Location, Location, Location!
These are only locations that are within the city proper.
For locations in the Ward Ring, the Outer Perimeter and beyond, see "Outside the Box".
These locations will have a reference to a "Commercial Ring" address designation. Please see that section of the Etzos City Map topic for an explanation of how they work.
"By the Grace of Goods" (General Store / Commercial Ring / 4-8-i-2)
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Age, Race and Gender: 38-arc-old human female
Skills: Gardening - 56 / Medicine - 48 / Socialization - 42
Business Management - 50 / Larceny - 65 / Intelligence - 44
Immortal marks: Unknown
That last skill may seem odd for the owner/operator of a general store. And it's true that Grace could list small degrees of many of the skills more specialized vendors focus on. It is necessary for her to know some of just about every kind of product in her store; from shoes to books to small furniture to lamp oil to tanned leather goods to what have you. This variety of knowledge gives her an advantage in cultivating casual trust with her customers.
This is necessary in her counter capacity as a member of the Cauldron cell in Etzos. She gathers information in the form of gossip from women, and flirtation from men; she stores poisons for covert delivery; she smuggles ingredients in and out of the city in the midst of her bundles of goods; she acts as match-maker to set up Cauldron operatives with their intended victims.
But as long as you are just a simple customer with no high-stakes political connections, you need fear no villainy upon entering her store. Since the outer ring has a large open-air market, there is no need for a general store there. You will find "By the Grace of Goods" in the Commercial Ring, located at the address designation, 4-8-i-2.
The store seems smaller inside than it looks like from the outside. But this is only because of the sheer volume of goods for sale inside. They are stacked on the floor, the counter, each other, bulging from shelves, and even hanging from the rafters. Grace has the sense to stack the glassware by the window so the light will still shine through. Most every common sort of item, short of weapons, are available for sale at Grace's. The prices being comparable to prices found in stores all over Idalos.
She makes a point of not competing for specialty goods however, not wanting to create hard feelings with her fellow merchants. As a result, the specialty stores frequently refer customers to her. This practice, and being one of the most likeable people in town, aid her greatly in staying above suspicion when The Cauldron strikes.
"Imp Pressions" (Printing / Commercial Ring / 5-4-o-2)
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Age, Race and Gender: 35-arc-old human male
Skills: Woodworking - 66 / Linguistics - 58 / Socialization - 32
Business Management - 45 / Bookbinding - 52 / Writing - 60
Immortal marks: Unknown
The "state of the art" in printing technology is as much on display as Mr. Langley's artistic flair when one enters "Imp Pressions". Such advanced machinery would never be risked among the vulnerable open market of the city's outer perimeter. It is found instead at the Commercial designation 5-4-o-2.
Also on display, when one arrives at his shop, is his good-natured acceptance of his short stature, as evidenced by the name on the sign. Less obvious is the ground-breaking chemical technique he developed to simplify the work. He still has to perform the initial carving of the commissioned designs for his customers. But borrowing from foundry technique, he now makes a mold of the raised carving, so he can make multiple dies to print from, without having to hand carve all of them.
This assembly is then placed into a forge-like oven to cook the "pudding", which comes out with a texture and stiffness akin to hardwood. He then uses this finished mold, in a similar process, to make rubbery dies with a different blend of tree resins and rendered animal sinew, after powdering the mold with pulverized mica powder to help it release after cooking. The slab of rubbery material is laid over the mold, and both are again placed in the molding press and cooked with a particular set of thickness bearers.
He also possesses a ready wit and a worldly poise that has made him quite the socialite for someone that would otherwise be snubbed by wealthy merchants as a "defective" individual. His ability to spread mass-produced copies of popular viewpoints, or to spread scathing rebuttals of such, has made him a highly sought-after commodity in both social and political circles, and his support, or lack thereof, is always for sale.
The only faction he consistently supports is the Black Guard, who are every bit as mercenary as he is. This is perhaps the reason why they understand each other so well. No matter who Mr. Langley is currently feeding to the public's opinion, he is always quick with unsolicited praise for the city's "noble watchmen". In return, the guard gives him a heads up if news reaches them of anyone seeking retribution against him for his propaganda.
"MOORE than Tanwood" (Fine Furnishings / Commercial Ring / 4-5-i-5)
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Age, Race and Gender: 44-arc-old human male
Skills: Woodworking - 77 / Medicine - 48 / Business Management - 50 / Socialization - 40 / Leather Working - 37
Immortal marks: Unknown
Following in the footsteps of his Uncle Jolan in Hiladrith, Harrin Moore has brought fine furniture to Etzos. Hearing of so much continued clearing of forest land around Etzos, Mr. Moore saw a logical extension of his uncle's business. So he took up his T-square and his saw, and headed south.
He found that most of the carpentry in practice in Etzos was only the necessary but mundane building of housing. Satisfied that his work would not be competing with this, he set up shop, and quickly made a name for himself. He decided to capitalize on this by changing the name of his business to include his own, and "MOORE than Tanwood" was born.
He does much of his own gathering of stock, employing his own expertise in gauging the potential beauty of a given source of lumber. He employs a number of people, including lumberjacks, mill workers, designers, stain blenders, and more. He also has several standing contracts with other professionals for light brassworking, glass blowers, and of course, carters to move his finished items to their destinations.
He would be the first to admit that he has "stolen' a few of his uncle's ideas, like the "dowel seat" and the "nesting chests". But the under-stair storage cabinet, and the elevated baby seat, among other things, are his own creations. Naturally, he is fully capable of the standard furnishings, like bookshelves, dining sets and upholstered Day room sets. He also takes pride in both permanent features like wall-sized library shelving units, spiral staircases and in-home bars, and intentionally mobile units like drink carts and rolling chairs for the injured.
"Out and About" (Clothing and Fashion / Commercial Ring / 2-1-i-9)
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Age, Race and Gender: 33-arc-old human female
Skills: Needlecraft - 75 / Cosmetology - 58 / Mathematics - 50
Appraisal - 66 / Business Management - 50 / Socialization - 47
Immortal marks: Unknown
Hellen Bannister is the standard by which other Etzori women are judged, and she knows it. And while there is a considerable degree of envious resentment, she is not as exploitative of this truth as some might anticipate. Gifted with extraordinary beauty, which age has not yet begun to erode, she truly seeks to help other women reach their peak of appearance. But she is not gifted with the most diplomatic of conversational skills; often seeming baffled by the offense she gives when making comments about what her customers can "realistically" hope to achieve by comparison.
The simple fact is, that her comments are generally true. Her complexion is flawless, her hair is almost supernaturally obedient to her whims, her poise and balance are unsurpassed, and she never gains an ounce beyond her ideal. Many wonder if she has the blood of some Immortal flowing in those veins. To her credit, she does not use her beauty to manipulate men, one fact that serves to offset the resentment of most Etzori women, and she would slap the face of any man that would hint otherwise.
She has a perpetual smile that seems unnaturally genuine. The one thing that darkens it is the endless parade of suitors, posing and flexing in attempts to sweep her off her feet with machismo. But she tolerates this, growing ever more skilled in the art of the gentle refusal, knowing it is all part of the trade. She possesses considerable skills in all the society niceties: dancing, singing, etiquette, etc. Yet she is more than just a pretty face, or a trophy-wife-to-be.
She designs almost all her own clothing patterns, and can gauge a flattering size and cut at little more than a glance. She knows much of skin reactions to various herbs and cosmetics, making her advice on skin care very reliable. She built her business from the ground up, it was not inherited. Her head for figures rivals her own figure, and she has never had a season of financial loss. Admittedly, the prices for her outfits and accessories are above average, but not by any greater percentage than their quality is also above average.
Miss Bannister employs people of both genders to serve as her assistants, giving them more and more freedom to work without supervision as their competency allows. For a while, no man would be caught dead working in such an establishment, but her recognized business sense has begun to wear down this social barrier, though there is a long way to go. It is the simple fact that citizens of both genders assume that no male can possibly be any good at such work, that perpetuates the truth of this assumption. But Hellen continues to work against this stereotype.
In recognition of Miss Bannister's established capabilities, and potential for leadership, Lady Jillian Terris has recruited her to be the unofficial face of the Citizen's Committee. As one of the most admired citizens of Etzos, it was only natural. And to those who sneer that it is just a case of women "sticking together", she responds, with a direct look, "Your point?"
"The Steaming Dream" (Bath House / Commercial Ring / 2-2-o-9)
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Age, Race and Gender: 26-arc-old Aukari female
Skills: Stealth - 45 / Meditation - 50 / Seduction - 40 / Endurance - 35 / Combat: Blades - 30 / Cosmetology - 40
Immortal marks: Unknown
This is the only business located in a housing circle of the Commercial Ring. This is because it allows the use of dried animal dung to be used as the fuel to heat the water tank on the ward side of the wall. The water is then pumped through a tube to the big stone bathhouse inside the curtain wall. Many of those with homes nearby consider the convenience a blessing. Many others consider the smell to offset this benefit. But the smell of the outer crafting zone is already unpleasant on a hot still day. In recognition of this detail, the housing in that section is somewhat cheaper than the rest of the inner city.
A stone structure full of pools of water ought to be one place that the destructive potential of an Aukari can be controlled. This is perhaps the only reason that the young woman, Kylauri, is allowed the degree of semi-freedom that she has been granted. That, and the male penchant for giving attractive young women a break. And while there has been no evidence that Etzos has necessarily been infiltrated by an agent of Faldrun, neither can it be said that the girl's friendly curiosity is not becoming darkened with resentment towards the prejudices of other races.
Kylauri grew up restless in Sirothelle, her curiosity about the wider world getting the better of her day by day. The lessons of distrust toward other races never really took hold in her heart. She felt there was a good degree of blame to be placed on her own people, and thought she could prove that not all Aukari were the zealous destroyers that other races' history claimed.
This optimism lasted as far south as Hiladreth, where she was captured and placed in iron restraints. While not tortured outright, she was questioned relentlessly. Eventually both sides came to see the honesty of the others claim. Hers that she meant no ill-intent, and theirs that they had received nothing BUT ill-intent from all previous Aukari visits. A visit from the Etzori military arm on rotation provided an opportunity for the Hiladreth administration to wash their hands of the delicate situation.
They feared that Aukari zealotry might result in a brand of "traitor" being hung around the girl's neck, and genuinely did not want to see her so punished. But they also knew there was a good chance that other Aukari would come looking for her, and wanted her gone, so they could claim to have never encountered her in the first place. They did not want to antagonize their volatile neighbors to the north.
The Etzori thought she might provide greater insight regarding the attitude and culture of Sirothelle. Kylauri herself felt a cautious but still undeniable curiosity about other cities and peoples, and made no argument about being brought to the city of Etzos. That culture's very resistance to Immortal worship was a genuine draw. She could hardly imagine a place where the days were not strung regularly with demands upon its citizens' devotion.
This is perhaps no more evident than in the fact that she has grown to greatly enjoy the water, and has even learned recipes for compounds of oils, scents and powders, to bring increased softness and resistance to blemishes to the skin. She shares these ointments at a small added cost to the customers in the bathhouse.
There is a large communal pool, and several private pools in low-walled booths. There is also a service for having one's clothes washed as you bathe. There are also a few masseuses employed, Kylauri among them. Her looks are sufficient to override the normal reluctance to let an Aukari lay hands on you fresh out of the bath.
All prices are assumed to be per person for 1 break duration.
Private Pool: Fresh Bath - Tier 5
Communal Pool: Tier 4
Massage: Public - Tier 5 / "Private" - Tier 7
Ointment Treatment: - Tier 5 / Bottle of ointment - Tier 7
"The Chopping Block" (Butcher / Commercial Ring / 3-8-o-4)
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Age, Race and Gender: 44-arc-old human male
Skills: Fieldcraft - 65 / Leatherworking - 35
Medicine - 20 / Cooking - 35 / Weapon: Blade - 51
Immortal marks: Unknown
Figuring it best that those hunters or trappers bringing slain animals into the city NOT pass by the mount training quarter of the city, this business was positioned close to the "Great Pahrn Gate" on the west side. Long inured to the smells of animal slaughter, Mr. Masterson goes about his tasks with a hum and a chop, keeping a bloody beat to his work, skinning, gutting, tanning and cutting.
He is available to those more skilled in the catching of game, and less skilled in processing it afterwards. He has eyes to roll at those who bring in animals that have not been reasonably drained before being lugged into town, thinking it one of the first rules of game hunting to be learned. But he certainly has the hooks and tubs to do it if not.
He does not charge much in the way of nels for his services, choosing instead to retain a percentage of the carcasses. He barters this away to his fellow merchants in a variety of ways. His skinning and tanning often figure into his "take" on the butchering of an animal; his prize, a full skin of something valuable for function or fashion. Likewise the normally undesirable guts. Many dabblers in holistic medicines find uses for such things as organs and bones. Not to mention fortune tellers and makers of odd unguents, tonics and oils.
Hard as it may be to believe, some perfumes have a base oil from a gland or two to be found among the carefully handled entrails in his tubs. Also, the veterinarians have an interest in his work, since the subject undergoes something akin to an autopsy. So it's not unusual to find an individual dressed in medical garb trying to find that perfect spot to see what Mr. Masterson is doing, while not being in his way.
Then there are uses for the sinew, hooves and dewclaws in the fields of fletching and crafting, and any horns are useful in decorative and even mystic crafts. Some self-claimed healers swear by such things as animal horns to cure a variety of things. Masterson considers such things to be idle superstition, but is not so stuffy as to withhold something from someone who has convinced themselves that it will cure them of impotency or something.
As for the remains, when all such concerns have been addressed, Mr. Masterson is pleased to provide free soup bones to "The Kettle, Black" for the benefit of all. But he feels no guilt over packing away a rack of ribs, a rump roast or a few steaks for his trouble.
"The Bedside Manor" (Doctor / Commercial Ring / 4-6-i-7)
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Age, Race and Gender: 54-arc-old human male
Skills: Medicine - 75 / Brewing - 35
Immortal marks: Unknown
Doctor LaVarro runs the best medical service in Etzos. Located two commercial corridors south of the Academy, it is there to attend to the needs of all citizens. There are a few other doctors in town, but they do not measure up to Lavarro's expertise. He was in the Army of the Etzori, and gained invaluable knowledge of healing wounds of all kinds. The chart on his wall is ample evidence of how he relates most injuries to wartime experience. Every technique he employs is based on whatever he had success with as the chaos of battle raged around him.
