 arcs ago, Etzos acknowledged that they may have been wrong, for all the good it did. Clearly, this proved who the most blatant aggressor was.
Lissira, in her cold manner, scoffed at the slow death the city suffered, citing that had the plague been of her devising, there would have been none left to abandon the ugly, corpse-ridden shell that remained. She claimed that Etzos had cooked up their own plague and infected the town in order to slander her righteous position as victim of Etzori war-mongering.
But all this is academic now. The new town has been rebuilt upon the still-strong roots of the old. And Lissira's actions in Oscillus in arc 716 has left no doubt that regardless of her cold logic at the time, Lissira is as fully capable of the mass murder that befell Old Darington as Etzos claimed. The only difference now is that Darington is no longer neutral.
Any Rhakrosian movements toward the north are now met almost as soon as they leave the jungle, rather than being allowed to gain the footholds they have enjoyed prior to the Great Shadow Invasion of 716, which was at first believed to have resulted in Lisirra's death. Though this development unfortunately proved false, her recovery time was still recognized as a singular opportunity to change the dynamics of the wilderness between Etzos and Rhakros.
Darington's focus is now primarily on military readiness, training, scouting and exercises, with the intent of keeping the residents there nearly as able to defend themselves as the army itself. This capability is bolstered by a number of mages acquired by Chief Adviser Vuda in the main city of Etzos. Most of the citizens that applied for residency in Darington are ex-army, and are expected to be suspicious of strangers at best, hostile at worst.
This is because they know that Rhakros frequently departs from conventional means of attacking, and that the walls are more to keep out plague-carrying wanderers than holding off invading soldiers. But in the event of the latter, the township is nothing short of a walled fortress, manned by a highly-trained militia, with a support corps of medics, cooks, hunters, chemists, farmers, builders and general workmen that keep the town stocked for a siege.
In the event of attack, the non-combatants will withdraw behind the walls. But even these citizens usually have some rudimentary weapon training, if not a military background. Those that do not, are often criminals being offered a degree of pardon in exchange for the risks inherent on this southern front. This is a rough town, populated largely by those who know that every day may be their last, and have little left to lose. And while fights and injuries are common occurrences, once foreign aggression is recognized, the people pull together as family to defend their town.
This effort had the benefit of existing foundations to build upon, which allowed for the hasty construction needed to create this first defensive anchor against Lissira's inevitable reprisals. A town named "Darington" had already existed upon this site, though the steadily increasing hostility between Etzos and Rhakros spelled its doom some 15 arcs ago.
While not large enough to be called a city, Old Darington had thrived as a trading town for decades. It maintained a neutral status in regards to the slowly escalating animosity developing between the larger cities to the north and south. But this very neutrality eventually came to be suspect by both of those cities. Rhakros' occasional incursions to the north were not hindered by any effort from this town; nor were the reprisals that followed them to the south.
Both cities began to view this mid-point town as being in covert cooperation with the enemy. When a plague ravaged the population 15 arcs ago, Etzos acknowledged that they may have been wrong, for all the good it did. Clearly, this proved who the most blatant aggressor was.
Lissira, in her cold manner, scoffed at the slow death the city suffered, citing that had the plague been of her devising, there would have been none left to abandon the ugly, corpse-ridden shell that remained. She claimed that Etzos had cooked up their own plague and infected the town in order to slander her righteous position as victim of Etzori war-mongering.
But all this is academic now. The new town has been rebuilt upon the still-strong roots of the old. And Lissira's actions in Oscillus in arc 716 has left no doubt that regardless of her cold logic at the time, Lissira is as fully capable of the mass murder that befell Old Darington as Etzos claimed. The only difference now is that Darington is no longer neutral.
Any Rhakrosian movements toward the north are now met almost as soon as they leave the jungle, rather than being allowed to gain the footholds they have enjoyed prior to the Great Shadow Invasion of 716, which was at first believed to have resulted in Lisirra's death. Though this development unfortunately proved false, her recovery time was still recognized as a singular opportunity to change the dynamics of the wilderness between Etzos and Rhakros.
Darington's focus is now primarily on military readiness, training, scouting and exercises, with the intent of keeping the residents there nearly as able to defend themselves as the army itself. This capability is bolstered by a number of mages acquired by Chief Adviser Vuda in the main city of Etzos. Most of the citizens that applied for residency in Darington are ex-army, and are expected to be suspicious of strangers at best, hostile at worst.
This is because they know that Rhakros frequently departs from conventional means of attacking, and that the walls are more to keep out plague-carrying wanderers than holding off invading soldiers. But in the event of the latter, the township is nothing short of a walled fortress, manned by a highly-trained militia, with a support corps of medics, cooks, hunters, chemists, farmers, builders and general workmen that keep the town stocked for a siege.
In the event of attack, the non-combatants will withdraw behind the walls. But even these citizens usually have some rudimentary weapon training, if not a military background. Those that do not, are often criminals being offered a degree of pardon in exchange for the risks inherent on this southern front. This is a rough town, populated largely by those who know that every day may be their last, and have little left to lose. And while fights and injuries are common occurrences, once foreign aggression is recognized, the people pull together as family to defend their town.
Fordwell
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Fordwell
Fordwell is the other town most likely to be hit by Rhakrosian forces. While it is much further west, it sits upon the easiest point to cross the river. It was believed that enemy troops may well decide to bypass the entire network of towns by crossing here and traveling north on the west side of the river. As a result, Fordwell's scouting forays often go far enough west to encounter similar troops from Ne'Haer or its townships.
There is no hostility between Etzos and Ne'haer presently, so outside of initial suspicion and demands for identification, these encounters are of little consequence. Mostly, both sides only seek confirmation on sightings of common-enemy forces, be they rebels, bandits or Rhakrosians. The tides of politics may yet alter this standing. But so far, there are only whispers.
Of its few thousand residents, Fordwell possesses the highest concentration of earth and fire mages of all these new towns. The soft river dirt is both quick to accommodate the forming of spontaneous bulwarks, and can be fortified with long-term, slow baking processes, to create the adobe-type wall that stands on the south side of the river for several miles. This is not as strong a wall as the stone of Darington, but the 'adjustability' of creation more than makes up for it.
There are also defensive walled positions on the north side for archers. At times, there are easily-collapsible ramps over the river, so these archers can meet enemy forces even before they reach the outer walls. This allows them to retreat across the river and collapse the ramps, giving them a new forward position to fire from. The mages also created a small network of tunnels to allow ambushes of any forces making the trip around the ends of these walls.
Many other earth traps await any enemies that might succeed in getting past these initial defenses. A flood trap is also in place, should a large force occupy the plains to the south and east. This is in the form of an earthen dam erected to both control the river flow, and to hold back a large reservoir of water to release upon need.
The docks on the southeast corner would surely be washed away. These docks were never made to be more than adequate, for this very reason, anyway. Loss of temporary berthing of small boats is considered a small price to pay to be able to drown an enemy force at your gates.
Fordwell is not so militant as Darington, but Defiance mages are given special latitude where the law is concerned, as they are essentially the first and last line of defense. This is not to say they can do whatever they please, but they tend to get preferential treatment.
There is no hostility between Etzos and Ne'haer presently, so outside of initial suspicion and demands for identification, these encounters are of little consequence. Mostly, both sides only seek confirmation on sightings of common-enemy forces, be they rebels, bandits or Rhakrosians. The tides of politics may yet alter this standing. But so far, there are only whispers.
Of its few thousand residents, Fordwell possesses the highest concentration of earth and fire mages of all these new towns. The soft river dirt is both quick to accommodate the forming of spontaneous bulwarks, and can be fortified with long-term, slow baking processes, to create the adobe-type wall that stands on the south side of the river for several miles. This is not as strong a wall as the stone of Darington, but the 'adjustability' of creation more than makes up for it.
There are also defensive walled positions on the north side for archers. At times, there are easily-collapsible ramps over the river, so these archers can meet enemy forces even before they reach the outer walls. This allows them to retreat across the river and collapse the ramps, giving them a new forward position to fire from. The mages also created a small network of tunnels to allow ambushes of any forces making the trip around the ends of these walls.
Many other earth traps await any enemies that might succeed in getting past these initial defenses. A flood trap is also in place, should a large force occupy the plains to the south and east. This is in the form of an earthen dam erected to both control the river flow, and to hold back a large reservoir of water to release upon need.
The docks on the southeast corner would surely be washed away. These docks were never made to be more than adequate, for this very reason, anyway. Loss of temporary berthing of small boats is considered a small price to pay to be able to drown an enemy force at your gates.
Fordwell is not so militant as Darington, but Defiance mages are given special latitude where the law is concerned, as they are essentially the first and last line of defense. This is not to say they can do whatever they please, but they tend to get preferential treatment.
Crosston
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Crosston
Crosston is the back-up support town for both Darington and Fordwell. While it does routinely send supplies to each town as they come down the line from Relay, to the north, it also keeps a large supply on hand to make a heavy impact against either of its dependent towns.
This is in the form of troops and their accoutrements, as well as mages and supplies, both foodstuffs and medical necessities. Like most of these towns, its population is five thousand or less, and is primarily of military bearing. It is not uncommon though, for a full quarter of this population to be out on scouting missions or maneuvers circling within the parallelogram formed by the towns of Darington, Fordwell, Highbend and Bolstrum.
A tragically erroneous estimate of how slow Rhakros' incursions could move has given the town the realization that the enemy could slip between the immediate surveillance of the large gap of land between Darington and Fordwell, and attack before those towns could mount a reprisal. As a result of this early sacking, Crosston now boasts a formidable wooden palisade.
