ETZOS CITY LAYOUT
Outer Perimeter:
► Show Spoiler
Starting due north and moving clockwise:
B.) North Approach and Gate.
Q.) Northeastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
P.) The Outer Crafting Zone.
C.) Eastern Approach and Gate.
Q.) Eastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
Q.) Southern Civilian Outer Housing.
D.) Southern Approach and Gate.
O.) The Citizen's Market.
K.) Market Alley Ramp.
Q.) Southwestern Civilian Outer Housing.
A.) Main Western Approach and "Great Parhn Gate".
M.) The City Garrison Barracks.
N.) Garrison Alley Ramp.
Q.) Northwestern Civilian Outer Housing.
All approaches and ramps are uphill.
West Approach and Great Parhn Gate: Etzos has a two-stage gateway. There is a forward double door of steel-reinforced hardwood, backed up by the massive main gate, with a killing zone between them. When closed, the forward doors meet at an angle to support each other in the event of either being singled out for battering. Also, the tributary stone statue of founder Morgan Parhn serves as an additional brace against such assault. It is said that when Morgan Parhn died, he swore that death would not stop him from defending his city. Most people hold that the construction of this statue was what he meant. Others believe there is more to it than that.
*All players not starting in Etzos must post arriving at this gate before beginning any threads here.
Other Gates and Ramps: The other approaches go beneath defensive towers, that also house medical stations, to reach the gates. These towers can be collapsed to deny enemies entry. The ramps do not give direct access to the inner city. The names of the ramps only refer to their most frequent usage.
Civilian Housing: If you start with the "City Dwellers" Starter Pack, you are granted an adobe house in one of these sections. You must specify which directional section you want; Northeastern, Eastern, Southern, Southwestern or Northwestern.
If you choose to rent housing in one of these sections, you may rent within your Wealth Tier at no rate; a Tier 4 character would be able to rent up to a Tier 4 house at a rate of 0wp per season of renting. Renting higher than your Wealth Tier costs Wealth Points at a rate of two times the difference in Tier between your Wealth Tier and the house's; a Tier 4 character would be able to rent a Tier 5 house at a rate of 2wp per season of renting. Low- to mid-Tier housing is available in the Outer Perimeter. Mid- to high-Tier housing is available inside the Commercial Ring.
The Outer Crafting Zone: This is just a generic crafting zone for use in threads. This will contain on-again-off-again booths with crafters of small items. It is also assumed to be a crafting zone for the military to make common items. Think of this as a flea market sort of atmosphere. More secret and innovative military research goes on inside the city. Businesses started by players are assumed to be inside the Commercial Ring.
The Citizen's Market: This is where the random crafters of the Crafting Zone bring their items for sale. Also found here are clothes, produce and wares of all sorts. Consult the Shoppe for costs. Gems and other very expensive items will have to be purchased in the Commercial Ring.
The City Garrison Barracks: This is where the troops currently stationed in the city are housed. Most troops see this as light duty after being out on maneuvers and reconnaissance. As a result, this area often fluctuates between a rowdy, drunken brawl by soldiers, and a series of brutal, disciplinarian reprisals by commanders. But it's all in a good time.
B.) North Approach and Gate.
Q.) Northeastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
P.) The Outer Crafting Zone.
C.) Eastern Approach and Gate.
Q.) Eastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
Q.) Southern Civilian Outer Housing.
D.) Southern Approach and Gate.
O.) The Citizen's Market.
K.) Market Alley Ramp.
Q.) Southwestern Civilian Outer Housing.
A.) Main Western Approach and "Great Parhn Gate".
M.) The City Garrison Barracks.
N.) Garrison Alley Ramp.
Q.) Northwestern Civilian Outer Housing.
All approaches and ramps are uphill.
West Approach and Great Parhn Gate: Etzos has a two-stage gateway. There is a forward double door of steel-reinforced hardwood, backed up by the massive main gate, with a killing zone between them. When closed, the forward doors meet at an angle to support each other in the event of either being singled out for battering. Also, the tributary stone statue of founder Morgan Parhn serves as an additional brace against such assault. It is said that when Morgan Parhn died, he swore that death would not stop him from defending his city. Most people hold that the construction of this statue was what he meant. Others believe there is more to it than that.
*All players not starting in Etzos must post arriving at this gate before beginning any threads here.
Other Gates and Ramps: The other approaches go beneath defensive towers, that also house medical stations, to reach the gates. These towers can be collapsed to deny enemies entry. The ramps do not give direct access to the inner city. The names of the ramps only refer to their most frequent usage.
Civilian Housing: If you start with the "City Dwellers" Starter Pack, you are granted an adobe house in one of these sections. You must specify which directional section you want; Northeastern, Eastern, Southern, Southwestern or Northwestern.
If you choose to rent housing in one of these sections, you may rent within your Wealth Tier at no rate; a Tier 4 character would be able to rent up to a Tier 4 house at a rate of 0wp per season of renting. Renting higher than your Wealth Tier costs Wealth Points at a rate of two times the difference in Tier between your Wealth Tier and the house's; a Tier 4 character would be able to rent a Tier 5 house at a rate of 2wp per season of renting. Low- to mid-Tier housing is available in the Outer Perimeter. Mid- to high-Tier housing is available inside the Commercial Ring.
The Outer Crafting Zone: This is just a generic crafting zone for use in threads. This will contain on-again-off-again booths with crafters of small items. It is also assumed to be a crafting zone for the military to make common items. Think of this as a flea market sort of atmosphere. More secret and innovative military research goes on inside the city. Businesses started by players are assumed to be inside the Commercial Ring.
The Citizen's Market: This is where the random crafters of the Crafting Zone bring their items for sale. Also found here are clothes, produce and wares of all sorts. Consult the Shoppe for costs. Gems and other very expensive items will have to be purchased in the Commercial Ring.
The City Garrison Barracks: This is where the troops currently stationed in the city are housed. Most troops see this as light duty after being out on maneuvers and reconnaissance. As a result, this area often fluctuates between a rowdy, drunken brawl by soldiers, and a series of brutal, disciplinarian reprisals by commanders. But it's all in a good time.
Wards and Stations Ring:
► Show Spoiler
Starting due north and moving clockwise:
L.) Northern Medical Station.
G.) "Breakers" Mount Training Ward.
I.) The Veterinary Station.
H.) "Breakers" Stables Ward.
L.) Southern Medical Station.
F.) Archery Training Range Ward.
Z.) South Fore-Tower of Diplomacy.
Y.) Morgan Pahrn Courtyard.
Z.) North Fore-Tower of Diplomacy.
E.) Mark's Training Ward.