But there is nothing wrong with this approach. If anything, he is a man that is impossible to rattle as he works. And he has seen dramatic maimings of every kind. He conveys a sense that no injury strikes him as anything too serious. At times, distraught friends or relatives will become irate with his disconnected attitude. But usually, his calm is reassuring to his patients and their associates as he sits, seemingly in his own world, checking the wound, ignoring the blood, often humming to himself.
The homey feel of his office is equally comforting. As a skilled herbalist and maker of counter-toxins he has an abode filled with curios and knick-knacks, sitting among shelves and compartments stuffed with jars and bottles of poultices and herbal sachets, floral derivatives and refining gadgetry. This comfort could be offset by the somewhat grim implications of his 'house-call" kit. But it is the state of the art in present-day Idalos.
It was on a campaign under Marshall Webb that he discovered this interaction. There was, of course, some trial-and-error in determining the signs that he had administered sufficient toxin to counteract the allergy symptoms without overdoing it. It cost the lives of some of Webb's troops to arrive at the correct formula. Marshall Webb was far more understanding of the risks of such research than the doctor had expected.
"Skin Deep Crafting" (Leather Works / Commercial Ring / 5-2-o-9)
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Skills: Leatherworking - 71
Business Management - 45 / Mount: Land- 60
Needlecraft - 65 / Socialization - 51
Immortal marks: Unknown
Two commercial corridors east of The Citizen's Tower sits Etzos' premier leather works, "Skin Deep". The owner, Drenick Laszlow, believes that leather goods should go beyond merely functional, and be literal works of art.
One skill he does not need to rely on others for is in riding horses. And he has applied his knowledge of the swaying and rolling gait of these animals to the crafting of excellent saddles, bags, barding and tack. His gear is such that riders gain an increased stability in the saddle, borne of exceptional balance and comfort. Citizens of Etzos have come to recognize the stylish "LL", for 'Laszlow Leather', on all manner of gear for most species of mounts. They have likewise come to expect an higher price for these goods.
Prices:
Leather bags, totes, satchels, saddlebags, etc: tier 6
Leather footwear: tier 6
Leather clothing: tier 6
Horse gear (Saddles, tack, reins, bridle, etc): tier 7
Barding (leather horse armor): tier 8
"Losten Foundry" (Weapons and Armor / Commercial Ring / 2-8-i-3)
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Age, Race and Gender: Twin 52-arc-old human males
Stenn Losten
Skills: Smithing - 81 / Socialization - 56
Business Management - 45 / Combat: Blades - 63 / Endurance - 58
Immortal marks: Unknown
Vorris Losten
Skills: Smithing - 84 / Needlecraft - 65
Leatherworking - 58 / Unarmed combat: Gauntlet - 62 / Combat: Shield - 56
Immortal marks: Unknown
Established twenty-six arcs prior, the twin brothers 'Losten' set up shop in the remains of a previously failed bakery. Eventually they amassed sufficient wealth to buy out their neighbors and expand to cover all aspects of the smithing field. It was a mutual agreement by the two brothers to divide their talents so each one would specialize in one of the two primary fields of military hardware needs.
Staunch supporters of the Smiths and Mason's Guild, they have withdrawn their talents from the more mundane smithing needs, to give struggling competitors a field to compete in. This is not done in outright arrogance, but rather to build an image of humility to the otherwise stuffy guild, and to be gracious to the common man. Of course, one need only enter their shop to see that they have the best gear in town. But by not flaunting it, they come off as "just folks", in an effort to give public support to their political partners.
Many of the Black Guard have also graced themselves with Losten arms. Since they have no contract in this regard, they are free to spend their own coin to wield whatever suits them. It is, in fact, one of the requirements of admission into the ranks of the city watch, that recruits be able to provide their own gear. Guard Captain Berritt Segrille himself is outfitted in Losten ware that is second-to-none in both appearance and capability.
Prices run from the "Good" to "Masterwork" range (wealth tier 7 to tier 9). Special orders require moderation.
"The Flowing Sand" (Glassworks and Sales / Commercial Ring / 4-4-i-8)
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Age, Race and Gender: 78-arc-old Qi'ora male
Skills: Glassblowing - 81 / Sculpting - 62 / Meditation - 56
Pottery - 45 / Business Management - 63 / Mining - 38
Immortal marks: Unknown
While this may sound like a distant exotic beach, it is really the name of Etzos' finest glassware shop. Located two corridors south of the Etzori Academy, it is the place to find the best glass items in town. It's true that there are glass items to be found in the 'Citizen's Market', or 'The Grace of Goods'; but the one has only low-grade, non-Qi'ora made items, and the other gets their retail goods from this very shop. So, many feel it is best to go to the source for their glassware, especially since "Grace" is on pretty much the opposite side of town.
But he is a jolly fellow at heart, preferring not to spread broken glass around his work area. It is crowded enough as it is, with pricey items of all kinds. There are time-glasses of all durations, up to and including full-break loads. There are decorative glass bulbs hanging from the ceiling, which double as prismatic sunlight catchers, oil lamps, wind chimes or flutes, and any number of other delightful functions.
But one type of item not out where it can be seen, and possibly stolen, is Kae'Loon's pride and joy, the "Far-seer", or as less poetic individuals call it, a 'spyglass'. The fashioning, hardening, condensing and grinding of lenses is a craft fully dependent on absolute perfection of glassworking. And while there are other sources of these remarkable implements, there is no one in Etzos that can craft one that comes close to Kae'loon's, in either magnification or undistorted vision. Perhaps in some other town, one could find a Qi'ora glassblower that could craft one which would perform as well. But chances are, you'd have to cross the Main and visit Nashaki to do it.
Prices not found on the general price list can be found via PM. Otherwise figure them to be half-again the cost for purely functional items, and doubled for art crafts. These are for status display, and are assumed to put the glass wares of "lesser" citizens to shame.
"Smarter Charts" (Land Maps, Sea Charts / Commercial Ring / 3-6-o-9)
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Age, Race and Gender: 88-arc-old eidisi male
Skills: Cartography - 86 / Writing - 68 / Navigation - 72
Seafaring - 50 / Leadership - 65 / Politics - 44
Immortal marks: Unknown
Two corridors in from the Great Parhn Gate, turn right through the backup portcullis security gate, and pass the first opening, and on your left you will find 'Smarter Charts', the place to go to find maps of all sorts. There are displays of city maps, land maps, and sea charts of both local and distant areas, separated for easy access by the less-learned assistants usually manning the counter; humans, for the most part.
There is, perhaps, a surprisingly large workforce maintaining the stock of goods in this establishment. But many of them are out and about in Idalos, tracking down the very information found on the beautifully rendered depictions of the lands, seas and cities of Idalos. The rest are at work, transferring measurements of altitude, land spans, water depths, and temperature averages onto drawings of forests, mountains and plains, all split by rivers and spotted by lakes. It takes quite some time to render such miniature perfection onto a scroll or canvas.
There is an ulterior motive, however, for this attention to detail. This goes hand-in-hand with what appears to be a surprisingly forgiving attitude towards his employees when they make a mistake. Naturally, he makes notes on what is incorrect so that the proper details can be applied. But he saves all these first drafts to take with him when he departs on some quest of cartography. He has connections in several foreign cities, to whom he delivers these rough charts, so that they can be taken back to Viden and collated with the library of information there.
PRICES:
City Maps:
- Light detail: Etzos - Tier 5
- Uthaldria, Melrath, Sirothelle, Rhakros, Hiladrith, Ivorian or Desnind - Tier 6
- Strosdyn, Volanta, Yaralon, Nashaki, Argos, Ne'Haer or Athart - Tier 7
- Rharne, Cahryst, Korlasir, Quacia or Niomyr - Tier 8
- Moderate detail: - add one wealth tier
- High detail: - add two wealth tiers
- 500 sq. mile maps: Within 700 miles of Etzos - Tier 6 (mapped by Etzori military)
- Western continent - Tier 7 / Eastern - Tier 8 / Southern - Tier 9
- Extreme far north or south, difficult terrain or universally hostile cultures unavailable.
- 500-mile continental coastline charts: West - Tier 6 / East - Tier 7 / South - Tier 8
- Small Gulf or Bay: West - Tier 6 / East - Tier 7 / South - Tier 8
- Large Gulf or Bay: West - Tier 7 / East - Tier 8 / South - Tier 9
- Large islands use "Land Chart" or "Coastline" charts as appropriate.
- Island chains use "Large Bay" costs for 500 sq. mile sections.
*Sales of maps with details giving strategic advantage against modded cities require that mod's permission.
"Inn for Dinner" (Rooms to Rent - Tavern / Commercial Ring / 4-7-i-7)
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New arrivals are given two days to rest up, before being expected to arrange for their mounts to be stabled there. Of course, visiting dignitaries and their entourages are given an exception to this policy, for the sake of convenience and diplomacy. The Black Guard also is given clearance, for the sake of quick muster against civil unrest. But other than for them, mounts are frowned upon within the curtain wall of the city, as no one ever seems to take responsibility to fully clean up after their own.
It is rarely a cause for actual prosecution, however, since such clean-up is a common penalty given to those that are working off a "debt sentence" to the city. But citizens can and will take notes of who leaves what lying in the streets, and The Black Guard does hold grudges when such janitorial duties fall to them.
The 'Inn for Dinner' is owned by a biqaji couple named Sej'lehna, who greatly value a positive, volunteer attitude in their customers, extending price breaks for such things as providing entertainment during the day, new recipes to try out, whitewashing the exterior of the building, running errands and turning the crank to operate the overhead fan on hot days. A series of belts and gears make a refreshingly cool draft possible with a bit of hand cranking, and everyone appreciates those that work to provide it.
Between the two of them, Mah'ludre and Velvessa provide expert level talent in everything associated with running an Inn, including Velvessa's sultry dance numbers when no other stage show has been arranged. This is often performed in only her work apron, and she is not above allowing a glimpse of the fine features beneath when she feels her coin purse grow heavier. Mah'ludre makes no complaint, knowing full well that Velvessa can enforce the 'eyes only' aspect of such displays, with the knife in her boot. The local brothels can usually tell when such dances have occurred at the Inn for Dinner, by the increase in their clientele shortly thereafter.
The prices are a bit above average at The Inn for Dinner, but other than long-term prices for a room, some sort of compromise can be worked out if nels are short. The standard rooms are outfitted with just the basic accommodations, but they are kept clean and pleasant smelling. Their furnishings, while simple, are well-maintained. There are more luxurious rooms also, with carpeting, potted plants, broader beds with finer materials, elevated views with screening, additional storage and actual in-room baths.
Prices
Prices:
Standard Rooms: Tier 5
Luxury Rooms: Tier 8
Meals (Breakfast / Supper): Tier 5
Cheese or Fruit Tray: Tier 5
Cake: Tier 5
Bread w/butter (plain, garlic spiced, or sweet spiced: Tier 5
Drinks (Juice, cider, mead, ale, wine, liquor): Tier 5
Velvessa
Name: Velvessa Sej'lehna
Race/ Age / Gender: Biqaji/ 30 Arcs/ Female
Location Eztos - "Inn for Dinner" npc
Submitted by Natalia Gregorios
Role: Named in the Credits
Skills:
Dancing: Expert / Socialization: Expert / Athletics: Expert / Combat - Blade: Competent / Business Management: Competent / Seduction: Competent / Strength: Competent / Cooking: Novice
Personality / Quirks Along with her husband, Mah'ludre Sej'lehna, Velvessa is owner of the "Inn for Dinner" in Etzos. Velvessa is often found doing whatever needs to be done, whether that's helping in the kitchen, serving or cleaning inn rooms. Her sultry dance routines, however, are famous throughout Etzos. She enforces a very strict 'eyes only' policy, but knows the less clothing she wears, the more money will be tossed her direction. Velvessa uses her skills in seduction in a grifter's sense only - for coin, information or services - and would never consider crossing the line. Bold, brash and thoroughly biqaji, there's a good heart underneath.
Race/ Age / Gender: Biqaji/ 30 Arcs/ Female
Location Eztos - "Inn for Dinner" npc
Submitted by Natalia Gregorios
Role: Named in the Credits
Skills:
Dancing: Expert / Socialization: Expert / Athletics: Expert / Combat - Blade: Competent / Business Management: Competent / Seduction: Competent / Strength: Competent / Cooking: Novice
Personality / Quirks Along with her husband, Mah'ludre Sej'lehna, Velvessa is owner of the "Inn for Dinner" in Etzos. Velvessa is often found doing whatever needs to be done, whether that's helping in the kitchen, serving or cleaning inn rooms. Her sultry dance routines, however, are famous throughout Etzos. She enforces a very strict 'eyes only' policy, but knows the less clothing she wears, the more money will be tossed her direction. Velvessa uses her skills in seduction in a grifter's sense only - for coin, information or services - and would never consider crossing the line. Bold, brash and thoroughly biqaji, there's a good heart underneath.
Mal’hudre
Name: Mah’ludre Sej'lehna
Race/ Age / Gender: Biqaji/ 33 Arcs/ Male
Location Eztos - "Inn for Dinner" npc
Submitted by Oberan
Role: Named in the Credits
Skills:
Cooking: Expert / Brewing: Expert / Strength: Expert / Combat - Unarmed: Competent / Business Management: Competent / Athletics: Competent / Socialization: Competent / Appraisal: Novice
Personality / Quirks Along with his wife, Velvessa Sej'lehna, Mah’ludre owns the ‘Inn for Dinner’ in Etzos. Mah’ludre handles more of the behind-the-scenes things than Velvessa does, but can still be found out and about in the Inn, taking care of odd jobs. A friendly man with gruff voice, he’s a wealth of information regarding Etzos, although he may make you spend a little money on drinks before doing so!
Dates & Links (Date / Link / What the NPC did!)