There was an early outcry for stone, but Rhakros' tendency to rely on insect-borne attacks and germ warfare makes fire an unlikely addition to their attacking arsenal. No doubt the wooden defenses will eventually be replaced with stone, but for now, wood will suffice. Another upside to that early attack is that the formerly easy-going mood of the town has become more focused and efficient.
The central structure is stone however, and is made to appear as if it houses all the administrative and military command personnel. But the fact is, other than the sizeable pigeon cote, it is kept fairly empty. This allows for a smooth evacuation of non-military personnel into escape tunnels below, should the need arise. Mostly though, it is used for a temporary storage site for backlogged items. The frequent maneuvers make for a lot of free space in such event as well.
There is a sizeable stables near the east gate, and Crosston boasts of one of the most mobile garrisons in the Etzos network. This was not always the case, and is one more upside of the early ransacking by Rhakros' forces. That early attack had been intended to be just the first in what Rhakros hoped would be a lengthy razing of all the central "outpost towns", as they viewed them. But the variety of supplies went hand-in-hand with a versatility of the populace, making for some inventive defensive techniques, by citizen and soldier alike.
As a result, it was actually the citizens that burned the town, along with the sacking Rhakrosians, as the support from Darington and Fordwell arrived to reinforce the Etzori, and form something of a reversed siege around what became a deathtrap for the Rhakrosians. As a result, a strong bond as brothers-in-arms has formed between the two sectors. Now the leisure sites in town no longer deter fraternization between the military and non-military residents.
This is in the form of troops and their accoutrements, as well as mages and supplies, both foodstuffs and medical necessities. Like most of these towns, its population is five thousand or less, and is primarily of military bearing. It is not uncommon though, for a full quarter of this population to be out on scouting missions or maneuvers circling within the parallelogram formed by the towns of Darington, Fordwell, Highbend and Bolstrum.
A tragically erroneous estimate of how slow Rhakros' incursions could move has given the town the realization that the enemy could slip between the immediate surveillance of the large gap of land between Darington and Fordwell, and attack before those towns could mount a reprisal. As a result of this early sacking, Crosston now boasts a formidable wooden palisade.
There was an early outcry for stone, but Rhakros' tendency to rely on insect-borne attacks and germ warfare makes fire an unlikely addition to their attacking arsenal. No doubt the wooden defenses will eventually be replaced with stone, but for now, wood will suffice. Another upside to that early attack is that the formerly easy-going mood of the town has become more focused and efficient.
The central structure is stone however, and is made to appear as if it houses all the administrative and military command personnel. But the fact is, other than the sizeable pigeon cote, it is kept fairly empty. This allows for a smooth evacuation of non-military personnel into escape tunnels below, should the need arise. Mostly though, it is used for a temporary storage site for backlogged items. The frequent maneuvers make for a lot of free space in such event as well.
There is a sizeable stables near the east gate, and Crosston boasts of one of the most mobile garrisons in the Etzos network. This was not always the case, and is one more upside of the early ransacking by Rhakros' forces. That early attack had been intended to be just the first in what Rhakros hoped would be a lengthy razing of all the central "outpost towns", as they viewed them. But the variety of supplies went hand-in-hand with a versatility of the populace, making for some inventive defensive techniques, by citizen and soldier alike.
As a result, it was actually the citizens that burned the town, along with the sacking Rhakrosians, as the support from Darington and Fordwell arrived to reinforce the Etzori, and form something of a reversed siege around what became a deathtrap for the Rhakrosians. As a result, a strong bond as brothers-in-arms has formed between the two sectors. Now the leisure sites in town no longer deter fraternization between the military and non-military residents.
Middlecleft
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Middlecleft
History
As nels began flowing into the pockets of the inhabitants, the settlement slowly grew into a proper town. It now had dealings with both Rhakros and Etzos; the first one being always prefered due to the capacity of ships to dock within Middlecleft. It wasn't until about 626 that Foster's Landing grew from the tiny outpost it had been into the booming port it is today. it was then that the town of Middlecleft began exporting to Etzos almost exclusively. This of course earned the ire of Rhakros, and the town has been besieged and attacked several times from that moment forth.
Middlecleft in its current form is best described as prosperous but dying. Foster's Landing being far closer to Etzos meant larger vessels docked in the north, and thus Middlecleft was somewhat forgotten. Even then, it wasn't far enough from Etzos for Rhakrosi ships to safely develop trade. So raiding eventually became the only interaction between Middlecleft and Rhakros.
The farming lands had expanded despite the constant Rhakrosi attacks, and so has the livestock that supplements Middlecleft's rising economy. Always being ruled by one of the three guilds in town, it wasn't until the arc 716 when the Etzori Authrority was truly allowed within the walls, in exchange of soldiers, a tall stone wall, and an exclusive exportation contract.
With the defensive expansion of new towns, citizens of Middlecleft live in their isolated lands, and visitors are rare. Those that choose to stay are even rarer. This isolation from the outside world, and the distrust of any but their own, has divided Middlecleft, which is a walled battlefield of rumour, gossip, and hypocrisy. There is no true leadership within the town, and it has been decades since has been.
Instead, it is a heavily restricted market split between the four largest factions; the Middlecleft’s Farmer Guild, the Middlecleft’s Livestock Authority, Middlecleft’s Export Company, and the new Etzori Special Support Committee, stuck in the feudal mess. But there is hope that the many abandoned homes and businesses will enjoy a resurgence with its inclusion in the defensive expansion to the south.
Four Factions
Note: All NPCs are free to use, except Anjarok, the leader of the Special Support Commitee which requires Maltruism's permission.
Farmer Guild
The Farmer's Guild owns most of the land that stretches to the south. Any sort of employment related to working the land, like farming, botany,
gardening, and such, must be done by joining the Farmer's Guild free of charge, or, alternatively, attempting to either buy or rent land, which is rarely seen due to the extremely high prices the guild sets. The Farmer Guild's lands are, however, extremely fertile. Their harvests are plentiful,
and the Middlecleft Red is, by far, the best wine produced in Etzori territory.
The Farmer's Guild is owned completely by the Rothgrain Dynasty, which proudly display their wealth in the south part of Middlecleft. They are an avid enemy of the Middlecleft's Livestock Authority, and it is known the rivalry between the two has turned bitter long ago.
The guild is led by Barbas Rothgrain, a harsh and dsiciplined man who has been ill for almost half an arc. He is never seen outside his manor, and the gossips suggest he might pass soon. His family and his associates fiercely protect his name and reputation.
gardening, and such, must be done by joining the Farmer's Guild free of charge, or, alternatively, attempting to either buy or rent land, which is rarely seen due to the extremely high prices the guild sets. The Farmer Guild's lands are, however, extremely fertile. Their harvests are plentiful,
and the Middlecleft Red is, by far, the best wine produced in Etzori territory.
The Farmer's Guild is owned completely by the Rothgrain Dynasty, which proudly display their wealth in the south part of Middlecleft. They are an avid enemy of the Middlecleft's Livestock Authority, and it is known the rivalry between the two has turned bitter long ago.
The guild is led by Barbas Rothgrain, a harsh and dsiciplined man who has been ill for almost half an arc. He is never seen outside his manor, and the gossips suggest he might pass soon. His family and his associates fiercely protect his name and reputation.
Livestock Authority
Middlecleft's Livestock Authority, lead by the Cattleshtack family, owns all livestock within the town. Any sort of employment regarding livestock or meat, like butchering, animal husbandry or training, and such, requires one to be part of the Authority. And anyone that even wishes to adopt a dog or have a pet, regardless if it was theirs, must obtain a licence from them.
This faction has been consistently growing throughout the arcs, now being as powerful as the Farmer's Guild, if not more. Despite their market being more limited than that of the Farmer's guild, they compensate greatly by a simple two-step strategy; by raising the prices throughout the seasons in which farming is nonexistent, and by having the fattest livestock in all the Etzori territory.
The Livestock Authority is based outside of Middlecleft itself, in the North, where they have a large complex with coops, pigsties, and many fenced fields for the large variety of animals they own. Of course, the dangers of having animals in the field are constant. Yet the major threat - Rhakrosi forces - come mostly from the south, in the guild's territories. Since Zi'da 717, and with the construction of the Middlecleft's Orphanage of Friendship and Tolerance, several animals have began to mysterious disappear, to which tensions between the Guild and Authority are escalating.
Lead by Boris Cattleshtack, a crude and angry man, the Authority is bent on supassing the Guild no matter the costs. Often seen surrounded by his most loyal men, Boris always seeks to make an impression.
This faction has been consistently growing throughout the arcs, now being as powerful as the Farmer's Guild, if not more. Despite their market being more limited than that of the Farmer's guild, they compensate greatly by a simple two-step strategy; by raising the prices throughout the seasons in which farming is nonexistent, and by having the fattest livestock in all the Etzori territory.
The Livestock Authority is based outside of Middlecleft itself, in the North, where they have a large complex with coops, pigsties, and many fenced fields for the large variety of animals they own. Of course, the dangers of having animals in the field are constant. Yet the major threat - Rhakrosi forces - come mostly from the south, in the guild's territories. Since Zi'da 717, and with the construction of the Middlecleft's Orphanage of Friendship and Tolerance, several animals have began to mysterious disappear, to which tensions between the Guild and Authority are escalating.