A "ward" is a level section of a fortress located between the inner "curtain wall", which protects the citadel, and an outer curtain wall, which is usually the last perimeter of walls, and serves as a defensive structure for defenders inside the ward. The Wards of Etzos overlook the outer perimeter areas, and the adjoining ramps serve as an evacuation passage into the city, for citizens in the outer areas, in case of an attack.
Medical Station: The roadways to these gates pass beneath the medical stations. The upper levels of these medical stations serve as defensive towers, like those at the main gate. These stations are primarily intended to give medical aid to citizens from outside of the citadel. In the event of a military crisis, these stations can be collapsed to block each entry. There are additional medical stations inside the citadel. All these are intended to treat non-life-threatening injuries, or to perform triage and stabilization on those in need of life-and-death procedures. For such major health issues, there is the Prime Sanitarium within the Citizen's Tower.
"Breaker" Training and Stables Wards: These two wards encompass the entire eastern half of the Wards and Stations Ring, and are completely devoted to the development of mounted military forces, or "Breakers". Both are accessed by Breaker Alley ramps, the Stables overlooking 2 civilian quarters, and the Breaker Ward overlooking both the Outer Crafting Zone and the NE civilian quarter. The Stables are for breeding and stabling of those beasts being tested for capabilities as military combat mounts. The Breaker Ward is for the actual training of these creatures. The development of mounted troops is entirely new to the Army of the Etzori and has not yet been integrated into their forces. But once enough progress has been made, the sight and sound of armored beasts carrying elite soldiers down the "Breaker Alleys", to charge into battle against the city's foes with crushing impact, is sure to bring inspired cheers to the throats of all loyal Etzori.
The Veterinary Station: This tower sits over the Eastern Approach and houses the veterinary medical station and is situated to be on hand to give aid to the creatures being trained as mounts for the Army of the Etzori. Like the medical stations, it also is able to be collapsed in an emergency to block the entry. It is the great strength of these animals, combined with certain magics already in place, that is used to pull key stones from these three structures, enabling this collapse. But this has yet to be tested, as no such crisis has ever occurred.
Archery Training Range Ward: This ward is accessed by the Market Alley ramp and serves the same basic function as the Combat Training Ward. As the name suggests, in non-crisis situations, this ward contains numerous archery ranges and overlooks both the Outer Market and the SW civilian quarter. Many of these civilians take advantage of free archery training in their free time in this ward. In a crisis, the straw targets would be ignored, in preference to incoming enemy soldiers; the higher ground and low wall giving the defenders a deadly advantage.
Mark's Training Ward: This area is full of combat training equipment designed to enable Etzori foot soldiers, or "Marks", to stay in peak condition. It is accessed by the Garrison Alley ramp, and overlooks both the Garrison Barracks and the NW civilian quarter. Troops in the Garrison Barracks can be directed inside this defensible position for protective and strategic purposes. As well, many civilians, schooled in basic archery, are ready to lend their skills in these defensive efforts. Those that are not can be evacuated into the city through either of the towers at the ends of this location.
The Fore Towers of Diplomacy: It is no accident that the open areas before and between the two sets of main gate doors are overlooked by flanking towers, enabling withering archery fire, stone bombardment, or boiling oil to be directed against enemies occupying this walled-in death zone. Nor is it an accident that the barracks for the city's Garrison are just beyond the wall lining the north side of the approach. The great statue of founder Morgan Parhn is situated here, both to give bracing support to the forward gates, and to inspire courage in the defenders.
L.) Northern Medical Station.
G.) "Breakers" Mount Training Ward.
I.) The Veterinary Station.
H.) "Breakers" Stables Ward.
L.) Southern Medical Station.
F.) Archery Training Range Ward.
Z.) South Fore-Tower of Diplomacy.
Y.) Morgan Pahrn Courtyard.
Z.) North Fore-Tower of Diplomacy.
E.) Mark's Training Ward.
A "ward" is a level section of a fortress located between the inner "curtain wall", which protects the citadel, and an outer curtain wall, which is usually the last perimeter of walls, and serves as a defensive structure for defenders inside the ward. The Wards of Etzos overlook the outer perimeter areas, and the adjoining ramps serve as an evacuation passage into the city, for citizens in the outer areas, in case of an attack.
Medical Station: The roadways to these gates pass beneath the medical stations. The upper levels of these medical stations serve as defensive towers, like those at the main gate. These stations are primarily intended to give medical aid to citizens from outside of the citadel. In the event of a military crisis, these stations can be collapsed to block each entry. There are additional medical stations inside the citadel. All these are intended to treat non-life-threatening injuries, or to perform triage and stabilization on those in need of life-and-death procedures. For such major health issues, there is the Prime Sanitarium within the Citizen's Tower.
"Breaker" Training and Stables Wards: These two wards encompass the entire eastern half of the Wards and Stations Ring, and are completely devoted to the development of mounted military forces, or "Breakers". Both are accessed by Breaker Alley ramps, the Stables overlooking 2 civilian quarters, and the Breaker Ward overlooking both the Outer Crafting Zone and the NE civilian quarter. The Stables are for breeding and stabling of those beasts being tested for capabilities as military combat mounts. The Breaker Ward is for the actual training of these creatures. The development of mounted troops is entirely new to the Army of the Etzori and has not yet been integrated into their forces. But once enough progress has been made, the sight and sound of armored beasts carrying elite soldiers down the "Breaker Alleys", to charge into battle against the city's foes with crushing impact, is sure to bring inspired cheers to the throats of all loyal Etzori.
The Veterinary Station: This tower sits over the Eastern Approach and houses the veterinary medical station and is situated to be on hand to give aid to the creatures being trained as mounts for the Army of the Etzori. Like the medical stations, it also is able to be collapsed in an emergency to block the entry. It is the great strength of these animals, combined with certain magics already in place, that is used to pull key stones from these three structures, enabling this collapse. But this has yet to be tested, as no such crisis has ever occurred.
Archery Training Range Ward: This ward is accessed by the Market Alley ramp and serves the same basic function as the Combat Training Ward. As the name suggests, in non-crisis situations, this ward contains numerous archery ranges and overlooks both the Outer Market and the SW civilian quarter. Many of these civilians take advantage of free archery training in their free time in this ward. In a crisis, the straw targets would be ignored, in preference to incoming enemy soldiers; the higher ground and low wall giving the defenders a deadly advantage.
Mark's Training Ward: This area is full of combat training equipment designed to enable Etzori foot soldiers, or "Marks", to stay in peak condition. It is accessed by the Garrison Alley ramp, and overlooks both the Garrison Barracks and the NW civilian quarter. Troops in the Garrison Barracks can be directed inside this defensible position for protective and strategic purposes. As well, many civilians, schooled in basic archery, are ready to lend their skills in these defensive efforts. Those that are not can be evacuated into the city through either of the towers at the ends of this location.