Race/ Age / Gender: Biqaji/ 33 Arcs/ Male
Location Eztos - "Inn for Dinner" npc
Submitted by Oberan
Role: Named in the Credits
Skills:
Cooking: Expert / Brewing: Expert / Strength: Expert / Combat - Unarmed: Competent / Business Management: Competent / Athletics: Competent / Socialization: Competent / Appraisal: Novice
Personality / Quirks Along with his wife, Velvessa Sej'lehna, Mah’ludre owns the ‘Inn for Dinner’ in Etzos. Mah’ludre handles more of the behind-the-scenes things than Velvessa does, but can still be found out and about in the Inn, taking care of odd jobs. A friendly man with gruff voice, he’s a wealth of information regarding Etzos, although he may make you spend a little money on drinks before doing so!
Dates & Links (Date / Link / What the NPC did!)
"Water Huts" (Public Water Supply / various locations - Commercial Ring)
► Show Spoiler
The Diversion channel starts at the Mill, heavily guarded, reinforced and screened with bars to prevent infiltration, and ends at the natural depression below the city, which was expanded, sealed and reinforced when the construction of Etzos first began. Soldiers stationed to The Underground, criminals trying to cooperate with pre-arranged lenient sentences, or just regular Joes trying to gain some favor up top, man the hoists at all times to bring the vessels of water to the surface.
For those not living or working in The Citadel, water is available at "Water Huts" throughout the city. Located in The Commercial Circle, these small, but stout stone huts have water available for most any use, commercial or private. A select few businesses have paid a premium to add a shaft for their own private service. For everyone else, there are two huts per commercial ring; each at opposite ends of the city, alternating North-South, and East-West with each ring.
Each hut has a guard station abutting the actual well house. The well itself is not accessible to anyone outside the guard station. The guards take turns retrieving buckets of water for citizens that line up outside. Citizens are required to bring their own buckets, but there are spares available for situations inspiring leniency.
"Canvas Corner" (Tent Vendor / Commercial Ring / 2-5-i-11)
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He'd been given enough warning, while in Nashaki, to avoid Athart. So backtracking to Yaralon, he provided many military tents to the various mercenary groups that gather there. Having trained a number of tent makers there to maintain the supply, he eventually found ship to Ivorian, repeating the process there for a good portion of the Ithecal army. He then passed on to the western continent. By that time he was nearing 40 arcs of age.
Prices
Tents:
- Simple wedge style: 1 man - Tier 3 / 2-man - Tier 4 / 4-man - Tier 5
- Conical style: 2 man - Tier 4 / 4 man - Tier 5
- Walled Conical style: 4 man - Tier 6 / 6 man - Tier 7
- Marquee style: 2 man - Tier 5 / 4 man - Tier 6 / 6 man - Tier 7 / 8 man - Tier 8
- Double Bell style: 2 man - Tier 6 / 4 man - Tier 7 / 6 man - Tier 8 / Tier 10 - 120gn
- Square Walled style: 4 man - Tier 7 / 6 man - Tier 8 / 8 man - Tier 9
- Pavilion style: 10'x10' - Tier 7 / Custom sizes available - varies
- Insect Netting:
- w/tent - varies
- tent sized cone - varies
- walls for Pavilion style tents - 1 additional wealth tier
- Additional Features:
- Awning: varies
- Top Vent: varies
- Dyed panels or emblems or embroidery - varies
Ro’Lain
Name: Ro'Lain Nargolla
Race/ Age / Gender: Human/ 50 arcs/ Male
Location Eztos - "Canvas Corner" npc
Submitted by Oberan
Role: Named in the Credits
Skills:
Engineering: Expert / Needlework: Expert / Fieldcraft: Expert / Athletics: Competent / Business Management: Competent / Socialization: Competent / Strength: Competent / Textile Production: Novice
Personality / Quirks A muscular, lean man, Ro'Lain Nargolla has spent over twenty-five arcs traveling Idalos, honing his craft, providing housing to those who do not wish, want or can afford a permanent structure. From Rynmere, through Nakashi and Yaralon, and various other places, Ro'Lain finally landed in Etzos where he expanded his product to appeal to a wider clientele. A stoic man whose always fitted in well enough with military types, he's been known to knock back a few drinks with them, but doesn't socialize much beyond that, being devoted to his work. He is, however, a very generous soul whose been known to donate tents to less fortunate souls when the opportunity arises.
Dates & Links (Date / Link / What the NPC did!)
Race/ Age / Gender: Human/ 50 arcs/ Male
Location Eztos - "Canvas Corner" npc
Submitted by Oberan
Role: Named in the Credits
Skills:
Engineering: Expert / Needlework: Expert / Fieldcraft: Expert / Athletics: Competent / Business Management: Competent / Socialization: Competent / Strength: Competent / Textile Production: Novice
Personality / Quirks A muscular, lean man, Ro'Lain Nargolla has spent over twenty-five arcs traveling Idalos, honing his craft, providing housing to those who do not wish, want or can afford a permanent structure. From Rynmere, through Nakashi and Yaralon, and various other places, Ro'Lain finally landed in Etzos where he expanded his product to appeal to a wider clientele. A stoic man whose always fitted in well enough with military types, he's been known to knock back a few drinks with them, but doesn't socialize much beyond that, being devoted to his work. He is, however, a very generous soul whose been known to donate tents to less fortunate souls when the opportunity arises.
Dates & Links (Date / Link / What the NPC did!)
"Etzos Museum of Art and History" (Pillar of Society)
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Description The Museum of Art and History in Etzos is one of the few public places within the Pillar of Society. Even then, it is not exactly welcoming to those of a certain financial instability. With polished marble floors and countless priceless artifacts it caters to a certain echelon of society despite being open to the public. The first floor and entry level houses a wealth of artwork and sculpture from across Idalos, though an emphasis is made upon the works of anti-Immortal artists such as Ellena Parhn, wife of the old High Marshal Cadamire Parhn. The second floor is a tribute to the past conquests of Etzos as well as the natural history section, housing a number of exhibits displaying war relics of both defeated enemies and celebrated heroes as well as many skeletons of fantastical beasts and mummies from around the world. The third floor houses a variety of other treasures and exhibits that do not readily fit either of the first or second floor themes. There is also a door that only the Curators have access to that leads to the substantial underground wealth of treasures not on display... But only Head Curator Tabard and his employees ever go down there.
The vast halls and rooms of the museum are designed to be daunting. Tabard greets any patron with a measure of politeness and offers a tour, though most likely he will not give it personally. He can be seen flitting in and out of his first floor office or else moving amongst the exhibits alone or with some high official of High Marshal Parhn. The museum is a popular attraction amongst the wealthy or the influential, since it is rare to see commoners enjoying the art. It is occasionally the host of small, very affluent parties and gatherings. No matter who you are, you are likely to learn much in within it's halls.
Floor 1:
Exhibit 1A: A selection of famous landscapes painted by Ellena Parhn, wife to Cadamire Parhn. They depict the city of Etzos during her time and represent one of the cultural treasures of the people.
Exhibit 1B: The sculptures of Edramin Thalkan, an arguably insane sculptor who depicted the deaths of many Immortals in his gory and graphic marble and clay renditions. Most of his work is in Etzos, though some were sold to Rynmere in his later years to feed Thalkan's addictions.
Floor 2:
Exhibit 2A: An arrangement of armor and weaponry from the past ages of Etzos conquest and their respective defeated enemies. This display spans many generations and shows the evolution of Etzori military might.
Exhibit 2B: The skeletons of many animals arranged in a representation of their natural habitats. This Exhibit is one of the largest and has many copper plates giving a brief description of each skeleton.
Exhibit 2C: A 'cultures of death' Exhibit displaying the various ways different cultures preserve their dead. This exhibit houses many mummies are sarcophagi as well as the relics and weaponry buried with them.
Floor 3:
Exhibit 3A: 'Treasures of the Arcane' is an exhibit of many tools used by those who practice magic as well as horrific depictions of Overstepping. This exhibit focuses on the dangers of magic and the dark ends often met by those who practice it.
Name: Perceval Tabard
Job: Head Curator of the Etzori Museum of Art and History
Race: Human
Age: 55 Arcs
Skills: Research - 85, Appraisal - 80, Deception - 80, Science (History) - 75, Teaching - 65, Logistics - 60, Etiquette - 40, Writing - 40
Appearance: A tall, thin man, Perceval Tabard is the Head Curator of the Museum of Art and History and had been for nearly fifteen Arcs. He is well groomed and even his age seems only to add to the aura of intelligence he gives off. Smooth skin and long nimble fingers attested to the life of a scholar. His voice is almost monotonous though he is capable of charm and charisma when it suits him. His grey hair is kept short and he sports a short grey beard as well. Piercing blue eyes seem to assess all that comes under his gaze. Tabard wears fine robes, usually of muted shades of black, grey, brown, or olive.
Personality: Head Curator Tabard is not a modest man. He often leads tours of the Museum of Art and History so as to showcase his knowledge and intelligence. He prides himself on the rich history and wealth of artifacts of the Museum and will endure no misbehavior within its walls. Though he often gives tours of the Museum's exhibits, it is rumored that he is loath to part with many of the secrets housed within, keeping a vast majority of the artifacts out of sight of all but the most influential and privileged in Etzos. He views the halls of the Museum as his domain and reacts badly to those who inquire after what lies below the three exhibit floors.
He will often drop a remark to those he rebukes, however, that a worthy donation would make him more willing to elaborate on those subjects, and may even include an unscheduled additional leg of his tour to include those exhibits.
OOC: More exhibits can be added as new ideas, from players and staff alike, are put forward.
If something would greatly advance a plot, do not hesitate to ask your Etzos mod if it might possibly be found here.
Credit: Neronin, with just a bit of input from Maltruism.
"Finders Seekers" (Guides and Odd Jobs / The Underground)
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Owner: Karla Kingston
Age, Race and Gender: 37 Arcs, Biqaj, Female.
Skills: Navigation: 50/ Stealth: 65 / Business Management: 40 / Detection: 40 / Athletics: 30
Immortal marks: Unknown
It stands to reason that even the denizens of the Underground occasionally need to find things, and when their desired item is something beyond their reach, they often turn to Karla Kingston. Having moved into the Underground as a young girl, Kingston has effectively memorized many of the routes and passages of the twisting and winding tunnels, and has an acute knowledge of where to find many of the storehouses and stockpiles of both the surface businesses, the Underground ones, and the Tower itself.
Naturally, she doesn’t run the entire business alone, but instead relies on a small gang of miscreants and ne’er-do-wells, typically children or young adults from the local orphanages or from shoddy backgrounds. Karla treats these like something of an extended family, teaching them how best to safely navigate the tunnels in exchange for their services, and she has even been known to feed and house those young ones who truly require it.
Karla Kingston and the Finders Seekers can be found quite easily, typically hanging around near the entrances to the Underground, trying to look inconspicuous, or perhaps even maneuvering around the dark tunnels in search of new hidden secrets. Whatever you seek, they’ll lead you there.
There are locations within the underground that Karla knows to be off-limits to such strangers. She will lead them to the last point where their safety can be more or less guaranteed, give them what directions she can, and advise them of the danger of continuing on.
Credit: Noth, with just a bit of additional material from Maltruism
"The Shadeblade Gang" (Loan Sharks and "Laundry" / The Underground)
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It is a largely overlooked hazard that a single coin can be marked to allow the tracking of an illicit payment. By replacing such payments with an equal amount from their ill-gotten stockpile - minus 10% - the Shades relieve the contract of the worry of this possible investigative backlash, while also giving themselves time to more carefully scrutinize the payload for such aspects.
If such a mark is found, it also gives them the option of seeing it placed in the coffers of a rival or enemy, to bring scandal and litigation down upon their heads instead.
Her gang consist of men and women of all races and a common dark tendency towards violence. They prowl the dark depths deep in the Underground, the territory in which they hold sway. Whilst they protect their business investments, they’re also careful that none of those under their thumb don’t go ratting them out to rival gangs. The Underground real estate is a violent game for the gangs who manage to carve out a bit to themselves.
Combat: Blade (Shortsword): 75
Leadership: 70
Intimidation: 65
Business Management: 60
Stealth: 50
Unarmed Combat: 45.
Madam Hessia looks to be about forty, but none know her real age. She wears her black hair long and free and has tattoos spiraling down her face and arms, red as blood. She carries a pair of black shortswords and looks to know how to use them. Bedecked in a motley set of leather armor over a knee length black dress she strikes an imposing image.
Combat Axes and Bludgeons (Club): 65
Intimidation: 60
Strength: 55
Mathematics: 50
Bhor is a huge man, and one of the right hand lieutenants to Madam Hessia. He has a scar on his lip and wears his head shaved. A black dagger tattoo stands out on the right side of his neck, the mark of his allegiance. Bhor is something of a tax collector in the Shadeblade Gang’s territory. He goes around demanding the ‘protection money’ from the various businesses that live there. Many an unpleasant object lesson has been learned by those that assume such a big muscle-head as Bhor can't possibly have a good head for figures, and try to cheat on the percentage.
Attunement: 85
Rupturing: 65
Alchemy: 77
Science (Chemistry): 60
Meditation: 90
Vadrassar is the lead mage among the ranks of the Shadeblade Gang. His two primary duties to the gang are to use his two "A" skills to detect any signs of traceable elements in a payload, and to ensure a swift shortcut to the site of any needed responses. He was instrumental in gaining favor with Chief Adviser Vuda, when the administrator's arcanum was sacked of powerful magical items during the shadow attacks of 716. A few found their way into the hands of the Gang, and Vadrassar immediately detected Vuda's frequency upon them. He was then able to track many of those still missing and see them returned. As a result, the Tower is strangely beset by "tendencies" to lose evidence and botch investigations where the Shadeblade gang is concerned.
Credit: Neronin, with some tampering by Maltruism.
"Sfelte's Funerary Services" / Commercial Ring / 3-6-o-2)
► Show Spoiler

Sfelte's Funerary Services
Sfelte's funeral home, the premier funerary services offered in the city, has been standing for nearly thirty arcs. The owner and proprietor, Dagon Sfelte, has been in the city plying his craft for that long. From a long line of physicians and morticians, Dagon has traveled the world in search of answers to nature's most puzzling question: What happens after death? While the building itself is well kept and posh for its surroundings, it is old and somewhat ominous once inside. Three levels, one of which is the basement in which the corpses are prepared for either burial or cremation.