Lead by Boris Cattleshtack, a crude and angry man, the Authority is bent on supassing the Guild no matter the costs. Often seen surrounded by his most loyal men, Boris always seeks to make an impression.
Export Company
The Company deals mainly with ships and transport, as well as any other business that does not fall within the Authority or the Guild's territory. All caravan guards, shopkeepers, and ship-related jobs fall under the Company's jurisdiction, and thus requires one to be a member of it if one seeks employment in such categories.
After Foster's Landing stole the transit of ships, Middlecleft's Export Company was founded by both the Guild and the Authority, in attempts of finding a way to sell their respective stocks. Working together, at first, the task eventually became big enough to necessitate the founding of this third force within the township.
Owners of most, if not all, ships that populate the docks, the Company takes all stock and transports it to Foster's Landing, where it can be easily taken up the Southwood River to Etzos. The Export Company began growing then, to the point of becoming the most powerful faction due to the Guild's and Authority's dependance upon their services. This was resolved, however, with the Peace Treaty. As such, the Company stands in the middle, dealing equally with both the Authority and the Guild, avoiding tensions whilst also creating their own problems with the recently arrived Special Support Committee.
Lead by Tayum Goldenboi, a fat and lazy man, he is often seen donning fancy clothing, many jewels and accompanied by his three wives. He does not intervene in the rivalry betwen the Authority and the Guild, but he is an avid enemy of the Special Support Committee, often trying to sabotage them in any way he can.
After Foster's Landing stole the transit of ships, Middlecleft's Export Company was founded by both the Guild and the Authority, in attempts of finding a way to sell their respective stocks. Working together, at first, the task eventually became big enough to necessitate the founding of this third force within the township.
Owners of most, if not all, ships that populate the docks, the Company takes all stock and transports it to Foster's Landing, where it can be easily taken up the Southwood River to Etzos. The Export Company began growing then, to the point of becoming the most powerful faction due to the Guild's and Authority's dependance upon their services. This was resolved, however, with the Peace Treaty. As such, the Company stands in the middle, dealing equally with both the Authority and the Guild, avoiding tensions whilst also creating their own problems with the recently arrived Special Support Committee.
Lead by Tayum Goldenboi, a fat and lazy man, he is often seen donning fancy clothing, many jewels and accompanied by his three wives. He does not intervene in the rivalry betwen the Authority and the Guild, but he is an avid enemy of the Special Support Committee, often trying to sabotage them in any way he can.
Special Support Committee
To call the Special Support Committee relevant would be a mistake. Mostly comprised of leftover Etzori army personnel, posted to defend Middlecleft both from outside forces and civil war, the Special Support Committee is almost as unwelcome as the Rhakrosi. For the two arcs since the SSC arrived to Middlecleft, there has been little to no progress in the attitude the Etzori powers seek from Middlecleft. Instead, the SSC has been forced to take a back seat for the moment, and have chosen to let Middlecleft handle its own problems. For as long as they produced and exported their goods, the SSC had no need to intervene. The Etzori market being the most appealing for Middlecleft, there's recently been rumours of a possible Rhakrosi offer that could, perhaps, prove to be more profitable for the three factions ruling the town.
Lead by Anjarok, a reserved and skilled empath, the man often sends news to Advisor Vuda about the happenings of both Middlecleft and the outlying towns in general.
Lead by Anjarok, a reserved and skilled empath, the man often sends news to Advisor Vuda about the happenings of both Middlecleft and the outlying towns in general.
The 'Leash'
As such, there are rarely physical conflicts in Middlecleft, the fight being instead won by rivalry and competence; the richest won, and the poorest were target of mockery.
Lifestyle
Though Foster's Landing had been around, as an outpost, almost as long as Etzos itself, Middlecleft was a legitimate township far longer. But the economic reality of trade proximity hit Middlecleft hard, and it never really recovered. So now, a large percentage of the finely constructed buildings lie empty, and so many prospective businessmen and citizens have come and gone over the arcs that the long-term bloodlines have become steadily less hopeful and welcoming to newcomers.
Despite it's size, Middlecleft is extremely divided. There is no conversation in the streets. People speak in hushed tones, spreading rumours and gossips about others, spying through the curtains. However, the citizens are not rude. Instead, the people have turned into hypocrites, wielding false smiles and exchanging pleasantries, most times with an agenda in mind. This cunning and hypocrisy, as well as the faction's reign over the town, is what makes Middlecleft such a dying town.
With the arrival of the Special Support Committee, a sturdy stone wall was built, and the Etzori Army included Middlecleft in their rotation. The town, however, is protected by the local militia. Regardless of the hatred between the citizens, the local Militia is extremely well prepared. Fifty men and women patrol the streets every night, in groups of five, for any possible danger. Of course, these squads are often made up by individuals of the same faction, and the rotation changes every night.
Map and locations
- North: Upper town is considered Livestock Authority's territory, where most of its residents live.
- South: The Southern section of the town belongs to the Farmer's Guild, and it is, once again, mostly a residential district.
- Middle and East: Most of the commercial activity, as well as the Export company's territory is split between Loidtown and the Harbor.
- West: The Spur, sitting on the western side of the town, is, on the other hand, a sort of 'neutral zone', where the middle to high class citizens have their large houses. These houses tend to belong to individuals not affiliated with any of the three major factions, and, thus, often house rich outcasts.
Notable locations;
- Petey's Lodge; Sitting in the Market Square, this lodge is the place to go if one seeks the newest, nastiest rumours.
- People's Militia: South-west from the Market Square, this facility trains the populace into the ways of the militia, as well as holding the local armory.
Middlecleft's Orphanage of Friendship and Tolerance
Middlecleft's Orphanage of Friendship and Tolerance, built throughout the arc 717, and operational since Cylus of the same arc, is one of the Etzori Housing Authority's solutions for the hordes of orphans recently flooding the City of Stones mostly because of the violent encounters with Rhakrosi forces. With the expansion of the Etzori throughout the land in the form of their Outlaying towns, the construction of orphanages has been greatly encouraged in towns that do not directly compromise the safety of orphans. Middlecleft's Orphanage is no different, as it is built around the need to house and educate the youths into the Etzori ways.
Safely situated within the walled port town, more often than not the children are paraded in front of traders and travelers arriving at the town, encouraged with possible boons and benefits for the well-being of Etzos' most* precious resource: their children.
Players may self-moderate roleplay within this location.
Safely situated within the walled port town, more often than not the children are paraded in front of traders and travelers arriving at the town, encouraged with possible boons and benefits for the well-being of Etzos' most* precious resource: their children.
*Precious gems, weapons, supplies, drugs, confirmed blackmail information and women not taken into account in this statement.
1st Floor Layout
The first floor of Middlecleft's Orphanage is comprised of a large living room, properly furnished with a few couches, some libraries full of cheap books, and a fireplace.
The selection of books available is mostly composed of large history tomes, which depict the origins of the Parhn family, the contruction of Etzos, and all the biased patriotic details one could expect. Another section of the library is made up of field manuals issued to the Etzori Army, which explain strategies, a proper analysis of a battlefield, some field crafting recipes, and a basic introduction to siege weaponry.
The last section, and by far the smallest, is composed of novels and short stories, the majority of which have been written and printed in the City of Stones. By far the most popular tale is that of Mern, a small orphan boy who became a powerful commander in the Etzori army by being smarter than the boys around him, who followed the whims of vilely depicted Immortals.
It is not the story what makes the book so sought after, of course, but a small pornographic drawing in one of the pages, in which the naked frame of a courtesan can be appreciated by those orphans old enough to find its appeal. Said book is often missing, found below the mattress of one of the boys or sitting by the latrines.
The kitchen is small, modest, and very grim. It is not uncommon to spot blood in the counters - or a bloodbath, depending on which day one dares enter Edna's reign - but what is not common is to find an actual weapon. All kitchen instruments are kept locked whenever Edna is not in charge of the meal preparation, and the door is locked in her absence. Kitchen duty is often the most despised task an orphan can get.
Past the living hall is the dining room, which is large but plain, made to host the hordes of orphans that easily devour their two daily meals - one in the morning, before class, and one in the evening before bedtime. When not in use for eating, it is the main place of study for those dedicated to their studies, but its also the location in which the boys and girls are initiated into gambling through card and dice games, dares, and the occasional 'foul-kissing' contest. Said contest consists of someone - so far only being performed by boys - dim enough to kiss something that shouldn't be kissed, like toads, stray dogs, and the occasional fresh excrement. Kissing said item for a whole bit crowns a new King of Kissing, which enjoys unlimited fame, respect and riches for approximately 2-5 trials before the deed is forgotten. The current price pool is three silver nels, four bronze coins, and someone's underwear.
The rearmost room in the first floor is the one and only classroom of the orphanage, which is big, simplistic, and very well illuminated in order to encourage the orphans to properly wake up in the morning with the help of intense sunrays blinding their eyes. There are five subjects being imparted in the Middlecleft Orphanage; mathematics, history, art, combat training, and citizen studies - the latter being a subtle indoctrination by the Etzori forces, which speak of the dangers of Rhakros, of the threat Sirothelle is to Etzos, as well as the standard curriculum regarding the evil of the Immortals and their treacherous puppets.
When the weather is good, sometimes the orphans are taken on educational field trips, be it with the guard, to an artisan's shop, or to the farming fields - in which they are encouraged to 'learn to do it themselves' for approximately three to four breaks straight. These field trips are quite popular, mostly because the teacher supervising the students is 'gifted' a sum of nel for the free helping hands.