The Fore Towers of Diplomacy: It is no accident that the open areas before and between the two sets of main gate doors are overlooked by flanking towers, enabling withering archery fire, stone bombardment, or boiling oil to be directed against enemies occupying this walled-in death zone. Nor is it an accident that the barracks for the city's Garrison are just beyond the wall lining the north side of the approach. The great statue of founder Morgan Parhn is situated here, both to give bracing support to the forward gates, and to inspire courage in the defenders.
Commercial Circle:
► Show Spoiler
This entire area, designated "R", is made up of concentric, overlapping arcs of walls, creating wide, circular open-air corridors of fine housing neighborhoods and commercial strips. There are five concentric corridors of buildings, set amid six rows of walls. The outermost wall is actually the inside of the inner curtain wall which separates the Commercial Ring from the Wards Ring. Inside of that are four concentric circles of arced wall sections, each comprised of 8 sections. Lastly is the Citadel Wall, which encircles the central towers. This is made up of only four sections. So a unit's address in this section is comprised of the number designation of which wall, which section of that wall, whether it is on the inner face or outer, and which unit among that row.
For example if the "R" shown on the right side of this zone was to represent a building, it's address would be "3-3-i-8", give or take a few on the last number. It would breakdown in this way: unit "R" is attached to the third wall counting in from the curtain wall (3-). It is attached to the third section of that wall, starting from the section due north (3-3-). It is on the inside face of that wall section (3-3-i-). And would be approximately the eighth unit along that face of that wall section, counting clockwise (3-3-i-8). The "R" on the left side of this zone would be designated "5-7-i-8", again, give or take a number or two on the last spot.
It is just coincidence that these would both be homes rather than businesses. Of the five corridors of buildings, the odd-numbered corridors are for houses, and the even are for businesses. Every kind of business or craft can be found within this stratum of the city, the upscale nature of each ring increasing the further in you go. There are metal portcullis gates, set into heavy stone buttresses, on both sides of each gateway entry, that seal off access into the city as a last measure of defense from invasion. The only part of the city left within this circle is The Citadel itself.
For example if the "R" shown on the right side of this zone was to represent a building, it's address would be "3-3-i-8", give or take a few on the last number. It would breakdown in this way: unit "R" is attached to the third wall counting in from the curtain wall (3-). It is attached to the third section of that wall, starting from the section due north (3-3-). It is on the inside face of that wall section (3-3-i-). And would be approximately the eighth unit along that face of that wall section, counting clockwise (3-3-i-8). The "R" on the left side of this zone would be designated "5-7-i-8", again, give or take a number or two on the last spot.
It is just coincidence that these would both be homes rather than businesses. Of the five corridors of buildings, the odd-numbered corridors are for houses, and the even are for businesses. Every kind of business or craft can be found within this stratum of the city, the upscale nature of each ring increasing the further in you go. There are metal portcullis gates, set into heavy stone buttresses, on both sides of each gateway entry, that seal off access into the city as a last measure of defense from invasion. The only part of the city left within this circle is The Citadel itself.
The Citadel:
► Show Spoiler
Each level of Etzos rises above the last, as you move toward the center. As a result, the towers of the Citadel loom like giants over the rest of the city. Many of the factions vying for power have their seats of control within these halls. More information about them can be found in the Factions section.
Starting just left of due north and moving clockwise:
T.) The Hall of Rule and Reprimand.
V.) The Citizen's Tower.
X.) The Crescent Arena.
W.) The Etzori Academy.
U.) The Pillar of Society.
S.) The Tower of Ministers.
The Hall of Rule and Reprimand: This is the base, barracks and armory for the Black Guard, which is essentially the police force. The Hall of Judgement is at the top, and is where complaints are initially heard and ruled on by City Magistrates. If the magistrates there are unable to gain an accord between the contending parties, the complaint is sent to the Tower of Ministers to be heard. All parties are warned that the authorities there tend to rule more severely on those who were too stubborn to come to terms here. This is not necessarily true, but it motivates adversaries to come to terms. In the interim, those waiting to be heard, either by the magistrates or the ministers, are kept in "Reflection Chambers" to think about their attitudes and the consequences. These cells, and evidence storage facilities, take up the floors between these two facilities. Not as widely known are the cells below ground that are maintained for the more volatile inmates. Punishment usually takes the form of servitude or exile, but occasionally the accused is deemed to be too dangerous to be allowed the general degree of freedom associated with these two verdicts. These detainees are usually forgotten before they are released.
The Citizen's Tower: This is the place where all the typical day-to-day needs of the citizenry are seen to. The Offices of Housing, Employment, Guidance, Labor and Coordination are all contained in this facility. These are all duties of the Citizen's Committee. You would come here to ask about acquiring a place to live, a job, directions or advice, finding workers to hire, coordinating efforts combining different offices, gaining permission to accompany the army on some excursion, etc. All these and more are handled by the dedicated counselors that populate this tower. This tower is also home to the Prime Sanitarium, the medical center of Etzos. Included in this facility are small domiciles for the staff, allowing quick response by the trained professionals in crisis situations.
The Crescent Arena: This is the public stadium, where competitions of all kinds are staged. Many of these are in conjunction with celebrations and holidays; others are to generate funds for city projects. Theater and Art events are often held here. This is also the site where "Rules by Combat" are conducted to settle certain claims. These are the only truly gladiatorial type events held in Etzos. This is also the place where any speeches are addressed to the populace.
The Etzori Academy: As one might guess, this is the hall of learning for citizens to engage in courses beyond those that involve apprenticeships to crafters. Or it may be that such apprenticeships are currently unavailable and leave a talented learner no other place to perfect his skill. There are classes available in the fields of Academics, Agriculture and Nature, Arts, Athletics and Outdoorsmanship, Business, Diplomacy and Law, Entertainment and Performing Arts, Manufacturing, Naval and Maritime, and Trade and Commerce. All these have several sub-categories a student can specialize in. Counselors are available to help prospective students decide on where and how to apply themselves. Bursars will make financial arrangements, which can include a term of "Debt Servitude" to the Academy to repay tuition. The Headmistress is the final authority on all decisions, and the face of the Academy, but she tends to leave daily affairs to her officers. Her primary concern is the selection and maintenance of a skilled and contented faculty. She also coordinates the meetings of unusual and difficult-to-categorize talents with those capable of developing them.
The Pillar of Society: This is the most secretive of the towers, even more so than the Tower of Ministers. This is because the main things that the public knows are located within are the Vault, the Bank and the Art and History Museum. Most citizens are content to assume that these vital institutions need the entire structure for security. But this is also where both the Shrine to Lisirra, and the hub of secret passageways is located, many of which give access to hidden areas of the Underground. It is also the location of Chief Adviser Vuda's private Study, Laboratory and Arcanum. Many who give enough offense against the city's policies of anti-Immortal bias, or against Vuda himself, find themselves spirited away from the regular cells in The Hall of Rule and Reprimand to receive much harsher accommodations here. Most are publicly said to have been exiled, so their absence raises no eyebrows. Most are never seen again.