Upon entering, one is immediately greeted by the smell of cloves and cinnamon, mostly to mask the chemicals used below in order to preserve corpses and the smell of burning bodies. There are plush chairs, newly upholstered once an arc, in the current fashion of Etzos. Six rooms sit off of the circular lobby, each with its own function. The primary room to the direct north of the entrance is Dagon's office, which is richly decorated and contains many volumes on anatomy of the races and furniture befitting a man of his middling wealth. A desk-sized map of Idalos sits on his desk, with pins dyed specific colours to denote the central hubs of society, and a few smaller silver pins dedicated to "outlying" tribes and peoples. This colour coding is known only to Sfelte and his apprentices, but pertains specifically to which funerary rites each location prefers, to provide a more intimate rite.
The second, third and fourth rooms are circular viewing rooms, meant for the loved ones of the deceased to say their own personal goodbyes before burial or cremation. Sparsely decorated, each room serves its function plainly, and there are only a smattering of wooden chairs for those not actively saying their goodbyes to sit and wait their turns. Small easels stand in each room, one for each, where a painting of the deceased may sit if the family has the money and desire for one to be produced.
The fifth room is set for refreshments, where grieving families can gather after they say their final words and eat and drink together. The food offered is often only finger foods, not a full meal, though Sfelte has been known to cater in feasts for the particularly affluent. There is a long dining table and multiple chairs, and the room remains dark and empty when the services are not being offered.
The final room is off to the side, and is often used as storage for extra chairs and the like. Dagon himself has the only key, though it is rumoured that there are magicked items that he buries or burns with the bodies, pertaining to whichever Immortal or religious beliefs they practice. This room is secretive, and guests are not shown inside.
The top floor is divided into two essential purposes. The forward Display Room houses the caskets that Sfelte offers for burial, as well as the urns in multiple metals and intricacies for the families to choose. Because Sfelte does not craft these himself, there is often a casketmaker or metallurgist in attendance when showing the family, often handled before the ceremony of last rites.
The rear section is guarded by a beautifully crafted Cambria wood door leading to a long chamber of individual niches provided for those that practice Signalism. Those that wish to, may locate their loved one's "lighthouse" in this peaceful, ornate and secure location. Despite the security this stone building offers, many feel that the intimacy of the home eases the confusion and suffering of the lost soul.
The entire endeavor is protected by mandates of the Old Guard faction, who has always protected the right of private worship of Immortals in Etzos.
Upon entering, one is immediately greeted by the smell of cloves and cinnamon, mostly to mask the chemicals used below in order to preserve corpses and the smell of burning bodies. There are plush chairs, newly upholstered once an arc, in the current fashion of Etzos. Six rooms sit off of the circular lobby, each with its own function. The primary room to the direct north of the entrance is Dagon's office, which is richly decorated and contains many volumes on anatomy of the races and furniture befitting a man of his middling wealth. A desk-sized map of Idalos sits on his desk, with pins dyed specific colours to denote the central hubs of society, and a few smaller silver pins dedicated to "outlying" tribes and peoples. This colour coding is known only to Sfelte and his apprentices, but pertains specifically to which funerary rites each location prefers, to provide a more intimate rite.
The second, third and fourth rooms are circular viewing rooms, meant for the loved ones of the deceased to say their own personal goodbyes before burial or cremation. Sparsely decorated, each room serves its function plainly, and there are only a smattering of wooden chairs for those not actively saying their goodbyes to sit and wait their turns. Small easels stand in each room, one for each, where a painting of the deceased may sit if the family has the money and desire for one to be produced.
The fifth room is set for refreshments, where grieving families can gather after they say their final words and eat and drink together. The food offered is often only finger foods, not a full meal, though Sfelte has been known to cater in feasts for the particularly affluent. There is a long dining table and multiple chairs, and the room remains dark and empty when the services are not being offered.
The final room is off to the side, and is often used as storage for extra chairs and the like. Dagon himself has the only key, though it is rumoured that there are magicked items that he buries or burns with the bodies, pertaining to whichever Immortal or religious beliefs they practice. This room is secretive, and guests are not shown inside.
The top floor is divided into two essential purposes. The forward Display Room houses the caskets that Sfelte offers for burial, as well as the urns in multiple metals and intricacies for the families to choose. Because Sfelte does not craft these himself, there is often a casketmaker or metallurgist in attendance when showing the family, often handled before the ceremony of last rites.
The rear section is guarded by a beautifully crafted Cambria wood door leading to a long chamber of individual niches provided for those that practice Signalism. Those that wish to, may locate their loved one's "lighthouse" in this peaceful, ornate and secure location. Despite the security this stone building offers, many feel that the intimacy of the home eases the confusion and suffering of the lost soul.
The entire endeavor is protected by mandates of the Old Guard faction, who has always protected the right of private worship of Immortals in Etzos.
Prices of Services Offered
Each casket is priced individually, dependent on the size and materials taken in. Basic pine coffins are Tier 5, and the price goes up from there. Contact a Prophet if you have questions about more intricate caskets and their costs.
Burial costs anywhere from Tier 7-Tier 10 depending on the plot chosen, with the more expensive being in nicer areas of the graveyard. Basic plots are dug by a gravedigger, and the casket is lowered in full view of the family, should they choose. This is only for plots within the grounds belonging to the site itself, which are extensive. Burial services conducted outside the city in the public cemetery is much cheaper, going generally for Tiers 1-6, but there is no maintenance of the site, or headstone provided. There is space for mausoleums to be constructed, but construction is not provided by the funeral home (but they can point you in the right direction) and lease of the land must be maintained at a cost of 1 WP per season.
Cremation is often free, and scattering of the ashes is left up to the family. If they should choose to keep the remains, they may purchase an urn for anywhere between Tier 3 to Tier 10. The more expensive, the more ornate the urn.
Transport of the body from any of the outlying towns or inside Etzos itself is included in the burial cost.
The specific funerary rites of each race, Immortal or religion are included for free. Sfelte himself performs these rites.
Burial costs anywhere from Tier 7-Tier 10 depending on the plot chosen, with the more expensive being in nicer areas of the graveyard. Basic plots are dug by a gravedigger, and the casket is lowered in full view of the family, should they choose. This is only for plots within the grounds belonging to the site itself, which are extensive. Burial services conducted outside the city in the public cemetery is much cheaper, going generally for Tiers 1-6, but there is no maintenance of the site, or headstone provided. There is space for mausoleums to be constructed, but construction is not provided by the funeral home (but they can point you in the right direction) and lease of the land must be maintained at a cost of 1 WP per season.
Cremation is often free, and scattering of the ashes is left up to the family. If they should choose to keep the remains, they may purchase an urn for anywhere between Tier 3 to Tier 10. The more expensive, the more ornate the urn.
Transport of the body from any of the outlying towns or inside Etzos itself is included in the burial cost.
The specific funerary rites of each race, Immortal or religion are included for free. Sfelte himself performs these rites.
NPC's

Name: Dagon Sfelte
Age: 53 Arcs
Origin: Etzos, Central Idalos
Skills: 100 Medicine
80 Socialization, 60 Science (Chemistry)
40 Etiquette, 40 Linguistics
Biography: Born in Etzos to a rather wealthy family of physicians, the Sfeltes, Dagon took his interest in funerary studies from an early age. While his family practiced their craft on living beings, Dagon was drawn to the world's greatest question: Was there life after death? At the age of eighteen arcs, Dagon enrolled in the Etzori Academy and set to studying religious practices, as well as medicine and surgery. He studied abroad, traveling to all the majour cities in Idalos to learn and understand the funerary practices for each place. With the wealth of knowledge gained over a decade of traveling, Sfelte returned to Etzos to provide his services to the city.
Credit: Thessaly
Age: 53 Arcs
Origin: Etzos, Central Idalos
Skills: 100 Medicine
80 Socialization, 60 Science (Chemistry)
40 Etiquette, 40 Linguistics
Biography: Born in Etzos to a rather wealthy family of physicians, the Sfeltes, Dagon took his interest in funerary studies from an early age. While his family practiced their craft on living beings, Dagon was drawn to the world's greatest question: Was there life after death? At the age of eighteen arcs, Dagon enrolled in the Etzori Academy and set to studying religious practices, as well as medicine and surgery. He studied abroad, traveling to all the majour cities in Idalos to learn and understand the funerary practices for each place. With the wealth of knowledge gained over a decade of traveling, Sfelte returned to Etzos to provide his services to the city.
Credit: Thessaly
PC RUN - "The Valryries' Roost" (Weapon/Combat Training / 5-2-i-7)
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The Valkyrie's Roost
Character Name: Nightshade Eld
Current Wage: 31 gn/trial (As of Ymiden 718)
Profession's Main Skill: Blades(100)
Business Management Skill: 50
Business Name: The Valkyrie's Roost
Business Location: Etzos
Type of Business: Combat training and contract jobs
Business Description: Upon walking into the building the first thing you'll notice is how fairly large it is. There are lockers to put one's personal items in as well as gear to wear during practice. The walls are stone, the floors padded as to cause as little damage as possible to partners. There are dummies and bullseyes scattered around for the sake of practice without a partner for those who pay to use the area for practice. The price is usually cheap or nothing at all, especially when considering someone is bound to get frustrated and give you pointers if you act foolishly enough. There is a staircase tucked away in the back, but rarely does anyone go up or down. Customers aren't allowed up there and only a very select few of the workers as well as a small group of strangers who appear and disappear quickly enough.
The Valkyrie's Roost offers a number of different services from training in multiple forms of combat to requests for various jobs that one would typically hire a mercenary or a bounty hunter to complete. The goal of The Valkyrie's Roost is one of philanthropy, often doing as it can to aid with charitable acts within Etzos and giving discounts to low-income citizens. People are encouraged to bring their own weapons with which to practice with at higher levels. There are weapons with which to practice as well as wooden practice weapons for those who are still at lower levels.
A secondary unmentioned function of the Roost is to keep an eye on and moderate crime within the city itself in addition to the surrounding area. Certain matters or quietly handled alongside the guard with adequate permission.
Loan Amount: Not required
Number of Employees: 3 PCs,
Employees:
Ryder
Yndira
Dru
Shop Details:
50 x 50 ft. (2500 sq. ft.) of Library type building
Two Stories, high ceiling for the first story
Double doors and two windows
Soapstone construction
Practice equipment and weaponry
20 Padded suites
13,000gn was agreed upon by myself and Malt for the whole of the cost. Paid up front, no debt.
Inventory:
Service | Price |
Practice Spot | Tier 1 |
Novice Weapons Class | Tier 5 |
Competent Weapons Class | Tier 5 |
Expert Weapons Class | Tier 5 |
Master Weapons Class | Tier 5 |
Specialized Sword Class | Tier 5 |
Ki'Enaq Classes | TBD |
Contracted Job | RP Based |
Transaction Thread link
PC RUN - "The Winged Post" (Avriel message deliveries / The roof of the Valkyrie's Roost)
► Show Spoiler
The Winged Post
- ABOUT THE PC
- Character Name: Nightshade Eld
- Current Wealth Tier: Tier 10
- Business Management Skill: 195 (Master)
- Profession's Main Skill (your level in it): Flight (250, Grandmaster)
- ABOUT THE BUSINESS STARTUP
What is your target tier? 10- Step 1: What is your startup wealth differential? 0
- Step 2: What is the base cost of set up for your business? 55WPs
- Step 3: What is the startup cost? (Step 2 - Step 1)? 55WPs
- Step 4: Is this business a small or large business? Nope
- How will this be funded? Out of pocket, losing WPs
- ABOUT THE BUSINESS
- Business Name: The Winged Post
- Business Location: Global, but originating from Etzos
- Business Description: The original location sitting just above The Valkyrie's Roost on the second floor, The Winged Post provides global postal services that are both more efficient and safer than what is currently accessible to most. It is a goal of the business to set up a 'post office' in every major city, starting in Etzos and moving outwards.
- Number of Employees: 2(NPCs)
- Which Categories from the Shoppe does your business sell? N/A
- Which non-Shoppe items / goods / services do you provide? Postal Services
- Are there any exceptions (eg: Weapons, but not bows) N/A
- Which Wealth Tier does your business target at? Tier 10
- What is your Business Management Skill? 195 (Master)
"Trust & Fair Appraisal & Valuation Svcs." / Commercial Ring / 4-3-i-2)
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Trust & Fair Appraisal and Valuation Services
Founded by Richard Trust and Jenifry Fair in Arc 569, this family business has come a long way from the starting trials while operating out of a small home in the Outer Perimeter.
With an impeccable reputation for third-party evaluations, Trust & Fair grew their business from residential and insurance claims, to taxation assessments, to development and planning strategies for local businesses. They notarize their assessment reports and are well-regarded in the Etzori courts in cases of arbitration between conflicted parties. Often, judges will order an evaluation from Trust & Fair to decide divisions of assets in the case of inheritance, argument, or otherwise.
Since the founding, Trust & Fair has expanded operations. Their headquarter office moved to the Commercial Ring in Arc 594 and has been remodeled twice since then.
The business itself has been passed down through the generations. Jenifry Fair’s eldest son (Elmond Fair) and Richard Trust’s youngest daughter (Sowena Trust) were wed and the two families merged into what is now-known as the wealthy Fairtrust family. The current incarnation of the business is owned by their descendant, Merrin Fairtrust.
The front entrance opens to a reception foyer. If a person does not have an appointment, this is where they can schedule a consultation. Drop-ins are highly discouraged, and actively scorned, and it is considered common etiquette to send word ahead by several trials if one wishes to meet in-person. Consultations are not free, though they are reasonably priced if a person is willing to wait for an appointment. The more immediate the need, the more costly the fees will be.
If a potential client, or visitor, manages to get past the iron double doors behind the receptionist desk, they will find themselves in a red-carpeted hallway that splits into three paths.
At the end of the left corridor is a locked iron-bar door with a spiral stairwell. It leads to a basement that stores administrative filings and records. On the right corridor are several narrow doors that each lead into various small studies, work rooms, and employee offices.
Straight ahead, the majority of clients will be led to an immaculate office with one chair meant for Merrin Fairtrust (or Spring Hale, depending). Clients are expected to stand during the consultation, though exceptions are made for those of wealthier status. Each consultation lasts exactly the length of a sand-timer that is flipped as soon as the visitor walks through the door. If the timer requires to be flipped again, all fees are doubled. Rarely does the timer ever flip a third time.
There are three other exits to the building, but that is employee-only knowledge, and thus why employees are rarely seen going through the foyer or main entrance. This has given to many rumors over the decades about hidden doors in the record chambers of the basement.