The selection of books available is mostly composed of large history tomes, which depict the origins of the Parhn family, the contruction of Etzos, and all the biased patriotic details one could expect. Another section of the library is made up of field manuals issued to the Etzori Army, which explain strategies, a proper analysis of a battlefield, some field crafting recipes, and a basic introduction to siege weaponry.
The last section, and by far the smallest, is composed of novels and short stories, the majority of which have been written and printed in the City of Stones. By far the most popular tale is that of Mern, a small orphan boy who became a powerful commander in the Etzori army by being smarter than the boys around him, who followed the whims of vilely depicted Immortals.
It is not the story what makes the book so sought after, of course, but a small pornographic drawing in one of the pages, in which the naked frame of a courtesan can be appreciated by those orphans old enough to find its appeal. Said book is often missing, found below the mattress of one of the boys or sitting by the latrines.
The kitchen is small, modest, and very grim. It is not uncommon to spot blood in the counters - or a bloodbath, depending on which day one dares enter Edna's reign - but what is not common is to find an actual weapon. All kitchen instruments are kept locked whenever Edna is not in charge of the meal preparation, and the door is locked in her absence. Kitchen duty is often the most despised task an orphan can get.
Past the living hall is the dining room, which is large but plain, made to host the hordes of orphans that easily devour their two daily meals - one in the morning, before class, and one in the evening before bedtime. When not in use for eating, it is the main place of study for those dedicated to their studies, but its also the location in which the boys and girls are initiated into gambling through card and dice games, dares, and the occasional 'foul-kissing' contest. Said contest consists of someone - so far only being performed by boys - dim enough to kiss something that shouldn't be kissed, like toads, stray dogs, and the occasional fresh excrement. Kissing said item for a whole bit crowns a new King of Kissing, which enjoys unlimited fame, respect and riches for approximately 2-5 trials before the deed is forgotten. The current price pool is three silver nels, four bronze coins, and someone's underwear.
The rearmost room in the first floor is the one and only classroom of the orphanage, which is big, simplistic, and very well illuminated in order to encourage the orphans to properly wake up in the morning with the help of intense sunrays blinding their eyes. There are five subjects being imparted in the Middlecleft Orphanage; mathematics, history, art, combat training, and citizen studies - the latter being a subtle indoctrination by the Etzori forces, which speak of the dangers of Rhakros, of the threat Sirothelle is to Etzos, as well as the standard curriculum regarding the evil of the Immortals and their treacherous puppets.
When the weather is good, sometimes the orphans are taken on educational field trips, be it with the guard, to an artisan's shop, or to the farming fields - in which they are encouraged to 'learn to do it themselves' for approximately three to four breaks straight. These field trips are quite popular, mostly because the teacher supervising the students is 'gifted' a sum of nel for the free helping hands.
2nd Floor Layout
The second floor of Middlecleft's Orphanage is completely dedicated to house the orphans that inhabit the building. There are three rooms once someone climbs the stairwell - which lacks a proper railing since it came loose and was never fixed.
The first room is that of the boys. It is composed by a series of bunk beds, a window, a door, and frequently 'The Tale of Mern'. That is it. The design is poor and bland, mostly because visitors and possible adoptive fathers are not allowed up the stairs, and so the need to pretend money was invested for the children's wellbeing is unnecessary. The next room is that of the girls, which is exactly similar to that of the boys, but with a much better smell.
However, the third and last room is that of the latrines - or it was supposed to be. As the building was being constructed, the sewage system became a problem, for many rocks blocked the route to the ocean, which would've been the waste's resting place. It was a fixable problem, but the costs were too high for the management, and so a more practical solutions was inveted: buckets; dozens of them, scattered all around a room with nothing else in it, save for one candle lit only at night.
The purpose of those buckets is to 'house' the waste of the orphans until the staff could take the time to clean. These cleanings are rare, of course, for the mere smell of the room is strong enough to dissolve an individual's sense of smell. Because of this, whoever is cursed with the need to evacuate is now sent on a quest to traverse the minefield of full, half-full, and partially full buckets, all holding their respective contents, until an empty bucket is found or until the child gives up.
This task becomes even harder at night, for the darkness makes sure to train the child's cardiovascular system by providing high amounts of adrenaline. More than one orphan had fallen to their knees and bowed to whatever Immortal would grant them feet nimble enough to avoid spilling one of those buckets.
The windows of this haunted place are always open, but the door is always closed for obvious reasons. Some doors should remain closed, some orphans whisper once night arrives. When the door is actually opened, and the staff comes to empty the buckets, this is NOT done by tossing their contents out of the window, or burning the room down before building another. Instead, the staff member must carry a bucket to the stair with the broken railing and, carefully, take said buckets to the ocean, where they are emptied and rinsed with moderately clean ocean water. It is because of this that the cleaning is often unnervingly slow, as nobody dares carry two of those forbidden buckets at once. On cleaning days, whether it rained, stormed, or it rained fire, nobody stands in the route of the staff.
The first room is that of the boys. It is composed by a series of bunk beds, a window, a door, and frequently 'The Tale of Mern'. That is it. The design is poor and bland, mostly because visitors and possible adoptive fathers are not allowed up the stairs, and so the need to pretend money was invested for the children's wellbeing is unnecessary. The next room is that of the girls, which is exactly similar to that of the boys, but with a much better smell.
However, the third and last room is that of the latrines - or it was supposed to be. As the building was being constructed, the sewage system became a problem, for many rocks blocked the route to the ocean, which would've been the waste's resting place. It was a fixable problem, but the costs were too high for the management, and so a more practical solutions was inveted: buckets; dozens of them, scattered all around a room with nothing else in it, save for one candle lit only at night.
The purpose of those buckets is to 'house' the waste of the orphans until the staff could take the time to clean. These cleanings are rare, of course, for the mere smell of the room is strong enough to dissolve an individual's sense of smell. Because of this, whoever is cursed with the need to evacuate is now sent on a quest to traverse the minefield of full, half-full, and partially full buckets, all holding their respective contents, until an empty bucket is found or until the child gives up.
This task becomes even harder at night, for the darkness makes sure to train the child's cardiovascular system by providing high amounts of adrenaline. More than one orphan had fallen to their knees and bowed to whatever Immortal would grant them feet nimble enough to avoid spilling one of those buckets.
The windows of this haunted place are always open, but the door is always closed for obvious reasons. Some doors should remain closed, some orphans whisper once night arrives. When the door is actually opened, and the staff comes to empty the buckets, this is NOT done by tossing their contents out of the window, or burning the room down before building another. Instead, the staff member must carry a bucket to the stair with the broken railing and, carefully, take said buckets to the ocean, where they are emptied and rinsed with moderately clean ocean water. It is because of this that the cleaning is often unnervingly slow, as nobody dares carry two of those forbidden buckets at once. On cleaning days, whether it rained, stormed, or it rained fire, nobody stands in the route of the staff.
Staff
The Man
Name: 'The Man'
Status: NPC.
Notable skills: Unknown.
Responsabilities: Owner, Accountant, Boogeyman.
Quote: "..."
More information: When this beast of a man fixes his eyes on you, he breaks you. Standing at 6 even feet, The Man is not someone you want to encounter. Silent but deadly, The Man is a figure shrouded in mystery. Since his arrival in the middle of Cylus of 718, his management had managed to turn a failed business into a blooming opportunity for investment. It could be luck, of it could be The Man pulling the strings behind the scenes. Nobody knows. The children don't talk about him. The teachers don't aknowledge him.
He is, simply, The Man.
Status: NPC.
Notable skills: Unknown.
Responsabilities: Owner, Accountant, Boogeyman.
Quote: "..."
More information: When this beast of a man fixes his eyes on you, he breaks you. Standing at 6 even feet, The Man is not someone you want to encounter. Silent but deadly, The Man is a figure shrouded in mystery. Since his arrival in the middle of Cylus of 718, his management had managed to turn a failed business into a blooming opportunity for investment. It could be luck, of it could be The Man pulling the strings behind the scenes. Nobody knows. The children don't talk about him. The teachers don't aknowledge him.
He is, simply, The Man.
Edna Goggin
Name: Edna Goggin
Status: NPC.
Notable skills: Cooking, Endurance, Medicine, Sewing and Yelling.
Responsabilities: Cook, Caretaker and Doctor.
Quote: "These little bastards shit more than a sounder of swine..."
More information: Edna is a well-fed woman responsible for the well-being of the orphanage and its orphans. Always in a joyous mood, she often speaks mockeries to both teachers and orphans, and her witty comments amuse her even further. If any orphan has any sort of problem, Edna is the woman to tell it to. Of course, she will most likely ignore you, but if you're lucky enough, she'll mock you before walking away. Her duties are her utmost priority, and so it is not weird to see her bursting into a classroom broom in hand, ordering orphans, students and teachers alike to lift their feet so that she can sweep. This applies to the night as well, for more than once an orphan breaks the silence of the night, seeing her humongous sihilouette and mistaking the woman for a sea monster.
It is imporant to note that she is the only bucket-emptier of the orphanage, and that she rarely washes her hands. As such, her meals sometimes have... highly aromatic properties, which the orphans are smart enough not to think about.
Status: NPC.
Notable skills: Cooking, Endurance, Medicine, Sewing and Yelling.
Responsabilities: Cook, Caretaker and Doctor.
Quote: "These little bastards shit more than a sounder of swine..."