The Tower of Ministers: This is the closest thing to a "palace" to be found in Etzos. This is where all the most high-ranking of the city's administrators have their private chambers, as well as readied chambers for important guests. There are numerous conference, strategy and map rooms which are in frequent use. This is where the equivalent of the "Throne Room" is to be found, for those with complaints to levy for judgement, or for foreign messengers to be heard. The elite Tower Guard, which is essentially Vuda's private bodyguard, has their own barracks within the tower for quick responses, and have a rotating schedule that keeps a formidable squadron on duty at all times. Like all the towers, there are circular balconies outside, affording magnificent views of the city and surrounding countryside, as well as inner promenades circling the ornate central core of the structure. There are several works of art decorating this part of the tower rather than on display in the museum.
Starting just left of due north and moving clockwise:
T.) The Hall of Rule and Reprimand.
V.) The Citizen's Tower.
X.) The Crescent Arena.
W.) The Etzori Academy.
U.) The Pillar of Society.
S.) The Tower of Ministers.
The Hall of Rule and Reprimand: This is the base, barracks and armory for the Black Guard, which is essentially the police force. The Hall of Judgement is at the top, and is where complaints are initially heard and ruled on by City Magistrates. If the magistrates there are unable to gain an accord between the contending parties, the complaint is sent to the Tower of Ministers to be heard. All parties are warned that the authorities there tend to rule more severely on those who were too stubborn to come to terms here. This is not necessarily true, but it motivates adversaries to come to terms. In the interim, those waiting to be heard, either by the magistrates or the ministers, are kept in "Reflection Chambers" to think about their attitudes and the consequences. These cells, and evidence storage facilities, take up the floors between these two facilities. Not as widely known are the cells below ground that are maintained for the more volatile inmates. Punishment usually takes the form of servitude or exile, but occasionally the accused is deemed to be too dangerous to be allowed the general degree of freedom associated with these two verdicts. These detainees are usually forgotten before they are released.
The Citizen's Tower: This is the place where all the typical day-to-day needs of the citizenry are seen to. The Offices of Housing, Employment, Guidance, Labor and Coordination are all contained in this facility. These are all duties of the Citizen's Committee. You would come here to ask about acquiring a place to live, a job, directions or advice, finding workers to hire, coordinating efforts combining different offices, gaining permission to accompany the army on some excursion, etc. All these and more are handled by the dedicated counselors that populate this tower. This tower is also home to the Prime Sanitarium, the medical center of Etzos. Included in this facility are small domiciles for the staff, allowing quick response by the trained professionals in crisis situations.
The Crescent Arena: This is the public stadium, where competitions of all kinds are staged. Many of these are in conjunction with celebrations and holidays; others are to generate funds for city projects. Theater and Art events are often held here. This is also the site where "Rules by Combat" are conducted to settle certain claims. These are the only truly gladiatorial type events held in Etzos. This is also the place where any speeches are addressed to the populace.
The Etzori Academy: As one might guess, this is the hall of learning for citizens to engage in courses beyond those that involve apprenticeships to crafters. Or it may be that such apprenticeships are currently unavailable and leave a talented learner no other place to perfect his skill. There are classes available in the fields of Academics, Agriculture and Nature, Arts, Athletics and Outdoorsmanship, Business, Diplomacy and Law, Entertainment and Performing Arts, Manufacturing, Naval and Maritime, and Trade and Commerce. All these have several sub-categories a student can specialize in. Counselors are available to help prospective students decide on where and how to apply themselves. Bursars will make financial arrangements, which can include a term of "Debt Servitude" to the Academy to repay tuition. The Headmistress is the final authority on all decisions, and the face of the Academy, but she tends to leave daily affairs to her officers. Her primary concern is the selection and maintenance of a skilled and contented faculty. She also coordinates the meetings of unusual and difficult-to-categorize talents with those capable of developing them.
The Pillar of Society: This is the most secretive of the towers, even more so than the Tower of Ministers. This is because the main things that the public knows are located within are the Vault, the Bank and the Art and History Museum. Most citizens are content to assume that these vital institutions need the entire structure for security. But this is also where both the Shrine to Lisirra, and the hub of secret passageways is located, many of which give access to hidden areas of the Underground. It is also the location of Chief Adviser Vuda's private Study, Laboratory and Arcanum. Many who give enough offense against the city's policies of anti-Immortal bias, or against Vuda himself, find themselves spirited away from the regular cells in The Hall of Rule and Reprimand to receive much harsher accommodations here. Most are publicly said to have been exiled, so their absence raises no eyebrows. Most are never seen again.
The Tower of Ministers: This is the closest thing to a "palace" to be found in Etzos. This is where all the most high-ranking of the city's administrators have their private chambers, as well as readied chambers for important guests. There are numerous conference, strategy and map rooms which are in frequent use. This is where the equivalent of the "Throne Room" is to be found, for those with complaints to levy for judgement, or for foreign messengers to be heard. The elite Tower Guard, which is essentially Vuda's private bodyguard, has their own barracks within the tower for quick responses, and have a rotating schedule that keeps a formidable squadron on duty at all times. Like all the towers, there are circular balconies outside, affording magnificent views of the city and surrounding countryside, as well as inner promenades circling the ornate central core of the structure. There are several works of art decorating this part of the tower rather than on display in the museum.
The Underground:
► Show Spoiler
In the event of a massive poisoning of the water supply, there are a number of storage areas for barrels of emergency water. This water, along with rations and combat materials, stand ready for sorties against foes outside the city. The populace that occupies this level of Etzos makes free use of these supplies and wards off newcomers from "exploiting" them. There is a sense of brotherhood shared by those that spend a lot of time here, and this fellowship is not given quickly or lightly. Many are ex-soldiers, or soldiers currently in disgrace of some sort, and assigned here specifically to be out of the public eye. There are often a number of citizens hiding out here as well, accused of crimes they hope will "blow over" if they remain incognito for a while.
A couple of heavily guarded and reinforced doors lead to areas off limits even to these denizens, as well as the troops on duty there, who share an accord of non-interference that benefits them both. These lead to the access passageways for Chief Adviser Vuda to make his way unseen from point to point within the city, and none wish to attract his attention.
Many of the intersecting tunnels have traps, should invading forces find their way in. There is an unspoken agreement between the actual duty soldiers, their off-duty or "retired" brothers, and citizens trying to disappear for a while, to join forces should such an attack occur. It is this understanding that keeps the duty soldiers from reporting the whereabouts of these accused citizens, and the promise of their cooperation that keeps the upper law from coming down after them.