In the aftermath of the Lisirra assault on Etzos in Ymiden 719, Trust & Fair lost the majority of their employees. This left the core family to operate the business and they are struggling with the steadily increasing workload during the rebuilding of Etzos. There is a waiting list for consultations, of which the meetings have been reduced to even briefer times allotted in attempt to keep up with the demand.
There are a great range of services offered by Trust & Fair, ranging from business valuations to residential appraisals to third-party judgment of insurance claim values. They also perform consultations regarding investments, potential liquidity or merger development, estate planning, and providing litigation support on contracts. Other general areas offered are business, residential, damages, losses, antiques, estates, investments, assets, fraud detection, loan accumulation (for creditors usually, not debtors), and taxes.
Trust & Fair prides themselves as a professional, accurate, and established local business. They encourage employees to gain Licentiate from the Academy, with accreditation in Business, Trade & Commerce, and Diplomacy & Law (Etzos Law). Trust & Fair offer accredited experts in their company to assure the quality of all valuations performed for clients.
The common procedure that is followed:
Name: Merrin Fairtrust
Age, Race, Gender: 73-Arc-old, Human Male.
Skills: 76 Business Management, 54 Appraisal, 36 Intelligence, 35 Etiquette, 34 Detection, 30 Politics, 25 Leadership, 15 Teaching
Biography: Accredited with a Licentiate in Business and Etzos Law through the Etzos Academy, Merrin used to teach at the educational establishment. He doesn’t anymore, due to enough student complaints about his harsh grading practices - with only a 10% passing rate in his classes. Since then, he settled into his family's business with a grumble and a mean eye for inaccuracies or errors in any reports. His wayward grandson, Jameson, is to inherit, but is currently traveling the world.
FC: David Bradley.
Name: Spring Hale
Age, Race, Gender: 39-Arc-old, Mixed Biqaj/Human Female.
Skills: 76 Appraisal, 44 Business Management, 35 Socialization, 30 Research, 27 Etiquette, 13 Intelligence
Biography: The bastard daughter of Merrin. Technically the day manager of Trust & Fair, she doesn’t own any of the business though she is well-known as performing most of the responsibilities. She’s been working at her father’s business for about twenty arcs. Accredited in Trade & Commerce and Etzos Law, she oversees most operations and occasionally takes on direct work herself. She is the representative of Trust & Fair, if required to present a report within the courts.
FC: Chloë Sevigny.
Name: Clover Hale
Age, Race, Gender: 20-Arc-Old, Human (1/4 Biqaj) Female.
Skills: 76 Research, 35 Appraisal, 34 Writing, 15 Bookbinding, 15 Etiquette.
Biography: The daughter of Spring Hale, father unknown, she started as a messenger and courier when younger, but now has taken on a lot of various work. Clover is recognized as a pleasantly ambitious girl. She currently attends the Academy and is working for her Charter in Diplomacy and Law, focused on Etzos Law, though she hopes to expand to Trade & Commerce coursework soon. However, most of her time is spent handling the administrative upkeep of Trust & Fair.
FC: Elle Fanning.
Credit: Llyr
With an impeccable reputation for third-party evaluations, Trust & Fair grew their business from residential and insurance claims, to taxation assessments, to development and planning strategies for local businesses. They notarize their assessment reports and are well-regarded in the Etzori courts in cases of arbitration between conflicted parties. Often, judges will order an evaluation from Trust & Fair to decide divisions of assets in the case of inheritance, argument, or otherwise.
Since the founding, Trust & Fair has expanded operations. Their headquarter office moved to the Commercial Ring in Arc 594 and has been remodeled twice since then.
The business itself has been passed down through the generations. Jenifry Fair’s eldest son (Elmond Fair) and Richard Trust’s youngest daughter (Sowena Trust) were wed and the two families merged into what is now-known as the wealthy Fairtrust family. The current incarnation of the business is owned by their descendant, Merrin Fairtrust.
The front entrance opens to a reception foyer. If a person does not have an appointment, this is where they can schedule a consultation. Drop-ins are highly discouraged, and actively scorned, and it is considered common etiquette to send word ahead by several trials if one wishes to meet in-person. Consultations are not free, though they are reasonably priced if a person is willing to wait for an appointment. The more immediate the need, the more costly the fees will be.
If a potential client, or visitor, manages to get past the iron double doors behind the receptionist desk, they will find themselves in a red-carpeted hallway that splits into three paths.
At the end of the left corridor is a locked iron-bar door with a spiral stairwell. It leads to a basement that stores administrative filings and records. On the right corridor are several narrow doors that each lead into various small studies, work rooms, and employee offices.
Straight ahead, the majority of clients will be led to an immaculate office with one chair meant for Merrin Fairtrust (or Spring Hale, depending). Clients are expected to stand during the consultation, though exceptions are made for those of wealthier status. Each consultation lasts exactly the length of a sand-timer that is flipped as soon as the visitor walks through the door. If the timer requires to be flipped again, all fees are doubled. Rarely does the timer ever flip a third time.
There are three other exits to the building, but that is employee-only knowledge, and thus why employees are rarely seen going through the foyer or main entrance. This has given to many rumors over the decades about hidden doors in the record chambers of the basement.
In the aftermath of the Lisirra assault on Etzos in Ymiden 719, Trust & Fair lost the majority of their employees. This left the core family to operate the business and they are struggling with the steadily increasing workload during the rebuilding of Etzos. There is a waiting list for consultations, of which the meetings have been reduced to even briefer times allotted in attempt to keep up with the demand.
Types of Services
There are a great range of services offered by Trust & Fair, ranging from business valuations to residential appraisals to third-party judgment of insurance claim values. They also perform consultations regarding investments, potential liquidity or merger development, estate planning, and providing litigation support on contracts. Other general areas offered are business, residential, damages, losses, antiques, estates, investments, assets, fraud detection, loan accumulation (for creditors usually, not debtors), and taxes.
Trust & Fair prides themselves as a professional, accurate, and established local business. They encourage employees to gain Licentiate from the Academy, with accreditation in Business, Trade & Commerce, and Diplomacy & Law (Etzos Law). Trust & Fair offer accredited experts in their company to assure the quality of all valuations performed for clients.
The common procedure that is followed:
- Consultation Appointment
- Cost Estimates for Services
- Order (and prices) Agreed on
- Contract Notarized
- Scheduled Valuation
- Inspection Appointment
- Report Compiled
- Quality Checked by either Merrin Fairtrust (or Spring Hale)
- Report Notarized
- Final Notary Report Delivered
NPCs

Age, Race, Gender: 73-Arc-old, Human Male.
Skills: 76 Business Management, 54 Appraisal, 36 Intelligence, 35 Etiquette, 34 Detection, 30 Politics, 25 Leadership, 15 Teaching
Biography: Accredited with a Licentiate in Business and Etzos Law through the Etzos Academy, Merrin used to teach at the educational establishment. He doesn’t anymore, due to enough student complaints about his harsh grading practices - with only a 10% passing rate in his classes. Since then, he settled into his family's business with a grumble and a mean eye for inaccuracies or errors in any reports. His wayward grandson, Jameson, is to inherit, but is currently traveling the world.
FC: David Bradley.

Age, Race, Gender: 39-Arc-old, Mixed Biqaj/Human Female.
Skills: 76 Appraisal, 44 Business Management, 35 Socialization, 30 Research, 27 Etiquette, 13 Intelligence
Biography: The bastard daughter of Merrin. Technically the day manager of Trust & Fair, she doesn’t own any of the business though she is well-known as performing most of the responsibilities. She’s been working at her father’s business for about twenty arcs. Accredited in Trade & Commerce and Etzos Law, she oversees most operations and occasionally takes on direct work herself. She is the representative of Trust & Fair, if required to present a report within the courts.
FC: Chloë Sevigny.

Age, Race, Gender: 20-Arc-Old, Human (1/4 Biqaj) Female.
Skills: 76 Research, 35 Appraisal, 34 Writing, 15 Bookbinding, 15 Etiquette.
Biography: The daughter of Spring Hale, father unknown, she started as a messenger and courier when younger, but now has taken on a lot of various work. Clover is recognized as a pleasantly ambitious girl. She currently attends the Academy and is working for her Charter in Diplomacy and Law, focused on Etzos Law, though she hopes to expand to Trade & Commerce coursework soon. However, most of her time is spent handling the administrative upkeep of Trust & Fair.
FC: Elle Fanning.
Credit: Llyr
"The Lamont" (Theater Troupe and Site / Commercial Ring / 1-1-i-12)
► Show Spoiler
The LaMont
"It's not the 'Lamont Theatre', it's just the 'Lamont'! The 'theatre' is implied. Lamont is theatre!"

Overview
To promote running performances, actors and young stage hands will often stand outside the theatre house in full costume and cry out to the public—sometimes in character. Buskers and singers are often invited to play on the balcony above the main doors to draw attention and boost the public image of the theatre. Mummers will occasionally perform acrobatics and jolly dances to catch the eye—especially of passing children and their captive parents—and draw new customers inside.
Inside, the theatre seats several dozen in view of a wide, rounded stage. Bert's office can be found backstage, along with several storage areas and dressing rooms. Pulley systems operate the curtains as well as raising and lowering of certain props and weighted sand bags. A small, cramped basement beneath the stage offers more space for storage and can be accessed either through the adjacent stairwell, or a trapdoor that leads directly onstage.
Most of the time, the theatre is relatively empty while the actors rehearse, Bert conducts routine business, and sets are built—either by the actors themselves or briefly hired laborers. Performances are always held in the evenings for a few days every seventrial.

Age, Race and Gender: 48-arc-old human male
Skills: Business Management - 66 / Mathematics - 58 / Leadership - 50 / Acting - 45 / Politics - 50 / Socialization - 47
Immortal marks: None
In another life, Bert was a successful business magnate who specialized in trading properties within and around Etzos. His first wife was a bored socialite who enjoyed spending his fortune and dreamed of a more glamorous life than he could ever afford to give her. Their two sons fed off his fortune as well, showing more enthusiasm for their inheritance than participating in the family business. After his wife died unexpectedly of a fever over the Cold Cycle, Bert was forced to reassess what he wanted out of life. To his sons' great displeasure, they found themselves written out of the will by the new arc.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
Bert Lamont is still, at heart, a shrewd businessman. He is seldom impressed, resistant to new ideas, and to those unfamiliar with his particular quirks, could understandably be described as severe.
However, underneath his scowling exterior lies a true patron of the arts. He is a slave to every word Elena says, and to charm her is to handily win Bert's favor. Although he can be a callous and demanding employer, Bert is generous and lenient to those within Troupe Lamont. To a point, at least. Once one has fallen out of Bert's favor, there is no going back. Bert will treat those within Troupe Lamont like they are his own family. But like his own family, once Bert's mind is changed, they will be written off forever.
Troupe Lamont
Overview

Age, Race and Gender: 48-arc-old human male
Skills: Business Management - 66 / Mathematics - 58 / Leadership - 50 / Acting - 45 / Politics - 50 / Socialization - 47
Immortal marks: None
History
In another life, Bert was a successful business magnate who specialized in trading properties within and around Etzos. His first wife was a bored socialite who enjoyed spending his fortune and dreamed of a more glamorous life than he could ever afford to give her. Their two sons fed off his fortune as well, showing more enthusiasm for their inheritance than participating in the family business. After his wife died unexpectedly of a fever over the Cold Cycle, Bert was forced to reassess what he wanted out of life. To his sons' great displeasure, they found themselves written out of the will by the new arc.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
However, underneath his scowling exterior lies a true patron of the arts. He is a slave to every word Elena says, and to charm her is to handily win Bert's favor. Although he can be a callous and demanding employer, Bert is generous and lenient to those within Troupe Lamont. To a point, at least. Once one has fallen out of Bert's favor, there is no going back. Bert will treat those within Troupe Lamont like they are his own family. But like his own family, once Bert's mind is changed, they will be written off forever.
For Troupe Lamont, he acts as their manager, director, and proprietor.

Age, Race and Gender: 29-arc-old human female
Skills: Acting - 46 / Singing - 58 / Dancing - 50 / Seduction - 75 / Politics - 30 / Cosmetology- 47
Immortal marks: Unknown
Although it's well observed that she is not the best actress in the troupe, Elena is easily the most stunning. Like her husband, Elena is quickly offended by unsolicited criticism no matter how nicely worded it might be. She is handily given most of the lead female roles in Troupe Lamont's productions, often even without the farce of an audition. On the surface she is sweet-natured, soft voiced, and rather diminutive. Her silken blonde hair and thin-waisted figure makes her a fan favorite with the crowds.
But poised behind her demure behavior lies a ruthless, alpha predator. She is and will always be the star of Troupe Lamont. Her true age is a mystery to most, as she has claimed to be twenty-arcs for the past half-decade. Elena is very easily jealous, continuously in denial of her gradually fading youth, and will not permit Bert to hire on any other blonde actresses for the troupe. Even so, she is threatened by any woman she deems to be more lovely than she is. As a consequence, most young actresses face frequent turnover in Troupe Lamont.

Age, Race and Gender: 22-arc-old human female
Acting - 75 / Singing - 65 / Dancing - 65 / Socialization - 60 / Etiquette - 30 / Cosmetology- 50
In order to maintain her place in Troupe Lamont, Carmilla has made herself as non-threatening as possible to Elena, deferring to her 'great' talent when in doubt. Her acting and singing skills are far superior, but she holds back when Elena is in the audience. Carmilla is intelligent and calculating, but ultimately all she wants is her fair share of the public eye.
Carmilla claims to hail from a place called Blackbrine to the east, supposedly to escape from the cutthroat way of life there. True to form, Camilla has done whatever she needs to do to remain a successful actress and stay in Bert's good favor. Although she is more compassionate than Elena, Carmilla is arguably most concerned about Carmilla, and will look after herself before anyone else.

Age, Race and Gender: 68-arc-old human female
Acting - 80 / Singing - 70 / Socialization - 55 / Cooking - 65 / Caregiving - 55 / Storytelling - 45 (Npc had a write up but no skills)
Mrs. Limh has become a mainstay in Troupe Lamont after Bert hired her for a bit part playing a character's grandmother. Her warm, doting demeanor has made her a cast favorite on and off stage, and her habit of bringing freshly baked goods to the Lamont hasn't hurt her reputation either. Her husband has passed on, and both of her children live abroad with their families, so since becoming an official member of the Troupe, she has treated the theatre cast like her own family.