More information: Edna is a well-fed woman responsible for the well-being of the orphanage and its orphans. Always in a joyous mood, she often speaks mockeries to both teachers and orphans, and her witty comments amuse her even further. If any orphan has any sort of problem, Edna is the woman to tell it to. Of course, she will most likely ignore you, but if you're lucky enough, she'll mock you before walking away. Her duties are her utmost priority, and so it is not weird to see her bursting into a classroom broom in hand, ordering orphans, students and teachers alike to lift their feet so that she can sweep. This applies to the night as well, for more than once an orphan breaks the silence of the night, seeing her humongous sihilouette and mistaking the woman for a sea monster.
It is imporant to note that she is the only bucket-emptier of the orphanage, and that she rarely washes her hands. As such, her meals sometimes have... highly aromatic properties, which the orphans are smart enough not to think about.
Macho Mannfred
Name: Macho Mannfred.
Status: NPC.
Notable skills: Interrogation, Torture, Hand-to-Hand, and Investigation.
Responsabilities: Security, Maintenance and Teacher. (History & Combat Training)
Quote: "I found the missing children. They were inside each other."
More information: Macho is a stern and angry old man with a limp. With almost a legendary career from his days in the Army, Macho was forced to retire many arcs back. After starting his own mercenary company, an arrow crippled his knee, which also forever retired him from the battlefield. Ever since, he's been drifting around, looking for a way to rant about the 'good ol' days' and tell his battle stories. It just so happend that a new orphanage was being built when he applied to be a teacher.
His classes often consist of him speaking and rambling about past time, whilst the children learn to sleep with their eyes open - mostly because Macho would otherwise punish them for not paying attention. He is also the one responsible of taking care of the orphans and the security of the orphanage, being sent after escapees or being suspicious of those he considers troublemakers. He is not a man anyone wants to annoy, despite it being extremely easy to do so. When his eyes open real wide, one knows Macho is not pleased.
Status: NPC.
Notable skills: Interrogation, Torture, Hand-to-Hand, and Investigation.
Responsabilities: Security, Maintenance and Teacher. (History & Combat Training)
Quote: "I found the missing children. They were inside each other."
More information: Macho is a stern and angry old man with a limp. With almost a legendary career from his days in the Army, Macho was forced to retire many arcs back. After starting his own mercenary company, an arrow crippled his knee, which also forever retired him from the battlefield. Ever since, he's been drifting around, looking for a way to rant about the 'good ol' days' and tell his battle stories. It just so happend that a new orphanage was being built when he applied to be a teacher.
His classes often consist of him speaking and rambling about past time, whilst the children learn to sleep with their eyes open - mostly because Macho would otherwise punish them for not paying attention. He is also the one responsible of taking care of the orphans and the security of the orphanage, being sent after escapees or being suspicious of those he considers troublemakers. He is not a man anyone wants to annoy, despite it being extremely easy to do so. When his eyes open real wide, one knows Macho is not pleased.
Toby Arachnit
Name: Toby Arachnit.
Status: NPC.
Notable skills: Teaching.
Responsabilities: Substitute teacher.
Quote: "Why is this happening to me!?"
More information:Few men are stressed as much as Toby is. What was once a beautiful and successful man is now a husk filled only with depression. Toby was hired as a substitute teacher in the Middlecleft's Orphanage of Friendship and Tolerance, and ever since, he has lost his wife, his children, and his mind. What he originally thought to be an easy job with a lot of free time, it was all the contrary. His contract bounds him with the Orphanage for an entire cycle as a substitute teacher. What he expected to be a break or two of work per fortnight turned out to be all the contrary. Whenever a teacher is absent, it is Toby's turn to cover for them. Of course, Paplo is prone to not showing up, and Macho is often entertained by eating someone's ear off about the olddays, and so it is Toby who takes all the classes himself.
He can often be seen donning filthy clothing, badly combed, and almost always crying his eyes out. Any action takes a toll on him, and he'd burst in a wave of melodramatic comments and tears if someone even looks at him. The poor man has contemplated suicide many times, and he has the noose prepared at home. Thankfully, he doesn't have the time to take his own life.
Status: NPC.
Notable skills: Teaching.
Responsabilities: Substitute teacher.
Quote: "Why is this happening to me!?"
More information:Few men are stressed as much as Toby is. What was once a beautiful and successful man is now a husk filled only with depression. Toby was hired as a substitute teacher in the Middlecleft's Orphanage of Friendship and Tolerance, and ever since, he has lost his wife, his children, and his mind. What he originally thought to be an easy job with a lot of free time, it was all the contrary. His contract bounds him with the Orphanage for an entire cycle as a substitute teacher. What he expected to be a break or two of work per fortnight turned out to be all the contrary. Whenever a teacher is absent, it is Toby's turn to cover for them. Of course, Paplo is prone to not showing up, and Macho is often entertained by eating someone's ear off about the olddays, and so it is Toby who takes all the classes himself.
He can often be seen donning filthy clothing, badly combed, and almost always crying his eyes out. Any action takes a toll on him, and he'd burst in a wave of melodramatic comments and tears if someone even looks at him. The poor man has contemplated suicide many times, and he has the noose prepared at home. Thankfully, he doesn't have the time to take his own life.
! | Message from: Maltruism |
Credit, again, to Kovic. - A "Kovic-within-a-Kovic" presentation...God help us! |
Players are welcome to develop new locations. If you wish to add a location to the write-up, please contact Maltruism.
! | Message from: Maltruism |
Credit entirely to Kovic, though I hope to scandalize him sufficiently to coerce him into giving it to me. |
Bolstrum
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Bolstrum
Bolstrum is one of the most steadily growing of the outlying towns, now boasting a population of well over 10 thousand citizens; the combined total of military and non-military residents. Those stationed at the garrison have frequent turnover, to be dispatched to other towns, but are always replaced in short order, usually with incoming stored of goods.
Bolstrum, like Crosston is a depot town, a staging area of amassed supplies that are requisitioned at need to the other towns. Where Crosston supplies primarily Darington and Fordwell, Bolstrum supplies Middlecleft and Crosston itself. Since the most recent sacking of Crosston, Bolstrum has had to turn from the more farm-based supply orientation for Middlecleft and focus on construction and military stock for Crosston, if only because Darington and Fordwell are reliant on it as well.
This will change soon though, as Crosston's rebuilding is nearly complete. Everything is a chain down which supplies travel through the four central towns of Muster, Relay, Bolstrum and Crosston. At each stage, current need may modify the requisitions further down the line. Suspicions are growing that corruption within both the citizenry and military of one or more of these towns is leading to the siphoning off of supplies, for the brave troops to the south, by syndicates of black market traders and traitors.
Bolstrum boasts a high stone wall with numerous built-in defense towers. It has yet to come under any sort of Rhakrosian assault, but the people do not get complacent. One of the more disturbing aspects of Bolstrum's high wall is for protection against any mishap that may occur in relation to the extensive burial grounds in the empty lands north of town.
Many of these towns have a particular focus on one type of magic for defense. Bolstrum conceals the fact that it contains the highest concentration of military necromancers within its ranks. It's surrounding open fields are the resting grounds for casualties shipped north from Fordwell, Crosston and Darington. This broad flat land may cause an enemy to think it can camp a large besieging force comfortably around the perimeter. They will be in a for a horribly rude "awakening".
Bolstrum, like Crosston is a depot town, a staging area of amassed supplies that are requisitioned at need to the other towns. Where Crosston supplies primarily Darington and Fordwell, Bolstrum supplies Middlecleft and Crosston itself. Since the most recent sacking of Crosston, Bolstrum has had to turn from the more farm-based supply orientation for Middlecleft and focus on construction and military stock for Crosston, if only because Darington and Fordwell are reliant on it as well.
This will change soon though, as Crosston's rebuilding is nearly complete. Everything is a chain down which supplies travel through the four central towns of Muster, Relay, Bolstrum and Crosston. At each stage, current need may modify the requisitions further down the line. Suspicions are growing that corruption within both the citizenry and military of one or more of these towns is leading to the siphoning off of supplies, for the brave troops to the south, by syndicates of black market traders and traitors.
Bolstrum boasts a high stone wall with numerous built-in defense towers. It has yet to come under any sort of Rhakrosian assault, but the people do not get complacent. One of the more disturbing aspects of Bolstrum's high wall is for protection against any mishap that may occur in relation to the extensive burial grounds in the empty lands north of town.
Many of these towns have a particular focus on one type of magic for defense. Bolstrum conceals the fact that it contains the highest concentration of military necromancers within its ranks. It's surrounding open fields are the resting grounds for casualties shipped north from Fordwell, Crosston and Darington. This broad flat land may cause an enemy to think it can camp a large besieging force comfortably around the perimeter. They will be in a for a horribly rude "awakening".
Highbend
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Highbend
Highbend is the jaw of the trap formed by the necromantic fields north of Bolstrum. With even a modicum of control, the risen soldiers of the burial grounds can direct enemy soldiers into the killing range of Highbend's "weaponry". As well, the undead nature of the troops driving the enemy in, make for a bombardment that does not need to worry about "friendly fire" casualties.
All troops sign off on permission for their bodies to be used this way. Most find it an odd comfort to know that they will get retribution on their enemies even after they are dead.
Highbend gets its name from its position atop a high mesa that forms the edge of the bend in the Southwood River. Its position, not only allows for the exploitation of the many expert archers that are stationed here; it also allows for grimly effective use of catapults and trebuchets, that fling all manner of destruction down upon the heads of combatants below.
True to the nature of all these towns, there is a focus on a particular military magic approach. In this case there is the combination of Rupturers, that open portals over the heads of massed enemy troops, and Aberrants, that rain down twisted spherical ruin, through these portals, upon the troops and materiel of an enemy force.