But there is also some degree of entertainment to be found here in the form of gambling dens, pubs and even a brothel. Anything to be kept from the light of day, and public scrutiny, is likely to be located down here. The meeting places for both The Cauldron and The Fence are often designated here. There are even rumors of a Seeker cell lurking in the shadows of the Underground.
Original version by Maltruism
ETZOS CITY LAYOUT
Outer Perimeter:
► Show Spoiler
Starting due north and moving clockwise:
B.) North Approach and Gate.
Q.) Northeastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
P.) The Outer Crafting Zone.
C.) Eastern Approach and Gate.
Q.) Eastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
Q.) Southern Civilian Outer Housing.
D.) Southern Approach and Gate.
O.) The Citizen's Market.
K.) Market Alley Ramp.
Q.) Southwestern Civilian Outer Housing.
A.) Main Western Approach and "Great Parhn Gate".
M.) The City Garrison Barracks.
N.) Garrison Alley Ramp.
Q.) Northwestern Civilian Outer Housing.
All approaches and ramps are uphill.
West Approach and Great Parhn Gate: Etzos has a two-stage gateway. There is a forward double door of steel-reinforced hardwood, backed up by the massive main gate, with a killing zone between them. When closed, the forward doors meet at an angle to support each other in the event of either being singled out for battering. Also, the tributary stone statue of founder Morgan Parhn serves as an additional brace against such assault. It is said that when Morgan Parhn died, he swore that death would not stop him from defending his city. Most people hold that the construction of this statue was what he meant. Others believe there is more to it than that.
*All players not starting in Etzos must post arriving at this gate before beginning any threads here.
Other Gates and Ramps: The other approaches go beneath defensive towers, that also house medical stations, to reach the gates. These towers can be collapsed to deny enemies entry. The ramps do not give direct access to the inner city. The names of the ramps only refer to their most frequent usage.
Civilian Housing: If you start with the "City Dweller" package, you are granted an adobe house in one of these sections. You must specify which directional section you want; Northeastern, Eastern, Southern, Southwestern or Northwestern. If you cash out your housing money to start, then choose to rent, you may choose between an easily damaged wooden home for 40gn per season, or a sturdier adobe home for 60gn. Upgrades are only available inside the Commercial Ring. These cost a good deal more and are not available at character creation.
The Outer Crafting Zone: This is just a generic crafting zone for use in threads. This will contain on-again-off-again booths with crafters of small items. It is also assumed to be a crafting zone for the military to make common items. Think of this as a flea market sort of atmosphere. More secret and innovative military research goes on inside the city. Businesses started by players are assumed to be inside the Commercial Ring.
The Citizen's Market: This is where the random crafters of the Crafting Zone bring their items for sale. Also found here are clothes, produce and wares of all sorts. Consult Price List for costs. Gems and other very expensive items will have to be purchased in the Commercial Ring.
The City Garrison Barracks: This is where the troops currently stationed in the city are housed. Most troops see this as light duty after being out on maneuvers and reconnaissance. As a result, this area often fluctuates between a rowdy, drunken brawl by soldiers, and a series of brutal, disciplinarian reprisals by commanders. But it's all in a good time.
B.) North Approach and Gate.
Q.) Northeastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
P.) The Outer Crafting Zone.
C.) Eastern Approach and Gate.
Q.) Eastern Civilian Outer Housing.
J.) "Breaker" Alley Ramp.
Q.) Southern Civilian Outer Housing.
D.) Southern Approach and Gate.
O.) The Citizen's Market.
K.) Market Alley Ramp.
Q.) Southwestern Civilian Outer Housing.
A.) Main Western Approach and "Great Parhn Gate".
M.) The City Garrison Barracks.
N.) Garrison Alley Ramp.
Q.) Northwestern Civilian Outer Housing.
All approaches and ramps are uphill.
West Approach and Great Parhn Gate: Etzos has a two-stage gateway. There is a forward double door of steel-reinforced hardwood, backed up by the massive main gate, with a killing zone between them. When closed, the forward doors meet at an angle to support each other in the event of either being singled out for battering. Also, the tributary stone statue of founder Morgan Parhn serves as an additional brace against such assault. It is said that when Morgan Parhn died, he swore that death would not stop him from defending his city. Most people hold that the construction of this statue was what he meant. Others believe there is more to it than that.
*All players not starting in Etzos must post arriving at this gate before beginning any threads here.
Other Gates and Ramps: The other approaches go beneath defensive towers, that also house medical stations, to reach the gates. These towers can be collapsed to deny enemies entry. The ramps do not give direct access to the inner city. The names of the ramps only refer to their most frequent usage.
Civilian Housing: If you start with the "City Dweller" package, you are granted an adobe house in one of these sections. You must specify which directional section you want; Northeastern, Eastern, Southern, Southwestern or Northwestern. If you cash out your housing money to start, then choose to rent, you may choose between an easily damaged wooden home for 40gn per season, or a sturdier adobe home for 60gn. Upgrades are only available inside the Commercial Ring. These cost a good deal more and are not available at character creation.
The Outer Crafting Zone: This is just a generic crafting zone for use in threads. This will contain on-again-off-again booths with crafters of small items. It is also assumed to be a crafting zone for the military to make common items. Think of this as a flea market sort of atmosphere. More secret and innovative military research goes on inside the city. Businesses started by players are assumed to be inside the Commercial Ring.
The Citizen's Market: This is where the random crafters of the Crafting Zone bring their items for sale. Also found here are clothes, produce and wares of all sorts. Consult Price List for costs. Gems and other very expensive items will have to be purchased in the Commercial Ring.
The City Garrison Barracks: This is where the troops currently stationed in the city are housed. Most troops see this as light duty after being out on maneuvers and reconnaissance. As a result, this area often fluctuates between a rowdy, drunken brawl by soldiers, and a series of brutal, disciplinarian reprisals by commanders. But it's all in a good time.
Wards and Stations Ring:
► Show Spoiler
Starting due north and moving clockwise:
L.) Northern Medical Station.
G.) "Breakers" Mount Training Ward.
I.) The Veterinary Station.
H.) "Breakers" Stables Ward.
L.) Southern Medical Station.
F.) Archery Training Range Ward.
Z.) South Fore-Tower of Diplomacy.
Y.) Morgan Pahrn Courtyard.
Z.) North Fore-Tower of Diplomacy.
E.) Mark's Training Ward.
A "ward" is a level section of a fortress located between the inner "curtain wall", which protects the citadel, and an outer curtain wall, which is usually the last perimeter of walls, and serves as a defensive structure for defenders inside the ward. The Wards of Etzos overlook the outer perimeter areas, and the adjoining ramps serve as an evacuation passage into the city, for citizens in the outer areas, in case of an attack.