Usually, she is typecast as the warm motherly or grandmotherly character in plays, but Mrs. Limh's capacity for acting can be surprisingly flexible. Despite her hunched, diminutive size, her voice carries surprisingly well, and her elocution is peerless. A sweet line from her can charm a crowd, but in a villainous role, cruel words from her can just as easily chill to the bone.

Age, Race and Gender: 25-arc-old human male
Acting - 65 / Musical Instrument: String (Strum or Pluck) - 70 / Socialization - 55 / Storytelling - 65 / Seduction - 55 / Singing - 45
Hailing from a sleepy town on the outskirts of Etzos, Vincent (just “Vincent”) knew he was a star before he ever stepped onto the stage. He was a busker, playing the lute in taverns, reciting poetry on street corners, and acting out scenes from famous plays when Bert discovered him. What he lacks in acting talent, he makes up for in pure passion for the arts.
Fashioning himself as a dashing lothario, Vincent has a reputation of getting into romantic (however brief) entanglements with the cast and crew, whether they are actresses, tailors, laborers, or simply audience members. Although deemed more or less a scoundrel by women who know better, he seems proud of this trait, and brags often that he has a spurned ex-girlfriend in every tavern.

Age, Race and Gender: 31-arc-old human? Male
Acting - 55 / Strength - 70 / Socialization - 55 / Caregiving - 65 / Athletics - 55 / Singing - 35
Standing at nearly seven feet tall, Borace Buskin is known in the Lamont as a gentle giant. He is often chosen for villainous roles, strong-man roles, older-male roles, and generally anything that will suit his deep laugh, bearded face, and broad-chested physique. In addition to being an actor, Borace is also responsible for most of the literal heavy lifting around the Lamont, including operating the pulleys and helping in the construction of sets.
Despite his impressive stature, Borace is a sensitive, compassionate soul with delicate sensibilities. Villainous roles often wear on him, as he is frequently upset by the easily resolved misunderstandings in the plot and the tragic arc of specific characters. Bert Lamont has become quite used to dealing with Borace’s pleas that the plot of certain plays be altered to redeem his characters (which would make them dull stories indeed).
Although Borace appears human, he claims that he is only half, and that his mother was a shadowy, tattooed woman from the far west. His one true love is his tiny cat, Sir Puss.
Name: Ladrian Du'bois
Race/ Age / Gender: Human, 45 arcs, male
Skills:
Woodworking: Expert
Smithing: Expert
Engineering: Expert
Strength: Competent
Logistics: Competent
Leadership: Competent
Science: Competent
Novice: Art
Personality / Quirks: Ladrian heads up technical support crews at The Lamont in Etzos, so his skillset centers around lighting and sound for the theatre, but he is also experienced in the mechanical aspect of set design and occasionally larger props and set pieces. Tall with dark hair, streaks of gray running through his hair and mustache, the older man is often considered the rock of The Lamont. While the more artistic types deal with the productions held there, Ladrian deals with the more practical side of things. His serious nature is often teased, but he truly cares about the people he works with, possessing a protective nature.
Dates & Links (Date / Link / What the NPC did!)
Obie, Sophia, and the Whiskey Barbarian
Submitted by: Natalia Gregorios
Original Version by Maltruism
Location, Location, Location!
This is to be in addition to the far more general "City Layout" topic.
I will be adding descriptions of other shops and inns and such as they come to me.
I am also open to ideas. So if you think of something that's missing, please feel free to drop me a PM about it.
Many housing or employment locations provided to players by the "Office of the Citizen's Committee" can be found here.
These are only locations that are within the city proper.
For locations in the Ward Ring, the Outer Perimeter and beyond, see "Outside the Box".
These locations will have a reference to a "Commercial Ring" address designation. Please see that section of the Etzos City Map topic for an explanation of how they work.
"By the Grace of Goods" (General Store / Commercial Ring / 4-8-i-2)
► Show Spoiler
Age, Race and Gender: 38-arc-old human female
Skills: Agriculture - 56 / Herbalism - 48 / Persuasion - 42
Business Mgmnt - 50 / Smuggling - 65 / Espionage - 44
Immortal marks: Unknown
That last skill may seem odd for the owner/operator of a general store. And it's true that Grace could list small degrees of many of the skills more specialized vendors focus on. It is necessary for her to know some of just about every kind of product in her store; from shoes to books to small furniture to lamp oil to tanned leather goods to what have you. This variety of knowledge gives her an advantage in cultivating casual trust with her customers.
This is necessary in her counter capacity as a member of the Cauldron cell in Etzos. She gathers information in the form of gossip from women, and flirtation from men; she stores poisons for covert delivery; she smuggles ingredients in and out of the city in the midst of her bundles of goods; she acts as match-maker to set up Cauldron operatives with their intended victims.
But as long as you are just a simple customer with no high-stakes political connections, you need fear no villainy upon entering her store. Since the outer ring has a large open-air market, there is no need for a general store there. You will find "By the Grace of Goods" in the Commercial Ring, located at the address designation, 4-8-i-2.
The store seems smaller inside than it looks like from the outside. But this is only because of the sheer volume of goods for sale inside. They are stacked on the floor, the counter, each other, bulging from shelves, and even hanging from the rafters. Grace has the sense to stack the glassware by the window so the light will still shine through. Most every common sort of item, short of weapons, are available for sale at Grace's. The prices being comparable to prices found in stores all over Idalos.
She makes a point of not competing for specialty goods however, not wanting to create hard feelings with her fellow merchants. As a result, the specialty stores frequently refer customers to her. This practice, and being one of the most likeable people in town, aid her greatly in staying above suspicion when The Cauldron strikes.
"Imp Pressions" (Printing / Commercial Ring / 5-4-o-2)
► Show Spoiler
Age, Race and Gender: 35-arc-old human male
Skills: Carving - 66 / Linguistics - 58 / Negotiation - 32
Business Management - 45 / Printing - 52 / Handwriting - 60
Immortal marks: Unknown
The "state of the art" in printing technology is as much on display as Mr. Langley's artistic flair when one enters "Imp Pressions". Such advanced machinery would never be risked among the vulnerable open market of the city's outer perimeter. It is found instead at the Commercial designation 5-4-o-2.
Also on display, when one arrives at his shop, is his good-natured acceptance of his short stature, as evidenced by the name on the sign. Less obvious is the ground-breaking chemical technique he developed to simplify the work. He still has to perform the initial carving of the commissioned designs for his customers. But borrowing from foundry technique, he now makes a mold of the raised carving, so he can make multiple dies to print from, without having to hand carve all of them.
This assembly is then placed into a forge-like oven to cook the "pudding", which comes out with a texture and stiffness akin to hardwood. He then uses this finished mold, in a similar process, to make rubbery dies with a different blend of tree resins and rendered animal sinew, after powdering the mold with pulverized mica powder to help it release after cooking. The slab of rubbery material is laid over the mold, and both are again placed in the molding press and cooked with a particular set of thickness bearers.
He also possesses a ready wit and a worldly poise that has made him quite the socialite for someone that would otherwise be snubbed by wealthy merchants as a "defective" individual. His ability to spread mass-produced copies of popular viewpoints, or to spread scathing rebuttals of such, has made him a highly sought-after commodity in both social and political circles, and his support, or lack thereof, is always for sale.
The only faction he consistently supports is the Black Guard, who are every bit as mercenary as he is. This is perhaps the reason why they understand each other so well. No matter who Mr. Langley is currently feeding to the public's opinion, he is always quick with unsolicited praise for the city's "noble watchmen". In return, the guard gives him a heads up if news reaches them of anyone seeking retribution against him for his propaganda.
"MOORE than Tanwood" (Fine Furnishings / Commercial Ring / 4-5-i-5)
► Show Spoiler
Age, Race and Gender: 44-arc-old human male
Skills: Carpentry - 77 / Herbalism (trees)- 48 / Carving - 55
Business Management - 50 / Negotiation - 40 / Leather Working - 37
Immortal marks: Unknown
Following in the footsteps of his Uncle Jolan in Hiladrith, Harrin Moore has brought fine furniture to Etzos. Hearing of so much continued clearing of forestland around Etzos, Mr. Moore saw a logical extension of his uncle's business. So he took up his T-square and his saw, and headed south.
He found that most of the carpentry in practice in Etzos was only the necessary but mundane building of housing. Satisfied that his work would not be competing with this, he set up shop, and quickly made a name for himself. He decided to capitalize on this by changing the name of his business to include his own, and "MOORE than Tanwood" was born.
He does much of his own gathering of stock, employing his own expertise in gauging the potential beauty of a given source of lumber. He employs a number of people, including lumberjacks, mill workers, designers, stain blenders, and more. He also has several standing contracts with other professionals for light brassworking, glass blowers, and of course, carters to move his finished items to their destinations.
He would be the first to admit that he has "stolen' a few of his uncle's ideas, like the "dowel seat" and the "nesting chests". But the under-stair storage cabinet, and the elevated baby seat, among other things, are his own creations. Naturally, he is fully capable of the standard furnishings, like bookshelves, dining sets and upholstered Day room sets. He also takes pride in both permanent features like wall-sized library shelving units, spiral staircases and in-home bars, and intentionally mobile units like drink carts and rolling chairs for the injured.
"Out and About" (Clothing and Fashion / Commercial Ring / 2-1-i-9)
► Show Spoiler
Age, Race and Gender: 33-arc-old human female
Skills: Sewing - 66 / Cosmetology - 58 / Mathematics - 50
Tailoring - 75 / Business Management - 50 / Socialization - 47
Immortal marks: Unknown
Hellen Bannister is the standard by which other Etzori women are judged, and she knows it. And while there is a considerable degree of envious resentment, she is not as exploitative of this truth as some might anticipate. Gifted with extraordinary beauty, which age has not yet begun to erode, she truly seeks to help other women reach their peak of appearance. But she is not gifted with the most diplomatic of conversational skills; often seeming baffled by the offense she gives when making comments about what her customers can "realistically" hope to achieve by comparison.
The simple fact is, that her comments are generally true. Her complexion is flawless, her hair is almost supernaturally obedient to her whims, her poise and balance are unsurpassed, and she never gains an ounce beyond her ideal. Many wonder if she has the blood of some Immortal flowing in those veins. To her credit, she does not use her beauty to manipulate men, one fact that serves to offset the resentment of most Etzori women, and she would slap the face of any man that would hint otherwise.
She has a perpetual smile that seems unnaturally genuine. The one thing that darkens it is the endless parade of suitors, posing and flexing in attempts to sweep her off her feet with machismo. But she tolerates this, growing ever more skilled in the art of the gentle refusal, knowing it is all part of the trade. She possesses considerable skills in all the society niceties: dancing, singing, etiquette, etc. Yet she is more than just a pretty face, or a trophy-wife-to-be.
She designs almost all her own clothing patterns, and can gauge a flattering size and cut at little more than a glance. She knows much of skin reactions to various herbs and cosmetics, making her advice on skin care very reliable. She built her business from the ground up, it was not inherited. Her head for figures rivals her own figure, and she has never had a season of financial loss. Admittedly, the prices for her outfits and accessories are above average, but not by any greater percentage than their quality is also above average.
Miss Bannister employs people of both genders to serve as her assistants, giving them more and more freedom to work without supervision as their competency allows. For a while, no man would be caught dead working in such an establishment, but her recognized business sense has begun to wear down this social barrier, though there is a long way to go. It is the simple fact that citizens of both genders assume that no male can possibly be any good at such work, that perpetuates the truth of this assumption. But Hellen continues to work against this stereotype.
In recognition of Miss Bannister's established capabilities, and potential for leadership, Lady Jillian Terris has recruited her to be the unofficial face of the Citizen's Committee. As one of the most admired citizens of Etzos, it was only natural. And to those who sneer that it is just a case of women "sticking together", she responds, with a direct look, "Your point?"
"The Steaming Dream" (Bath House / Commercial Ring / 2-2-o-9)
► Show Spoiler
Age, Race and Gender: 26-arc-old Aukari female
Skills: Stealth - 45 / Meditation - 50 / Massage - 40
Seduction - 35 / Endurance - 35 / Weapon: Knife - 30
Immortal marks: Unknown
This is the only business located in a housing circle of the Commercial Ring. This is because it allows the use of dried animal dung to be used as the fuel to heat the water tank on the ward side of the wall. The water is then pumped through a tube to the big stone bathhouse inside the curtain wall. Many of those with homes nearby consider the convenience a blessing. Many others consider the smell to offset this benefit. But the smell of the outer crafting zone is already unpleasant on a hot still day. In recognition of this detail, the housing in that section is somewhat cheaper than the rest of the inner city.
A stone structure full of pools of water ought to be one place that the destructive potential of an Aukari can be controlled. This is perhaps the only reason that the young woman, Kylauri, is allowed the degree of semi-freedom that she has been granted. That, and the male penchant for giving attractive young women a break. And while there has been no evidence that Etzos has necessarily been infiltrated by an agent of Faldrun, neither can it be said that the girl's friendly curiosity is not becoming darkened with resentment towards the prejudices of other races.
Kylauri grew up restless in Sirothelle, her curiosity about the wider world getting the better of her day by day. The lessons of distrust toward other races never really took hold in her heart. She felt there was a good degree of blame to be placed on her own people, and thought she could prove that not all Aukari were the zealous destroyers that other races' history claimed.
This optimism lasted as far south as Hiladreth, where she was captured and placed in iron restraints. While not tortured outright, she was questioned relentlessly. Eventually both sides came to see the honesty of the others claim. Hers that she meant no ill-intent, and theirs that they had received nothing BUT ill-intent from all previous Aukari visits. A visit from the Etzori military arm on rotation provided an opportunity for the Hiladreth administration to wash their hands of the delicate situation.
They feared that Aukari zealotry might result in a brand of "traitor" being hung around the girl's neck, and genuinely did not want to see her so punished. But they also knew there was a good chance that other Aukari would come looking for her, and wanted her gone, so they could claim to have never encountered her in the first place. They did not want to antagonize their volatile neighbors to the north.