Highbend is a nigh impregnable fortress, it's easiest approach most likely being the vertical climb up the cliff overlooking the strong current of the Southwood River below. The walls extending from the river's edge to the main gate are heavily guarded, from within and without; the camps below populated by experienced soldiers, many of whom were stationed here as "punishment" for particularly brutal breaches of military protocol.
The main gate itself is a devilishly lethal design, incorporating two separate gates, the first one lying horizontally over the heads of any visitors, the second being of the normal vertical style. Walls extend out alongside the steep ramp up to the gate. The horizontal gate retracts on rollers et into the wall at the level of the top of the ramp.
This serves two primary ends. the first being that the severe angle and overhead position make battering rams almost ineffective. The second being that IF a ram should shatter this horizontal gate, it will collapse upon the enemy, killing many, burying more, and making any further attempt to move in greatly hindered by debris, making the violators fall easy prey to the archers and oil-spillers atop the side walls of this killing zone.
Highbend's population is supplemented by tradesmen of all types, though they tend to keep their shops outside the fortress. Many troops reside out there as well, as an initial defense against any enemy that should try to sneak up through the woods to the west. Archery training is free for all residents and will come into play on any retreat into the fortress should an attack occur. There is also underwater access to a central shaft that leads from the river level to the top of the mesa.
Most citizens will prefer to stay below the fortress level during a crisis, as the appetites of the aberrant mages makes safety for refugees...uncertain.
All troops sign off on permission for their bodies to be used this way. Most find it an odd comfort to know that they will get retribution on their enemies even after they are dead.
Highbend gets its name from its position atop a high mesa that forms the edge of the bend in the Southwood River. Its position, not only allows for the exploitation of the many expert archers that are stationed here; it also allows for grimly effective use of catapults and trebuchets, that fling all manner of destruction down upon the heads of combatants below.
True to the nature of all these towns, there is a focus on a particular military magic approach. In this case there is the combination of Rupturers, that open portals over the heads of massed enemy troops, and Aberrants, that rain down twisted spherical ruin, through these portals, upon the troops and materiel of an enemy force.
Highbend is a nigh impregnable fortress, it's easiest approach most likely being the vertical climb up the cliff overlooking the strong current of the Southwood River below. The walls extending from the river's edge to the main gate are heavily guarded, from within and without; the camps below populated by experienced soldiers, many of whom were stationed here as "punishment" for particularly brutal breaches of military protocol.
The main gate itself is a devilishly lethal design, incorporating two separate gates, the first one lying horizontally over the heads of any visitors, the second being of the normal vertical style. Walls extend out alongside the steep ramp up to the gate. The horizontal gate retracts on rollers et into the wall at the level of the top of the ramp.
This serves two primary ends. the first being that the severe angle and overhead position make battering rams almost ineffective. The second being that IF a ram should shatter this horizontal gate, it will collapse upon the enemy, killing many, burying more, and making any further attempt to move in greatly hindered by debris, making the violators fall easy prey to the archers and oil-spillers atop the side walls of this killing zone.
Highbend's population is supplemented by tradesmen of all types, though they tend to keep their shops outside the fortress. Many troops reside out there as well, as an initial defense against any enemy that should try to sneak up through the woods to the west. Archery training is free for all residents and will come into play on any retreat into the fortress should an attack occur. There is also underwater access to a central shaft that leads from the river level to the top of the mesa.
Most citizens will prefer to stay below the fortress level during a crisis, as the appetites of the aberrant mages makes safety for refugees...uncertain.
Southguard
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Southguard
The scene to the left is currently the most common one a visitor to Southguard is likely to see. Wreckage, cleanup, rebuilding and the tending to of many dead bodies has this town keeping busy.
And while one might understandably assume this to be the result of a siege or battle, it is actually the aftermath of a Sessfiend's rampage through the streets, rooftops, and buildings of a large portion of this traumatized town. Inflicted upon this loyal outlying Etzori town by the Immortal Syroa, rebuilding and learning to deal with deaths of loved ones has become a unifying element of most of the population here.
Southguard was not one the truly militant towns in the network of outlying towns; being more of a farming town, with just a token army presence. But the attack by the demon monstrosity has changed all that. As has the sad but inspiring tale of a martyr's courage brought back by a man named Ryder, who travelled into the wild to destroy the monster, accompanied by Commander Norris of this small garrison.
None in this town currently know the real story, quickly and gratefully accepting the stirring tale of courage and sacrifice this stranger brought back, in a rush of eagerness to hear of the beast's end. Norris, and a novice soldier named Allensby, are hailed as heroes and martyrs of that sad day, and every Cylus 28th and Ashan 6th they will be the focus of a celebration that will feature fireworks to give homage to the explosive sacrifice by Trooper Allensby, who detonated three barrels of explosives after luring the beast into ground zero with him.
The downside of this great sacrifice was the damage and fire that brought ruin to a large portion of the town. This is what brings about the scene shown above; bodies being located, unearthed and wrapped for burial, as demolished buildings are razed to the ground for reconstruction. The mood is somber, but resolute, as this shared grief now comes to build a community strength unmatched in any other town.
Visitors are welcomed with little hesitation, but will quickly note a subtle exclusion from the full embrace of the community. This is not intentional or malicious, but it is only natural that those who lived through such a nightmare would have a bond that newcomers will find difficult to breach. Any that come with military experience, or offers of materiele suitable for such use, will find a somewhat easier time breaking into the camaraderie of those that lived through the experience.
One other thing likely to bring a quicker acceptance in the community, is any outspoken condemnation of the Immortals, or their servants. Having been the direct victim of an Immortal's supernatural wrath, the often inconsistent enmity that Etzori culture uses to bind their citizens is stronger here than anywhere in the mother city's sphere of influence. There are none in Southguard who will shrug off a display of homage to an Immortal without at least a verbal reaction. And one who flies in the face of this attitude will find uniform criticism and possible recriminations.
Many felt the town had been hastily built originally, and now see that this grim fate has given them a poignant opportunity to correct the layout of the town's businesses and defenses. For now, considerable changes to the previous layout of the township have been proposed, and little of the old layout is likely to be maintained.
And while one might understandably assume this to be the result of a siege or battle, it is actually the aftermath of a Sessfiend's rampage through the streets, rooftops, and buildings of a large portion of this traumatized town. Inflicted upon this loyal outlying Etzori town by the Immortal Syroa, rebuilding and learning to deal with deaths of loved ones has become a unifying element of most of the population here.
Southguard was not one the truly militant towns in the network of outlying towns; being more of a farming town, with just a token army presence. But the attack by the demon monstrosity has changed all that. As has the sad but inspiring tale of a martyr's courage brought back by a man named Ryder, who travelled into the wild to destroy the monster, accompanied by Commander Norris of this small garrison.
None in this town currently know the real story, quickly and gratefully accepting the stirring tale of courage and sacrifice this stranger brought back, in a rush of eagerness to hear of the beast's end. Norris, and a novice soldier named Allensby, are hailed as heroes and martyrs of that sad day, and every Cylus 28th and Ashan 6th they will be the focus of a celebration that will feature fireworks to give homage to the explosive sacrifice by Trooper Allensby, who detonated three barrels of explosives after luring the beast into ground zero with him.
The downside of this great sacrifice was the damage and fire that brought ruin to a large portion of the town. This is what brings about the scene shown above; bodies being located, unearthed and wrapped for burial, as demolished buildings are razed to the ground for reconstruction. The mood is somber, but resolute, as this shared grief now comes to build a community strength unmatched in any other town.
Visitors are welcomed with little hesitation, but will quickly note a subtle exclusion from the full embrace of the community. This is not intentional or malicious, but it is only natural that those who lived through such a nightmare would have a bond that newcomers will find difficult to breach. Any that come with military experience, or offers of materiele suitable for such use, will find a somewhat easier time breaking into the camaraderie of those that lived through the experience.
One other thing likely to bring a quicker acceptance in the community, is any outspoken condemnation of the Immortals, or their servants. Having been the direct victim of an Immortal's supernatural wrath, the often inconsistent enmity that Etzori culture uses to bind their citizens is stronger here than anywhere in the mother city's sphere of influence. There are none in Southguard who will shrug off a display of homage to an Immortal without at least a verbal reaction. And one who flies in the face of this attitude will find uniform criticism and possible recriminations.
Many felt the town had been hastily built originally, and now see that this grim fate has given them a poignant opportunity to correct the layout of the town's businesses and defenses. For now, considerable changes to the previous layout of the township have been proposed, and little of the old layout is likely to be maintained.
Relay
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Relay
"Stores, Stables, Soldiers, an' Shit-Reekin' Saddle Jockeys. That's what Relay's known fer."
- Amadeus Crux, entrepreneur and town alderman
While Etzos is undoubtedly the heart of the Etzori lands (not to mention the mind, soul, and purse, as well), Foster's Landing the gateway to the East, Westguard the same for the West and, arguably, Muster the practical home of the Etzori Army, the linchpin for all communication and supply for the territories is currently and most definitely Relay. Much like Muster, the clue is in the name, and if language isn't your strong point, a simple glance at a map of Etzos and its holdings will tell you just as much. Relay was settled arcs ago for its central location, being a perfect stopping point for many trade, exploratory, military, and administrative expeditions. For many of those years, it was the furthest reach, the very edge of Etzori civilization, and southward was naught but savagery and wilderness.