Medical Station: The roadways to these gates pass beneath the medical stations. The upper levels of these medical stations serve as defensive towers, like those at the main gate. These stations are primarily intended to give medical aid to citizens from outside of the citadel. In the event of a military crisis, these stations can be collapsed to block each entry. There are additional medical stations inside the citadel. All these are intended to treat non-life-threatening injuries, or to perform triage and stabilization on those in need of life-and-death procedures. For such major health issues, there is the Prime Sanitarium within the Citizen's Tower.
"Breaker" Training and Stables Wards: These two wards encompass the entire eastern half of the Wards and Stations Ring, and are completely devoted to the development of mounted military forces, or "Breakers". Both are accessed by Breaker Alley ramps, the Stables overlooking 2 civilian quarters, and the Breaker Ward overlooking both the Outer Crafting Zone and the NE civilian quarter. The Stables are for breeding and stabling of those beasts being tested for capabilities as military combat mounts. The Breaker Ward is for the actual training of these creatures. The development of mounted troops is entirely new to the Army of the Etzori and has not yet been integrated into their forces. But once enough progress has been made, the sight and sound of armored beasts carrying elite soldiers down the "Breaker Alleys", to charge into battle against the city's foes with crushing impact, is sure to bring inspired cheers to the throats of all loyal Etzori.
The Veterinary Station: This tower sits over the Eastern Approach and houses the veterinary medical station and is situated to be on hand to give aid to the creatures being trained as mounts for the Army of the Etzori. Like the medical stations, it also is able to be collapsed in an emergency to block the entry. It is the great strength of these animals, combined with certain magics already in place, that is used to pull key stones from these three structures, enabling this collapse. But this has yet to be tested, as no such crisis has ever occurred.
Archery Training Range Ward: This ward is accessed by the Market Alley ramp and serves the same basic function as the Combat Training Ward. As the name suggests, in non-crisis situations, this ward contains numerous archery ranges and overlooks both the Outer Market and the SW civilian quarter. Many of these civilians take advantage of free archery training in their free time in this ward. In a crisis, the straw targets would be ignored, in preference to incoming enemy soldiers; the higher ground and low wall giving the defenders a deadly advantage.
Mark's Training Ward: This area is full of combat training equipment designed to enable Etzori foot soldiers, or "Marks", to stay in peak condition. It is accessed by the Garrison Alley ramp, and overlooks both the Garrison Barracks and the NW civilian quarter. Troops in the Garrison Barracks can be directed inside this defensible position for protective and strategic purposes. As well, many civilians, schooled in basic archery, are ready to lend their skills in these defensive efforts. Those that are not can be evacuated into the city through either of the towers at the ends of this location.
The Fore Towers of Diplomacy: It is no accident that the open areas before and between the two sets of main gate doors are overlooked by flanking towers, enabling withering archery fire, stone bombardment, or boiling oil to be directed against enemies occupying this walled-in death zone. Nor is it an accident that the barracks for the city's Garrison are just beyond the wall lining the north side of the approach. The great statue of founder Morgan Parhn is situated here, both to give bracing support to the forward gates, and to inspire courage in the defenders.
L.) Northern Medical Station.
G.) "Breakers" Mount Training Ward.
I.) The Veterinary Station.
H.) "Breakers" Stables Ward.
L.) Southern Medical Station.
F.) Archery Training Range Ward.
Z.) South Fore-Tower of Diplomacy.
Y.) Morgan Pahrn Courtyard.
Z.) North Fore-Tower of Diplomacy.
E.) Mark's Training Ward.
A "ward" is a level section of a fortress located between the inner "curtain wall", which protects the citadel, and an outer curtain wall, which is usually the last perimeter of walls, and serves as a defensive structure for defenders inside the ward. The Wards of Etzos overlook the outer perimeter areas, and the adjoining ramps serve as an evacuation passage into the city, for citizens in the outer areas, in case of an attack.
Medical Station: The roadways to these gates pass beneath the medical stations. The upper levels of these medical stations serve as defensive towers, like those at the main gate. These stations are primarily intended to give medical aid to citizens from outside of the citadel. In the event of a military crisis, these stations can be collapsed to block each entry. There are additional medical stations inside the citadel. All these are intended to treat non-life-threatening injuries, or to perform triage and stabilization on those in need of life-and-death procedures. For such major health issues, there is the Prime Sanitarium within the Citizen's Tower.
"Breaker" Training and Stables Wards: These two wards encompass the entire eastern half of the Wards and Stations Ring, and are completely devoted to the development of mounted military forces, or "Breakers". Both are accessed by Breaker Alley ramps, the Stables overlooking 2 civilian quarters, and the Breaker Ward overlooking both the Outer Crafting Zone and the NE civilian quarter. The Stables are for breeding and stabling of those beasts being tested for capabilities as military combat mounts. The Breaker Ward is for the actual training of these creatures. The development of mounted troops is entirely new to the Army of the Etzori and has not yet been integrated into their forces. But once enough progress has been made, the sight and sound of armored beasts carrying elite soldiers down the "Breaker Alleys", to charge into battle against the city's foes with crushing impact, is sure to bring inspired cheers to the throats of all loyal Etzori.
The Veterinary Station: This tower sits over the Eastern Approach and houses the veterinary medical station and is situated to be on hand to give aid to the creatures being trained as mounts for the Army of the Etzori. Like the medical stations, it also is able to be collapsed in an emergency to block the entry. It is the great strength of these animals, combined with certain magics already in place, that is used to pull key stones from these three structures, enabling this collapse. But this has yet to be tested, as no such crisis has ever occurred.
Archery Training Range Ward: This ward is accessed by the Market Alley ramp and serves the same basic function as the Combat Training Ward. As the name suggests, in non-crisis situations, this ward contains numerous archery ranges and overlooks both the Outer Market and the SW civilian quarter. Many of these civilians take advantage of free archery training in their free time in this ward. In a crisis, the straw targets would be ignored, in preference to incoming enemy soldiers; the higher ground and low wall giving the defenders a deadly advantage.
Mark's Training Ward: This area is full of combat training equipment designed to enable Etzori foot soldiers, or "Marks", to stay in peak condition. It is accessed by the Garrison Alley ramp, and overlooks both the Garrison Barracks and the NW civilian quarter. Troops in the Garrison Barracks can be directed inside this defensible position for protective and strategic purposes. As well, many civilians, schooled in basic archery, are ready to lend their skills in these defensive efforts. Those that are not can be evacuated into the city through either of the towers at the ends of this location.
The Fore Towers of Diplomacy: It is no accident that the open areas before and between the two sets of main gate doors are overlooked by flanking towers, enabling withering archery fire, stone bombardment, or boiling oil to be directed against enemies occupying this walled-in death zone. Nor is it an accident that the barracks for the city's Garrison are just beyond the wall lining the north side of the approach. The great statue of founder Morgan Parhn is situated here, both to give bracing support to the forward gates, and to inspire courage in the defenders.