The Etzori thought she might provide greater insight regarding the attitude and culture of Sirothelle. Kylauri herself felt a cautious but still undeniable curiosity about other cities and peoples, and made no argument about being brought to the city of Etzos. That culture's very resistance to Immortal worship was a genuine draw. She could hardly imagine a place where the days were not strung regularly with demands upon its citizens' devotion.
This is perhaps no more evident than in the fact that she has grown to greatly enjoy the water, and has even learned recipes for compounds of oils, scents and powders, to bring increased softness and resistance to blemishes to the skin. She shares these ointments at a small added cost to the customers in the bathhouse.
There is a large communal pool, and several private pools in low-walled booths. There is also a service for having one's clothes washed as you bathe. There are also a few masseuses employed, Kylauri among them. Her looks being sufficient to override the normal reluctance to let an Aukari lay hands on you fresh out of the bath.
All prices are assumed to be per person for 1 break duration.
Private Pool: Fresh Bath - 6sn / 1st reheat - 4sn / 2nd reheat - 2sn
Communal Pool: Morning - 3sn / Afternoon - 2sn / Evening - 1sn
Massage: Public - 1gn / "Private" - 5gn
Ointment Treatment: - 5sn / Bottle of ointment - 2gn
"The Chopping Block" (Butcher / Commercial Ring / 3-8-o-4)
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Age, Race and Gender: 44-arc-old human male
Skills: Carving (flesh) - 65 / Tanning - 35
Medicine (general anatomy) - 20 / Skinning - 40
Cooking - 35 / Weapon: Cleaver - 51
Immortal marks: Unknown
Figuring it best that those hunters or trappers bringing slain animals into the city NOT pass by the mount training quarter of the city, this business was positioned close to the "Great Pahrn Gate" on the west side. Long inured to the smells of animal slaughter, Mr. Masterson goes about his tasks with a hum and a chop, keeping a bloody beat to his work, skinning, gutting, tanning and cutting.
He is available to those more skilled in the catching of game, and less skilled in processing it afterwards. He has eyes to roll at those who bring in animals that have not been reasonably drained before being lugged into town, thinking it one of the first rules of game hunting to be learned. But he certainly has the hooks and tubs to do it if not.
He does not charge much in the way of nels for his services, choosing instead to retain a percentage of the carcasses. He barters this away to his fellow merchants in a variety of ways. His skinning and tanning often figure into his "take" on the butchering of an animal; his prize, a full skin of something valuable for function or fashion. Likewise the normally undesirable guts. Many dabblers in holistic medicines find uses for such things as organs and bones. Not to mention fortune tellers and makers of odd unguents, tonics and oils.
Hard as it may be to believe, some perfumes have a base oil from a gland or two to be found among the carefully handled entrails in his tubs. Also, the veterinarians have an interest in his work, since the subject undergoes something akin to an autopsy. So it's not unusual to find an individual dressed in medical garb trying to find that perfect spot to see what Mr. Masterson is doing, while not being in his way.
Then there are uses for the sinew, hooves and dewclaws in the fields of fletching and crafting, and any horns are useful in decorative and even mystic crafts. Some self-claimed healers swear by such things as animal horns to cure a variety of things. Masterson considers such things to be idle superstition, but is not so stuffy as to withhold something from someone who has convinced themselves that it will cure them of impotency or something.
As for the remains, when all such concerns have been addressed, Mr. Masterson is pleased to provide free soup bones to "The Kettle, Black" for the benefit of all. But he feels no guilt over packing away a rack of ribs, a rump roast or a few steaks for his trouble.
"The Bedside Manor" (Doctor / Commercial Ring / 4-6-i-7)
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Age, Race and Gender: 54-arc-old human male
Skills: Medicine - 75 / Brewing - 35
Observation - 65 / Storytelling - 51
Immortal marks: Unknown
Doctor LaVarro runs the best medical service in Etzos. Located two commercial corridors south of the Academy, it is there to attend to the needs of all citizens. There are a few other doctors in town, but they do not measure up to Lavarro's expertise. He was in the Army of the Etzori, and gained invaluable knowledge of healing wounds of all kinds. The chart on his wall is ample evidence of how he relates most injuries to wartime experience. Every technique he employs is based on whatever he had success with as the chaos of battle raged around him.
But there is nothing wrong with this approach. If anything, he is a man that is impossible to rattle as he works. And he has seen dramatic maimings of every kind. He conveys a sense that no injury strikes him as anything too serious. At times, distraught friends or relatives will become irate with his disconnected attitude. But usually, his calm is reassuring to his patients and their associates as he sits, seemingly in his own world, checking the wound, ignoring the blood, often humming to himself.
The homey feel of his office is equally comforting. As a skilled herbalist and maker of counter-toxins he has an abode filled with curios and knick-knacks, sitting among shelves and compartments stuffed with jars and bottles of poultices and herbal sachets, floral derivatives and refining gadgetry. This comfort could be offset by the somewhat grim implications of his 'house-call" kit. But it is the state of the art in present-day Idalos.
It was on a campaign under Marshall Webb that he discovered this interaction. There was, of course, some trial-and-error in determining the signs that he had administered sufficient toxin to counteract the allergy symptoms without overdoing it. It cost the lives of some of Webb's troops to arrive at the correct formula. Marshall Webb was far more understanding of the risks of such research than the doctor had expected.
"Skin Deep Crafting" (Leather Works / Commercial Ring / 5-2-o-9)
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Skills: Leather Working - 71
Business Management - 45
Shoe Making - 44 / Mount: Horse - 60
Tailoring - 65 / Negotiation - 51
Immortal marks: Unknown
Two commercial corridors east of The Citizen's Tower sits Etzos' premier leather works, "Skin Deep". The owner, Drenick Laszlow, believes that leather goods should go beyond merely functional, and be literal works of art.
One skill he does not need to rely on others for is in riding horses. And he has applied his knowledge of the swaying and rolling gait of these animals to the crafting of excellent saddles, bags, barding and tack. His gear is such that riders gain an increased stability in the saddle, borne of exceptional balance and comfort. Citizens of Etzos have come to recognize the stylish "LL", for 'Laszlow Leather', on all manner of gear for most species of mounts. They have likewise come to expect an higher price for these goods.
Prices:
The price list will show the cost of clothing items multiplied by their cost to be made of leather. Double that to represent the extra curing and treating to make them armor-worthy. This not only includes hardening and shaping, but interlocking and overlapping flanges and sectioning. Gear for mounts is also available.
Basic Gear
Saddles: 35gn / 50gn / 75gn (adds +2 / +3 / +4 to "Mount" skill while functional)
Saddlebags: 15gn / 23gn / 30gn
Bridle: 7gn / 10gn / 13gn
Reins: 3gn / 5gn / 7gn
Breast Collar: 10gn / 14gn / 18gn
Tack Package (Bridle, Reins & Collar): 15gn / 22gn / 30gn (adds +1 / +2 / +3 as above)
Entire Package: 55gn / 80gn / 115gn
Pads & Cinches: 5gn / 7gn / 10gn (adds +1 / +2 / +3 as above)
Saddlebags: 15gn / 23gn / 30gn
Bridle: 7gn / 10gn / 13gn
Reins: 3gn / 5gn / 7gn
Breast Collar: 10gn / 14gn / 18gn
Tack Package (Bridle, Reins & Collar): 15gn / 22gn / 30gn (adds +1 / +2 / +3 as above)
Entire Package: 55gn / 80gn / 115gn
Pads & Cinches: 5gn / 7gn / 10gn (adds +1 / +2 / +3 as above)
Barding (mount armor - leather only)
Faceguard: 8gn / 11gn / 15gn
Neckguard (upper): 12gn / 16gn / 20gn
Neckguard (lower): 10gn / 14gn / 18gn
Neckguard (complete): 18gn / 4gn / 30gn
Rearguard: 35gn / 45gn / 55gn
Sidecoat: 50gn / 65gn / 80gn
Frontguard: 25gn / 35gn / 45gn
Metal Reins (to avoid being cut): 5gn / 7gn / 10gn
Neckguard (upper): 12gn / 16gn / 20gn
Neckguard (lower): 10gn / 14gn / 18gn
Neckguard (complete): 18gn / 4gn / 30gn
Rearguard: 35gn / 45gn / 55gn
Sidecoat: 50gn / 65gn / 80gn
Frontguard: 25gn / 35gn / 45gn
Metal Reins (to avoid being cut): 5gn / 7gn / 10gn
All Else: x2 cost
"Losten Foundry" (Weapons and Armor / Commercial Ring / 2-8-i-3)
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Age, Race and Gender: Twin 52-arc-old human males
Stenn Losten
Skills: Blacksmithing - 81 / Weapon smithing - 72 / Negotiation - 56
Business Management - 45 / Weapon: Sword - 63 / Endurance - 58
Immortal marks: Unknown
Vorris Losten
Skills: Blacksmithing - 84 / Armor smithing - 77 / Tailoring - 65
Shoemaking - 58 / Glove Weaponry - 62 / Weapon: Shield - 56
Immortal marks: Unknown
Established twenty-six arcs prior, the twin brothers 'Losten' set up shop in the remains of a previously failed bakery. Eventually they amassed sufficient wealth to buy out their neighbors and expand to cover all aspects of the smithing field. It was a mutual agreement by the two brothers to divide their talents so each one would specialize in one of the two primary fields of military hardware needs.
Staunch supporters of the Smiths and Mason's Guild, they have withdrawn their talents from the more mundane smithing needs, to give struggling competitors a field to compete in. This is not done in outright arrogance, but rather to build an image of humility to the otherwise stuffy guild, and to be gracious to the common man. Of course, one need only enter their shop to see that they have the best gear in town. But by not flaunting it, they come off as "just folks", in an effort to give public support to their political partners.
Many of the Black Guard have also graced themselves with Losten arms. Since they have no contract in this regard, they are free to spend their own coin to wield whatever suits them. It is, in fact, one of the requirements of admission into the ranks of the city watch, that recruits be able to provide their own gear. Guard Captain Berritt Segrille himself is outfitted in Losten ware that is second-to-none in both appearance and capability.
Prices run from the "Good" to "Masterwork" range. Special orders require moderation.
"The Flowing Sand" (Glassworks and Sales / Commercial Ring / 4-4-i-8)
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Age, Race and Gender: 78-arc-old Qi'ora male
Skills: Glass Blowing - 81 / Sculpting - 62 / Meditation - 56
Pottery - 45 / Business Management - 63 / Mining - 38
Immortal marks: Unknown
While this may sound like a distant exotic beach, it is really the name of Etzos' finest glassware shop. Located two corridors south of the Etzori Academy, it is the place to find the best glass items in town. It's true that there are glass items to be found in the 'Citizen's Market', or 'The Grace of Goods'; but the one has only low-grade, non-Qi'ora made items, and the other gets their retail goods from this very shop. So, many feel it is best to go to the source for their glassware, especially since "Grace" is on pretty much the opposite side of town.
But he is a jolly fellow at heart, preferring not to spread broken glass around his work area. It is crowded enough as it is, with pricey items of all kinds. There are time-glasses of all durations, up to and including full-break loads. There are decorative glass bulbs hanging from the ceiling, which double as prismatic sunlight catchers, oil lamps, wind chimes or flutes, and any number of other delightful functions.
But one type of item not out where it can be seen, and possibly stolen, is Kae'Loon's pride and joy, the "Far-seer", or as less poetic individuals call it, a 'spyglass'. The fashioning, hardening, condensing and grinding of lenses is a craft fully dependent on absolute perfection of glassworking. And while there are other sources of these remarkable implements, there is no one in Etzos that can craft one that comes close to Kae'loon's, in either magnification or undistorted vision. Perhaps in some other town, one could find a Qi'ora glassblower that could craft one which would perform as well. But chances are, you'd have to cross the Main and visit Nashaki to do it.
Prices not found on the general price list can be found via PM. Otherwise figure them to be half-again the cost for purely functional items, and doubled for art crafts. These are for status display, and are assumed to put the glass wares of "lesser" citizens to shame.
"Smarter Charts" (Land Maps, Sea Charts / Commercial Ring / 3-6-o-9)
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Age, Race and Gender: 88-arc-old eidisi male
Skills: Cartography - 86 / Handwriting - 68 / Navigation - 72
Seafaring - 50 / Leadership - 65 / Politics - 44
Immortal marks: Unknown
Two corridors in from the Great Parhn Gate, turn right through the backup portcullis security gate, and pass the first opening, and on your left you will find 'Smarter Charts', the place to go to find maps of all sorts. There are displays of city maps, land maps, and sea charts of both local and distant areas, separated for easy access by the less-learned assistants usually manning the counter; humans, for the most part.
There is, perhaps, a surprisingly large workforce maintaining the stock of goods in this establishment. But many of them are out and about in Idalos, tracking down the very information found on the beautifully rendered depictions of the lands, seas and cities of Idalos. The rest are at work, transferring measurements of altitude, land spans, water depths, and temperature averages onto drawings of forests, mountains and plains, all split by rivers and spotted by lakes. It takes quite some time to render such miniature perfection onto a scroll or canvas.
There is an ulterior motive, however, for this attention to detail. This goes hand-in-hand with what appears to be a surprisingly forgiving attitude towards his employees when they make a mistake. Naturally, he makes notes on what is incorrect so that the proper details can be applied. But he saves all these first drafts to take with him when he departs on some quest of cartography. He has connections in several foreign cities, to whom he delivers these rough charts, so that they can be taken back to Viden and collated with the library of information there.
PRICES:
City Maps:
- Light detail: Etzos - 5gn / Hiladrith - 8gn / Argos or Ne'Haer - 15gn
- Uthaldria or Melrath - 20gn / Sirothelle, Rhakros, Ivorian or Desnind - 30gn
- Strosdyn, Volanta, Yaralon, Nashaki or Athart - 40gn
- Rharne, Cahryst, Korlasir, Quacia or Niomyr - 50gn
- Moderate detail: - add 10gn (Etzos and Hiladrith - only add 5gn)
- High detail: - add 20gn (Etzos, Hiladrith, Argos and Ne'Haer - only add 10gn)
- 500 sq. mile maps: Within 700 miles of Etzos - 10gn (mapped by Etzori military)
- Western continent - 30gn / Eastern - 40gn / Southern - 50gn
- Extreme far north or south, difficult terrain or universally hostile cultures unavailable.