Of course, times changed, and as the borders were pushed back and more land colonized, new towns sprouted up in the wilds between Etzos and Ne'haer. Relay didn't become a ghost town by any means, but its essential importance was slowly eroded. It was less a linchpin as it was a passing-through town. Crosston to the south-west became the crucial spot for the Southern Territories, like Foster's became for the East and Westguard for the West. With Etzos Prime dominating every inch of the North, Relay became another drab, stagnant settlement sustained by through traffic and a convenience of geography.
But times changed again, and the bloody doom of Crosston became an unspoken but undeniable boon to the future of Relay.
The desolation of Crosston in 716a meant that the critical junction of logistics for the Southern Territory of Etzos had been wiped out. A half-dozen settlements relied on that burgeoning bastion for food, clothing, livestock, weapons, trained personnel, building tools, and the innumerable means of communication and messaging that societies were built on. In one horrific incident, this hub was ripped out from the guts of the territory, and for a terrible season, chaos reigned in the South. But the leaders of Relay swiftly stepped into the void, pushing their citizens to explode outward and take up the slack that the sacking of Crosston had left. Word was sent back to the capital city that while one town had fallen, another would rise with the passion and vigor of two. Relay would once again become the hinge on which all traffic in the South rested on, for the good of all Etzori.
Such were the noble words and high ideals the common folk were told. Mayhap there is truth to them, for civic pride is a trait even wretched examples of the Etzori seem to possess. But the rulers of Relay knew full well an opportunity when they saw it. That thousands in Crosston had to die was tragic, but there was potential there nonetheless. Fordwell, Darington, Bolstrum, even Southguard, well over a hundred thousand people, now depended on their town for all their commerce, since the main road heading South went through their town.
Patriots though they were, and are, there was no way they'd not wring every drop of prestige, influence, and precious nel out of this chance that they could.
In the past two arcs, Relay has nearly doubled in size, both in population and urbanization. Dozens of warehouses, grain silos, lodging houses, stables, trading posts, blacksmiths, and even banks and guild chapters have sprung up in that time. The town resounds at all times with the clang and cry of industry. Unlike Westguard, though, there is little of ease or respite or cultural appropriation in Relay. Here is where those aimed at further destinations pass through to feed, to spend maybe a night in sleep, and then plow onward. Here is where tens of thousands of messages every season flutter by, going from rider to rider in endless chains of galloping communication. The message carriers of Relay have become renowned for their horsemanship and tenacity, with their stout ponies bred and conditioned to ride for breaks at a canter or at least a healthy, steady walk. Huge, windowless warehouses packed with supplies and goods of all sorts have risen like grand temples to commerce, though they're not full for long. Caravans and supply expeditions pass through Relay every trial, and the engineers of the town have become experts in maintaining all the roads and byways to ensure efficient, constant traffic. Thousands of soldiers have marched through the streets, pitched camps in the pastures around it, emptied their purses into the taverns and brothels and gaming halls and cafes.
There is no true night in Relay, for the business of supplying half a nation never sleeps. A cottage industry in ear plugs and sleeping masks has proven quite profitable over the arcs, not to mention essential, considering the roar of thousands of animals and men never ceases.
The town government has not been idle in this time, either. They've been steadily petitioning Etzos for more public funding, to develop the lands around Relay to feed its citizens, its visitors, it's flowering growth and (though they always insist this is mere useful side-benefit) long-term development of cash crops and workshops. The older generation in Relay remembers stories from their own elders and even has personal memories of when the town began to decline, replaced and made redundant by new settlements. They're grabbing as much power and profit as they can from the fall of Crosston, but they're not so blind to history and progress both that they think it will last forever. Relay is growing and swollen and crucial right now, but the rebirth of Crosston and the stabilization of the South against the Shadow Witch's forces will happen. They are determined not to be bypassed again, and that Relay will prosper by itself, without reliance on the comings and goings of others.
Credit: Kasoria
Lowgarden
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Lowgarden
Nestled on both sides of the Southwood River is a new, burgeoning town known as Lowgarden. This town spawned out of the project to begin expanding and improving the Outlying Cities of Etzos. It was founded by a middle aged couple on Vhalar 31st 717, Jaqueria and Monard. While not married by any official government or religious standards, the two were as close, if not more so, than any man and wife. Both had recently retired from their own jobs, hers being a docks manager from Etzos proper, him being a shipping captain. They had talked for many arcs about how strange it was that there were no towns along Southwood enroute to Etzos.
So they made one.
They started with a simple set of docks, a tavern, and their shared home. In just under an arc, the town began to grow rapidly, borne of the traffic of riverworkers, farmers to the northeast and those who worked the quarry. But most of these people were temporary populace, there to rest, eat, and enjoy a respite along their travels. The permanent population was slow to grow, for while the small town was fun, it had little basis in history. Many didn't wish to start in the mud around the river, to cater to people, for the town has little in the way of its own resources beyond small local farms and fishing.
But still, it grew, drawing in a high percentage of foreigners. Many non-natives found their way to Lowgarden, becoming fishermen, dockworkers, opening small inns and taverns. The majority of industry is giving a place to sleep, food to eat, and beer to drink to those simply passing through.
All was not well in Lowgarden, and in Saun of 718, Jaqueria and Monard split up. It was the biggest gossip in a town that frankly had very little of it to begin with. Jaqueria took the eastern half of the town, operating it as the mayor, while Monard took the western half, also as mayor. While the two halves are mostly similar, they drew a divide in the town. To this trial, the eastern half tends to get the majority of dockworkers and quarriers for its business, while the western half gets more farmers and shipworkers. The former couple still have spats, sometimes yelling in town, sometimes undermining the other's business and political interests.
The town itself is not yet large, and is of equal size on both sides of the river. No permanent bridges have yet been built that would be large enough for ships to pass beneath, so a ferry system is used to transport people and goods from either side. The majority of the homes and such are built from the cheapest stone the quarry digs up, coupled with some wood and clay tiles. Beyond the immediate embankment of the river there are many canals through the town, for it is within an extremely low point in the river, so water is ever prevalent. Stone pathways were carved, and small rope and wood bridges currently exist.
And while the people of Lowgarden are mostly foreigners, they, as a whole, do not appear to be wishing to go against the Etzori ways. They work hard for their money, they do not openly worship Immortals nor tolerate such heresy. Mostly these immigrants keep their heads down, eager to make money from this new opportunity in Etzos, though most find themselves still in poverty. For while the town is growing, outside of the two mayors, not many have made much wealth yet. But the belief is still alive, in the hopes that they will be the next Foster's Landing.
Credit: Torqin
Muster
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Muster
It would be safe to say that without the vast open fields surrounding it, the town of Muster would not exist. Not because they are such fine soils for livestock grazing or crop growth, nor because they make for perfect surfaces for roads. No, it was the very size and flatness of the open space themselves that proved so valuable to the ruling powers of Etzos, or more narrowly, the Marshalls of the Etzori Army.
One fine trial, these men pored over a map of the Etzori territories and poked their fingers at a spot of land perfectly positioned for gathering together and deploying outward the entirety of the Etzori Army, if necessary. But location was not enough: the landscape would have to be amenable to the idea.
These commanders found the land flat, open, unspoiled by rivers and hills and crevices. They looked upon it, and said it was good. Forever after, these plains have been churned and pockmarked and ravaged by thousands and now tens of thousands of Eztori soldiers gathering on them. Coming together in their Wings and Arms, provisioned and rested and given their orders, before leaving once again. And like a snail that leaves a silver trail, a town grew in the aftermath of this decision. It started small, much as one would expect. Then the steady influx of soldiers and auxiliaries and assorted civilians that follow armies like remora fish to whales showed the rest of Etzos just how lucrative such a place could be.
It grew. It expanded. It refined and mutated and dirt roads became cobbles and wooden palisades became stone walls. And the name of this place? Why, Muster, of course.
One might argue that there are more militarized towns in Etzos, but few could dispute that this would be the only town spawned by the military itself. First it was taverns and stables, places for men and animals as the roads were being constructed to and from the area. Then it was grocery stores and blacksmiths, then housing for all concerned, and like that, a town had been born and it keeps on growing. In fairness, its size was limited due to the fact that the unseen hand of market forces and human appetites of five thousand men could only be nourished by so many businesses, whores, taverns, stores, and other such locations. Muster was a town in its own right, with paved roads and local government and a militia garrison to keep order throughout the arc and defend the walls surrounding it, but there was little to suggest it would grow any larger.
Then 716 rolled around, and with the eruption of fresh outrages to the south, the Eztori Army was redeployed in full strength... and its numbers were increased by tenfold. Five thousand suddenly became fifty thousand, and Muster became one of the central hubs of his new recruitment, training, armament, and deployment explosion. The town is fast becoming a city, with tens of thousands of people flocking to it and new housing being constructed every season to accommodate them. Most are civilians, ranging from the families of soldiers to engineers, hunters, healers, mapmakers, artisans, cooks, servants and even mages that follow an army wherever it goes. But many are there to stay, planting their flag of commerce in rich soil and hoping to strike it rich.
While the Mayor of Muster is quick to crow that nowhere has such a familiarity and thus appreciation for the brave boys of the Etzori Army, even he would find it hard to deny (at least outright) that a substantial "shadow economy" has flourished under the surface of the town. Soldiers throughout history have always provided work for whores, gambling dens, alehouses and, at the darker end of the spectrum, amoral men seeking stolen arms for sale and muscle for hire. Muster's underworld has exploded in recent arcs, as whole platoons of whores attend to the swollen Army and gambling parlors seem to sprout up in the basements of every other tavern. Loan sharks and drug peddlers circle like vultures, although the latter find less custom that one would expect: commanding officers may allow sex and drink and games of chance, but soldiers who neglect their duties due to drug-addled uselessness will soon find themselves grievously punished and discharged in disgrace, possibly to end up in Highbend.