Commercial Circle:
► Show Spoiler
This entire area, designated "R", is made up of concentric, overlapping arcs of walls, creating wide, circular open-air corridors of fine housing neighborhoods and commercial strips. There are five concentric corridors of buildings, set amid six rows of walls. The outermost wall is actually the inside of the inner curtain wall which separates the Commercial Ring from the Wards Ring. Inside of that are four concentric circles of arced wall sections, each comprised of 8 sections. Lastly is the Citadel Wall, which encircles the central towers. This is made up of only four sections. So a unit's address in this section is comprised of the number designation of which wall, which section of that wall, whether it is on the inner face or outer, and which unit among that row.
For example if the "R" shown on the right side of this zone was to represent a building, it's address would be "3-3-i-8", give or take a few on the last number. It would breakdown in this way: unit "R" is attached to the third wall counting in from the curtain wall (3-). It is attached to the third section of that wall, starting from the section due north (3-3-). It is on the inside face of that wall section (3-3-i-). And would be approximately the eighth unit along that face of that wall section, counting clockwise (3-3-i-8). The "R" on the left side of this zone would be designated "5-7-i-8", again, give or take a number or two on the last spot.
It is just coincidence that these would both be homes rather than businesses. Of the five corridors of buildings, the odd-numbered corridors are for houses, and the even are for businesses. Every kind of business or craft can be found within this stratum of the city, the upscale nature of each ring increasing the further in you go. There are metal portcullis gates, set into heavy stone buttresses, on both sides of each gateway entry, that seal off access into the city as a last measure of defense from invasion. The only part of the city left within this circle is The Citadel itself.
For example if the "R" shown on the right side of this zone was to represent a building, it's address would be "3-3-i-8", give or take a few on the last number. It would breakdown in this way: unit "R" is attached to the third wall counting in from the curtain wall (3-). It is attached to the third section of that wall, starting from the section due north (3-3-). It is on the inside face of that wall section (3-3-i-). And would be approximately the eighth unit along that face of that wall section, counting clockwise (3-3-i-8). The "R" on the left side of this zone would be designated "5-7-i-8", again, give or take a number or two on the last spot.
It is just coincidence that these would both be homes rather than businesses. Of the five corridors of buildings, the odd-numbered corridors are for houses, and the even are for businesses. Every kind of business or craft can be found within this stratum of the city, the upscale nature of each ring increasing the further in you go. There are metal portcullis gates, set into heavy stone buttresses, on both sides of each gateway entry, that seal off access into the city as a last measure of defense from invasion. The only part of the city left within this circle is The Citadel itself.
The Citadel:
► Show Spoiler
Each level of Etzos rises above the last, as you move toward the center. As a result, the towers of the Citadel loom like giants over the rest of the city. Many of the factions vying for power have their seats of control within these halls. More information about them can be found in the Factions section.
Starting just left of due north and moving clockwise:
T.) The Hall of Rule and Reprimand.
V.) The Citizen's Tower.
X.) The Crescent Arena.
W.) The Etzori Academy.
U.) The Pillar of Society.
S.) The Tower of Ministers.
The Hall of Rule and Reprimand: This is the base, barracks and armory for the Black Guard, which is essentially the police force. The Hall of Judgement is at the top, and is where complaints are initially heard and ruled on by City Magistrates. If the magistrates there are unable to gain an accord between the contending parties, the complaint is sent to the Tower of Ministers to be heard. All parties are warned that the authorities there tend to rule more severely on those who were too stubborn to come to terms here. This is not necessarily true, but it motivates adversaries to come to terms. In the interim, those waiting to be heard, either by the magistrates or the ministers, are kept in "Reflection Chambers" to think about their attitudes and the consequences. These cells, and evidence storage facilities, take up the floors between these two facilities. Not as widely known are the cells below ground that are maintained for the more volatile inmates. Punishment usually takes the form of servitude or exile, but occasionally the accused is deemed to be too dangerous to be allowed the general degree of freedom associated with these two verdicts. These detainees are usually forgotten before they are released.
The Citizen's Tower: This is the place where all the typical day-to-day needs of the citizenry are seen to. The Offices of Housing, Employment, Guidance, Labor and Coordination are all contained in this facility. These are all duties of the Citizen's Committee. You would come here to ask about acquiring a place to live, a job, directions or advice, finding workers to hire, coordinating efforts combining different offices, gaining permission to accompany the army on some excursion, etc. All these and more are handled by the dedicated counselors that populate this tower. This tower is also home to the Prime Sanitarium, the medical center of Etzos. Included in this facility are small domiciles for the staff, allowing quick response by the trained professionals in crisis situations.
The Crescent Arena: This is the public stadium, where competitions of all kinds are staged. Many of these are in conjunction with celebrations and holidays; others are to generate funds for city projects. Theater and Art events are often held here. This is also the site where "Rules by Combat" are conducted to settle certain claims. These are the only truly gladiatorial type events held in Etzos. This is also the place where any speeches are addressed to the populace.
The Etzori Academy: As one might guess, this is the hall of learning for citizens to engage in courses beyond those that involve apprenticeships to crafters. Or it may be that such apprenticeships are currently unavailable and leave a talented learner no other place to perfect his skill. There are classes available in the fields of Academics, Agriculture and Nature, Arts, Athletics and Outdoorsmanship, Business, Diplomacy and Law, Entertainment and Performing Arts, Manufacturing, Naval and Maritime, and Trade and Commerce. All these have several sub-categories a student can specialize in. Counselors are available to help prospective students decide on where and how to apply themselves. Bursars will make financial arrangements, which can include a term of "Debt Servitude" to the Academy to repay tuition. The Headmistress is the final authority on all decisions, and the face of the Academy, but she tends to leave daily affairs to her officers. Her primary concern is the selection and maintenance of a skilled and contented faculty. She also coordinates the meetings of unusual and difficult-to-categorize talents with those capable of developing them.
The Pillar of Society: This is the most secretive of the towers, even more so than the Tower of Ministers. This is because the main things that the public knows are located within are the Vault, the Bank and the Art and History Museum. Most citizens are content to assume that these vital institutions need the entire structure for security. But this is also where both the Shrine to Lisirra, and the hub of secret passageways is located, many of which give access to hidden areas of the Underground. It is also the location of Chief Adviser Vuda's private Study, Laboratory and Arcanum. Many who give enough offense against the city's policies of anti-Immortal bias, or against Vuda himself, find themselves spirited away from the regular cells in The Hall of Rule and Reprimand to receive much harsher accommodations here. Most are publicly said to have been exiled, so their absence raises no eyebrows. Most are never seen again.
The Tower of Ministers: This is the closest thing to a "palace" to be found in Etzos. This is where all the most high-ranking of the city's administrators have their private chambers, as well as readied chambers for important guests. There are numerous conference, strategy and map rooms which are in frequent use. This is where the equivalent of the "Throne Room" is to be found, for those with complaints to levy for judgement, or for foreign messengers to be heard. The elite Tower Guard, which is essentially Vuda's private bodyguard, has their own barracks within the tower for quick responses, and have a rotating schedule that keeps a formidable squadron on duty at all times. Like all the towers, there are circular balconies outside, affording magnificent views of the city and surrounding countryside, as well as inner promenades circling the ornate central core of the structure. There are several works of art decorating this part of the tower rather than on display in the museum.
Starting just left of due north and moving clockwise:
T.) The Hall of Rule and Reprimand.
V.) The Citizen's Tower.
X.) The Crescent Arena.
W.) The Etzori Academy.
U.) The Pillar of Society.
S.) The Tower of Ministers.
The Hall of Rule and Reprimand: This is the base, barracks and armory for the Black Guard, which is essentially the police force. The Hall of Judgement is at the top, and is where complaints are initially heard and ruled on by City Magistrates. If the magistrates there are unable to gain an accord between the contending parties, the complaint is sent to the Tower of Ministers to be heard. All parties are warned that the authorities there tend to rule more severely on those who were too stubborn to come to terms here. This is not necessarily true, but it motivates adversaries to come to terms. In the interim, those waiting to be heard, either by the magistrates or the ministers, are kept in "Reflection Chambers" to think about their attitudes and the consequences. These cells, and evidence storage facilities, take up the floors between these two facilities. Not as widely known are the cells below ground that are maintained for the more volatile inmates. Punishment usually takes the form of servitude or exile, but occasionally the accused is deemed to be too dangerous to be allowed the general degree of freedom associated with these two verdicts. These detainees are usually forgotten before they are released.
The Citizen's Tower: This is the place where all the typical day-to-day needs of the citizenry are seen to. The Offices of Housing, Employment, Guidance, Labor and Coordination are all contained in this facility. These are all duties of the Citizen's Committee. You would come here to ask about acquiring a place to live, a job, directions or advice, finding workers to hire, coordinating efforts combining different offices, gaining permission to accompany the army on some excursion, etc. All these and more are handled by the dedicated counselors that populate this tower. This tower is also home to the Prime Sanitarium, the medical center of Etzos. Included in this facility are small domiciles for the staff, allowing quick response by the trained professionals in crisis situations.
The Crescent Arena: This is the public stadium, where competitions of all kinds are staged. Many of these are in conjunction with celebrations and holidays; others are to generate funds for city projects. Theater and Art events are often held here. This is also the site where "Rules by Combat" are conducted to settle certain claims. These are the only truly gladiatorial type events held in Etzos. This is also the place where any speeches are addressed to the populace.
The Etzori Academy: As one might guess, this is the hall of learning for citizens to engage in courses beyond those that involve apprenticeships to crafters. Or it may be that such apprenticeships are currently unavailable and leave a talented learner no other place to perfect his skill. There are classes available in the fields of Academics, Agriculture and Nature, Arts, Athletics and Outdoorsmanship, Business, Diplomacy and Law, Entertainment and Performing Arts, Manufacturing, Naval and Maritime, and Trade and Commerce. All these have several sub-categories a student can specialize in. Counselors are available to help prospective students decide on where and how to apply themselves. Bursars will make financial arrangements, which can include a term of "Debt Servitude" to the Academy to repay tuition. The Headmistress is the final authority on all decisions, and the face of the Academy, but she tends to leave daily affairs to her officers. Her primary concern is the selection and maintenance of a skilled and contented faculty. She also coordinates the meetings of unusual and difficult-to-categorize talents with those capable of developing them.
The Pillar of Society: This is the most secretive of the towers, even more so than the Tower of Ministers. This is because the main things that the public knows are located within are the Vault, the Bank and the Art and History Museum. Most citizens are content to assume that these vital institutions need the entire structure for security. But this is also where both the Shrine to Lisirra, and the hub of secret passageways is located, many of which give access to hidden areas of the Underground. It is also the location of Chief Adviser Vuda's private Study, Laboratory and Arcanum. Many who give enough offense against the city's policies of anti-Immortal bias, or against Vuda himself, find themselves spirited away from the regular cells in The Hall of Rule and Reprimand to receive much harsher accommodations here. Most are publicly said to have been exiled, so their absence raises no eyebrows. Most are never seen again.
The Tower of Ministers: This is the closest thing to a "palace" to be found in Etzos. This is where all the most high-ranking of the city's administrators have their private chambers, as well as readied chambers for important guests. There are numerous conference, strategy and map rooms which are in frequent use. This is where the equivalent of the "Throne Room" is to be found, for those with complaints to levy for judgement, or for foreign messengers to be heard. The elite Tower Guard, which is essentially Vuda's private bodyguard, has their own barracks within the tower for quick responses, and have a rotating schedule that keeps a formidable squadron on duty at all times. Like all the towers, there are circular balconies outside, affording magnificent views of the city and surrounding countryside, as well as inner promenades circling the ornate central core of the structure. There are several works of art decorating this part of the tower rather than on display in the museum.
The Underground:
► Show Spoiler
In the event of a massive poisoning of the water supply, there are a number of storage areas for barrels of emergency water. This water, along with rations and combat materials, stand ready for sorties against foes outside the city. The populace that occupies this level of Etzos makes free use of these supplies and wards off newcomers from "exploiting" them. There is a sense of brotherhood shared by those that spend a lot of time here, and this fellowship is not given quickly or lightly. Many are ex-soldiers, or soldiers currently in disgrace of some sort, and assigned here specifically to be out of the public eye. There are often a number of citizens hiding out here as well, accused of crimes they hope will "blow over" if they remain incognito for a while.
A couple of heavily guarded and reinforced doors lead to areas off limits even to these denizens, as well as the troops on duty there, who share an accord of non-interference that benefits them both. These lead to the access passageways for Chief Adviser Vuda to make his way unseen from point to point within the city, and none wish to attract his attention.
Many of the intersecting tunnels have traps, should invading forces find their way in. There is an unspoken agreement between the actual duty soldiers, their off-duty or "retired" brothers, and citizens trying to disappear for a while, to join forces should such an attack occur. It is this understanding that keeps the duty soldiers from reporting the whereabouts of these accused citizens, and the promise of their cooperation that keeps the upper law from coming down after them.
But there is also some degree of entertainment to be found here in the form of gambling dens, pubs and even a brothel. Anything to be kept from the light of day, and public scrutiny, is likely to be located down here. The meeting places for both The Cauldron and The Fence are often designated here. There are even rumors of a Seeker cell lurking in the shadows of the Underground.