This unseemly aspect of Muster society is, however, but a parcel of fleas on quite the healthy hound. The Marshalls generally do not care what lowborn soldiers do as long as it doesn't effect their effectiveness as soldiers. Their concern is the town itself, and just like at the very beginning, they are content with the edifice they and classic Etzori entrepreneurship has produced. Muster is well-defended and well-located, the center of a pentagram with Westguard, Southguard, Relay, Lowgarden, and Eztos Prime as the points. From there, soldiers can be rapidly deployed to any territory Etzos counts as its own. Well-maintained roads and an efficient messenger system ensure that this is a timely process, and as long as Eztos has enemies surrounding it, Muster will be a busy place.
Credit: Kasoria
Westguard
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Westguard
Much like Foster's Landing on the opposite side of Etzori land, the town of Westguard has swelled and thrived over the arcs thanks to its key location. But unlike the Landing - which would still be a paltry settlement like it's older, southern sibling Middlecleft, if not for its unparalleled access to the Orm'del Sea - Westguard has more than just economic importance going for it. It's strategic nature makes it one of the most heavily-fortified of the outlying Etzori towns, perhaps the most fortified outside of the populated fortresses that the southern towns have become since the war with the Rhakros. In addition, being the first sign of Etzori civilization anyone coming from the west comes into contact with, there is quite the onus on the townspeople to impress, educate, warn (and if necessary, intimidate) visitors about the Free and Independent City-State of Etzos.
Trade, geography, military significance, and cultural emphasis. All of these factors have combined into a perfect elixir to grow a border town on the river into a powerhouse that hopes to one day rival its mother city in importance.
Westguard was founded not long after Etzos itself, and some historians contend that the township came first. Located next to fresh water and easily defensible, it would have been a fine spot for a city... but then vast gem deposits were found under the Etzos plateau, and any question as to which location would dominate the region was laid to rest. However, Westguard has still been seen as crucially important by the High Council. In the early trials, this was because of the Fields of Gauthrel.
Stretching across a huge swath of the Western Continent, the Fields are feared across the world for breeding some of the most horrific and tenacious monsters imaginable. The Eastern Fields are largely civilized now, and even centuries ago, Hiladrithi territory and thus hunters and military forces acted as an important buffer between the monstrous packs and Etzori citizens... but such a place can never be truly tamed. In the same way, such abominations can never be relied upon to be turned back or killed before they cross Hiladrithi land and reach Westguard.
A clutch of Haggen-Fohl, a handful of Feron's monstrous spirits, even a single dreaded Lurker of the Plain, would be more than enough to devastate the town and slaughter hundreds or thousands, then continue pillaging and butchering deep into Etzori territory. For this reason, the town has always been surrounded by stone walls and the militia there is always on duty. An Arm of the Etzori Army is always stationed there, and the well-maintained road network around the town ensures that when rotation does come about, it is always done quickly and with as little undefended window as possible.
Such strength and stoutness produced a bulwark in the wilderness, which is always appreciated by the traders of the world. Fortunately for Westguard, the city sits upon not one but three major trade routes: the river-bound route from Ne'haer to Hiladrith, the land route from Argos to Hiladrith and, of course, the outward traffic from Eztori caravans and trading expeditions traveling southwest. As a result, Westguard has boomed into a cosmopolitan town of tens of thousands, where many citizens of the nations and states congregate, even if only for a trial or two, while they rest their bones before traveling onward. There are even those in the Mayor's office who crow that if ever the Westguard-Etzori road is ever completed, making Westguard the unavoidable stop between the southwestern nations and Eztori itself, the town will grow to a city within a matter of seasons, not arcs.
Such an influx of trade and outside culture has made for quite an eclectic town, but always one that remembers where their loyalties lie. The ruling powers of Westguard are loyal to Eztos Prime, and brook no argument when it comes to "properly informing" newcomers about Eztori... expectations. Worship of Immortals is strongly discouraged and their priests can expect a cold reception bordering on outright hostility. There are always soldiers on patrol, letting the foreigners know that the power of Etzos is not just in gems or trade, but in steel and martial ability.
Yet despite this cultural posturing, Westguard boasts many families and residents with lineage that mingles the blood of several nations and peoples. The Old Guard faction of Etzos keeps a staunch presence in Westguard, and the people there are known to be much more understanding and flexible when it comes to certain alien influences. After all, they are the Gateway to Etzos, not the city herself; what harm is it done if a few harmless practices are ignored, as long as the practitioners know to stow such chicanery when they reach the Big Rock proper?
There are many, though, who think this melting pot attitude is going too far. There has been friction reported between the military men long-posted to Westguard, and the mercantile politicians who rule it. After the incursions and atrocities of 716, military commanders have complained that the Mayor's "come one, come all, and bring your money!" attitude has left Westguard too exposed to infiltration and attack. They've been conducting increased patrols around the border and the rich farmlands around the river, hunting down scattered monsters from the Fields. The overall military commander for Westguard has even demanded that the civilian militia be given further training and expanded to include surveillance and observation of visitors, regardless of the cost. As far as the Etzos Army is concerned, war is coming, and if Westguard is not on the front line, it will still be essential for reinforcement and resupply for the forces fighting elsewhere.
The politicians, bankers, traders, and businessmen have different opinions. While they all profess (and in most cases truly hold) loyalty to Etzos Prime, generations of exposure to Hiladrith, Argos, and Ne'haer have softened the rabidly anti-Immortal stance of the mother city knocked into them, and the latent xenophobia that comes with it. Similar to Lowgarden, Westguard now houses a few thousand immigrants that call the town home, and a definite "ethnic quality" has seeped its way into the character of the town. One faction of Westguard embraces this diversity; the other distrusts it. One side believes that the current martial presence is more than enough to effectively police the town and the scores of small farms around it; the other believes just as fervently that Westguard is changing too much and too quickly.
Time will tell which side is proven correct.
Credit: Kasoria
Lakewatch
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Darington
Darington has a current population of 2,500 and was the first town established in the network of walled towns being built in the southern wilds. It was deliberately placed the furthest south and had great effort and haste put into its construction, in order to have it stand as first line of defense while the remaining towns were built behind it.
Any Rhakrosian movements toward the north are now met almost as soon as they leave the jungle, rather than being allowed to gain the footholds they have enjoyed prior to the Great Shadow Invasion of 716, which was at first believed to have resulted in Lisirra's death. Though this development unfortunately proved false, her recovery time was still recognized as a singular opportunity to change the dynamics of the wilderness between Etzos and Rhakros.
Darington's focus is primarily on military readiness, training, scouting and exercises, with the intent of keeping the residents there nearly as able to defend themselves as the army itself. This capability is bolstered by a number of mages acquired by Chief Adviser Vuda in the main city of Etzos. Most of the citizens that applied for residency in Darington are ex-army, and are expected to be suspicious of strangers at best, hostile at worst.
This is because they know that Rhakros frequently departs from conventional means of attacking, and that the walls are more to keep out plague-carrying wanderers than holding off invading soldiers. But in the event of the latter, the township is nothing short of a walled fortress, manned by a highly-trained militia, with a support corps of medics, cooks, hunters, chemists, farmers, builders and general workmen that keep the town stocked for a siege.
In the event of attack, the non-combatants will withdraw behind the walls. But even these citizens usually have some rudimentary weapon training, if not a military background. Those that do not, are often criminals being offered a degree of pardon in exchange for the risks inherent on this southern front. This is a rough town, populated largely by those who know that every day may be their last, and have little left to lose. And while fights and injuries are common occurrences, once foreign aggression is recognized, the people pull together as family to defend their town.
Any Rhakrosian movements toward the north are now met almost as soon as they leave the jungle, rather than being allowed to gain the footholds they have enjoyed prior to the Great Shadow Invasion of 716, which was at first believed to have resulted in Lisirra's death. Though this development unfortunately proved false, her recovery time was still recognized as a singular opportunity to change the dynamics of the wilderness between Etzos and Rhakros.
Darington's focus is primarily on military readiness, training, scouting and exercises, with the intent of keeping the residents there nearly as able to defend themselves as the army itself. This capability is bolstered by a number of mages acquired by Chief Adviser Vuda in the main city of Etzos. Most of the citizens that applied for residency in Darington are ex-army, and are expected to be suspicious of strangers at best, hostile at worst.
This is because they know that Rhakros frequently departs from conventional means of attacking, and that the walls are more to keep out plague-carrying wanderers than holding off invading soldiers. But in the event of the latter, the township is nothing short of a walled fortress, manned by a highly-trained militia, with a support corps of medics, cooks, hunters, chemists, farmers, builders and general workmen that keep the town stocked for a siege.
In the event of attack, the non-combatants will withdraw behind the walls. But even these citizens usually have some rudimentary weapon training, if not a military background. Those that do not, are often criminals being offered a degree of pardon in exchange for the risks inherent on this southern front. This is a rough town, populated largely by those who know that every day may be their last, and have little left to lose. And while fights and injuries are common occurrences, once foreign aggression is recognized, the people pull together as family to defend their town.
Lakewatch I mean to leave mysterious.
Cylus 28 will now be "The Allensby Festival" in Southguard. Fireworks