- 500-mile continental coastline charts: West - 20gn / East - 30gn / South - 40gn
- Small Gulf or Bay: West - 24gn / East - 32gn / South - 40gn
- Large Gulf or Bay: West - 32gn / East 40gn / South - 48gn
- Large islands use "Land Chart" or "Coastline" charts as appropriate.
- Island chains use "Large Bay" costs for 500 sq. mile sections.
*Sales of maps with details giving strategic advantage against modded cities require that mod's permission.
"Inn for Dinner" (Rooms to Rent - Tavern / Commercial Ring / 4-7-i-7)
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New arrivals are given two days to rest up, before being expected to arrange for their mounts to be stabled there. Of course, visiting dignitaries and their entourages are given an exception to this policy, for the sake of convenience and diplomacy. The Black Guard also is given clearance, for the sake of quick muster against civil unrest. But other than for them, mounts are frowned upon within the curtain wall of the city, as no one ever seems to take responsibility to fully clean up after their own.
It is rarely a cause for actual prosecution, however, since such clean-up is a common penalty given to those that are working off a "debt sentence" to the city. But citizens can and will take notes of who leaves what lying in the streets, and The Black Guard does hold grudges when such janitorial duties fall to them.
The 'Inn for Dinner' is owned by a biqaji couple named Sej'lehna, who greatly value a positive, volunteer attitude in their customers, extending price breaks for such things as providing entertainment during the day, new recipes to try out, whitewashing the exterior of the building, running errands and turning the crank to operate the overhead fan on hot days. A series of belts and gears make a refreshingly cool draft possible with a bit of hand cranking, and everyone appreciates those that work to provide it.
Between the two of them, Mah'ludre and Velvessa provide expert level talent in everything associated with running an Inn, including Velvessa's sultry dance numbers when no other stage show has been arranged. This is often performed in only her work apron, and she is not above allowing a glimpse of the fine features beneath when she feels her coin purse grow heavier. Mah'ludre makes no complaint, knowing full well that Velvessa can enforce the 'eyes only' aspect of such displays, with the knife in her boot. The local brothels can usually tell when such dances have occurred at the Inn for Dinner, by the increase in their clientele shortly thereafter.
The prices are a bit above average at The Inn for Dinner, but other than long-term prices for a room, some sort of compromise can be worked out if nels are short. The room prices are for the simple rooms, with just the basic accommodations. But they kept clean and pleasant smelling, and the furnishings, while simple, are well-maintained. There are more luxurious rooms also, with carpeting, potted plants, broader beds with finer materials, elevated views with screening, additional storage and actual in-room baths. They are double the listed cost. Prices for food and drink do not vary.
Prices:
Rooms: 1 night - 1gn / 5 nights - 4.5gn / 10 nights - 8gn / 30 nights - 22gn / 1 season - 80gn
Meals: Breakfast - 5sn / Supper - 8sn
Drinks:
- Juice or Cider: glass - 2sn / bottle - 7sn / Spiced or spiked - x2
- Mead or Ale: glass - 2sn / bottle - 6sn / jug - 2gn
- Wine: glass - 3sn / bottle 1gn / jug - 5gn
- Liquor: shot - 3sn / glass - 7sn / bottle - 8gn
Bread w/butter:
- Dinner Bread: Slice - free / 1/2 loaf - 1sn / full loaf - 2sn
- Garlic Spiced: Slice - 5cn / 1/2 loaf - 3sn / full loaf - 5sn
- Sweet Spiced: slice - 1sn / 1/2 loaf - 5sn / full loaf - 1gn
- Cake: Slice - 2sn / 1/2 Cake - 1gn / full cake - 2gn
"Water Huts" (Public Water Supply / various locations - Commercial Ring)
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The Diversion channel starts at the Mill, heavily guarded, reinforced and screened with bars to prevent infiltration, and ends at the natural depression below the city, which was expanded, sealed and reinforced when the construction of Etzos first began. Soldiers stationed to The Underground, criminals trying to cooperate with pre-arranged lenient sentences, or just regular Joes trying to gain some favor up top, man the hoists at all times to bring the vessels of water to the surface.
For those not living or working in The Citadel, water is available at "Water Huts" throughout the city. Located in The Commercial Circle, these small, but stout stone huts have water available for most any use, commercial or private. A select few businesses have paid a premium to add a shaft for their own private service. For everyone else, there are two huts per commercial ring; each at opposite ends of the city, alternating North-South, and East-West with each ring.
Each hut has a guard station abutting the actual well house. The well itself is not accessible to anyone outside the guard station. The guards take turns retrieving buckets of water for citizens that line up outside. Citizens are required to bring their own buckets, but there are spares available for situations inspiring leniency.
"Canvas Corner" (Tent Vendor / Commercial Ring / 2-5-i-11)
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He'd been given enough warning, while in Nashaki, to avoid Athart. So backtracking to Yaralon, he provided many military tents to the various mercenary groups that gather there. Having trained a number of tent makers there to maintain the supply, he eventually found ship to Ivorian, repeating the process there for a good portion of the Ithecal army. He then passed on to the western continent. By that time he was nearing 40 arcs of age.
Tents:
- Simple wedge style: 1 man - 6gn / 2-man - 10gn / 4-man - 18gn
- Conical style: 2 man - 15gn / 4 man - 25gn
- Walled Conical style: 4 man - 30gn / 6 man - 45gn
- Marquee style: 2 man - 20gn / 4 man - 37gn / 6 man - 55gn / 8 man - 72gn
- Double Bell style: 2 man - 25gn / 4 man - 45gn / 6 man - 70gn / Banquet - 120gn
- Square Walled style: 4 man - 35gn / 6 man - 53gn / 8 man - 70gn
- Pavilion style: 10'x10' - 40gn / add'l 5' lengths in either direction - add 15gn
- Insect Netting:
- w/tent - add 3gn per man
- tent sized cone - 5gn per man
- walls for Pavilion style tents - 15gn per 10' length
- Additional Features:
- Awning: small - 5gn / large - 10gn / w/siding - add x.5
- Top Vent: small - 5gn / large - 8gn
- Dyed panels or emblems or embroidery - varies
"Etzos Museum of Art and History" (Pillar of Society)
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Description The Museum of Art and History in Etzos is one of the few public places within the Pillar of Society. Even then, it is not exactly welcoming to those of a certain financial instability. With polished marble floors and countless priceless artifacts it caters to a certain echelon of society despite being open to the public. The first floor and entry level houses a wealth of artwork and sculpture from across Idalos, though an emphasis is made upon the works of anti-Immortal artists such as Ellena Parhn, wife of the old High Marshal Cadamire Parhn. The second floor is a tribute to the past conquests of Etzos as well as the natural history section, housing a number of exhibits displaying war relics of both defeated enemies and celebrated heroes as well as many skeletons of fantastical beasts and mummies from around the world. The third floor houses a variety of other treasures and exhibits that do not readily fit either of the first or second floor themes. There is also a door that only the Curators have access to that leads to the substantial underground wealth of treasures not on display... But only Head Curator Tabard and his employees ever go down there.
The vast halls and rooms of the museum are designed to be daunting. Tabard greets any patron with a measure of politeness and offers a tour, though most likely he will not give it personally. He can be seen flitting in and out of his first floor office or else moving amongst the exhibits alone or with some high official of High Marshal Parhn. The museum is a popular attraction amongst the wealthy or the influential, since it is rare to see commoners enjoying the art. It is occasionally the host of small, very affluent parties and gatherings. No matter who you are, you are likely to learn much in within it's halls.
Floor 1:
Exhibit 1A: A selection of famous landscapes painted by Ellena Parhn, wife to Cadamire Parhn. They depict the city of Etzos during her time and represent one of the cultural treasures of the people.
Exhibit 1B: The sculptures of Edramin Thalkan, an arguably insane sculptor who depicted the deaths of many Immortals in his gory and graphic marble and clay renditions. Most of his work is in Etzos, though some were sold to Rynmere in his later years to feed Thalkan's addictions.
Floor 2:
Exhibit 2A: An arrangement of armor and weaponry from the past ages of Etzos conquest and their respective defeated enemies. This display spans many generations and shows the evolution of Etzori military might.
Exhibit 2B: The skeletons of many animals arranged in a representation of their natural habitats. This Exhibit is one of the largest and has many copper plates giving a brief description of each skeleton.
Exhibit 2C: A 'cultures of death' Exhibit displaying the various ways different cultures preserve their dead. This exhibit houses many mummies are sarcophagi as well as the relics and weaponry buried with them.
Floor 3:
Exhibit 3A: 'Treasures of the Arcane' is an exhibit of many tools used by those who practice magic as well as horrific depictions of Overstepping. This exhibit focuses on the dangers of magic and the dark ends often met by those who practice it.
Name: Perceval Tabard
Job: Head Curator of the Etzori Museum of Art and History
Race: Human
Age: 55 Arcs
Skills: Research - 85, Appraisal - 80, Deception - 80, History - 75, Teaching - 65, Logistics - 60, Etiquette - 40, Writing - 40
Appearance: A tall, thin man, Perceval Tabard is the Head Curator of the Museum of Art and History and had been for nearly fifteen Arcs. He is well groomed and even his age seems only to add to the aura of intelligence he gives off. Smooth skin and long nimble fingers attested to the life of a scholar. His voice is is almost monotonous though he is capable of charm and charisma when it suits him. His grey hair is kept short and he sports a short grey beard as well. Piercing blue eyes seem to assess all that comes under his gaze. Tabard wears fine robes, usually of muted shades of black, grey, brown, or olive.
Personality: Head Curator Tabard is not a modest man. He often leads tours of the Museum of Art and History so as to showcase his knowledge and intelligence. He prides himself on the rich history and wealth of artifacts of the Museum and will endure no misbehavior within its walls. Though he often gives tours of the Museum's exhibits, it is rumored that he is loath to part with many of the secrets housed within, keeping a vast majority of the artifacts out of sight of all but the most influential and privileged in Etzos. He views the halls of the Museum as his domain and reacts badly to those who inquire after what lies below the three exhibit floors.
He will often drop a remark to those he rebukes, however, that a worthy donation would make him more willing to elaborate on those subjects, and may even include an unscheduled additional leg of his tour to include those exhibits.
OOC: More exhibits can be added as new ideas, from players and staff alike, are put forward.
If something would greatly advance a plot, do not hesitate to ask your Etzos mod if it might possibly be found here.
Credit: Neronin, with just a bit of input from yours truly.
"Finders Seekers" (Guides and Odd Jobs / The Underground)
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Owner: Karla Kingston
Age, Race and Gender: 37 Arcs, Biqaj, Female.
Skills: Navigation: 50/ Stealth: 65 / Business Management: 40 / Detection: 40 / Running: 30
Immortal marks: Unknown
It stands to reason that even the denizens of the Underground occasionally need to find things, and when their desired item is something beyond their reach, they often turn to Karla Kingston. Having moved into the Underground as a young girl, Kingston has effectively memorized many of the routes and passages of the twisting and winding tunnels, and has an acute knowledge of where to find many of the storehouses and stockpiles of both the surface businesses, the Underground ones, and the Tower itself.
Naturally, she doesn’t run the entire business alone, but instead relies on a small gang of miscreants and ne’er-do-wells, typically children or young adults from the local orphanages or from shoddy backgrounds. Karla treats these like something of an extended family, teaching them how best to safely navigate the tunnels in exchange for their services, and she has even been known to feed and house those young ones who truly require it.
Karla Kingston and the Finders Seekers can be found quite easily, typically hanging around near the entrances to the Underground, trying to look inconspicuous, or perhaps even maneuvering around the dark tunnels in search of new hidden secrets. Whatever you seek, they’ll lead you there.
There are locations within the underground that Karla knows to be off-limits to such strangers. She will lead them to the last point where their safety can be more or less guaranteed, give them what directions she can, and advise them of the danger of continuing on.
Credit: Noth, with just a bit of additional material.
"The Shadeblade Gang" (Loan Sharks and "Laundry" / The Underground)
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It is a largely overlooked hazard that a single coin can be marked to allow the tracking of an illicit payment. By replacing such payments with an equal amount from their ill-gotten stockpile - minus 10% - the Shades relieve the contract of the worry of this possible investigative backlash, while also giving themselves time to more carefully scrutinize the payload for such aspects.
If such a mark is found, it also gives them the option of seeing it placed in the coffers of a rival or enemy, to bring scandal and litigation down upon their heads instead.
Her gang consist of men and women of all races and a common dark tendency towards violence. They prowl the dark depths deep in the Underground, the territory in which they hold sway. Whilst they protect their business investments, they’re also careful that none of those under their thumb don’t go ratting them out to rival gangs. The Underground real estate is a violent game for the gangs who manage to carve out a bit to themselves.
Blades, Shortsword: 75
Leadership: 70
Intimidation: 65
Business Management: 60
Stealth: 50
Unarmed Combat: 45.
Madam Hessia looks to be about 40, but none know her real age. She wears her black hair long and free and has tattoos spiraling down her face and arms, red as blood. She carries a pair of black shortswords and looks to know how to use them. Bedecked in a motley set of leather armor over a knee length black dress she strikes an imposing image.
Bludgeons, Club: 65
Intimidation: 60
Strength: 55
Mathematics: 50
Bhor is a huge man, and one of the right hand lieutenants to Madam Hessia. He has a scar on his lip and wears his head shaved. A black dagger tattoo stands out on the right side of his neck, the mark of his allegiance. Bhor is something of a tax collector in the Shadeblade Gang’s territory. He goes around demanding the ‘protection money’ from the various businesses that live there. Many an unpleasant object lesson has been learned by those that assume such a big muscle-head as Bhor can't possibly have a good head for figures, and try to cheat on the percentage.
Attunement: 85
Rupturing: 65
Alchemy: 77
Chemistry: 60
Meditation: 90
Vadrassar is the lead mage among the ranks of the Shadeblade Gang. His two primary duties to the gang are to use his two "A" skills to detect any signs of traceable elements in a payload, and to ensure a swift shortcut to the site of any needed responses. He was instrumental in gaining favor with Chief Adviser Vuda, when the administrator's arcanum was sacked of powerful magical items during the shadow attacks of 716. A few found their way into the hands of the Gang, and Vadrassar immediately detected Vuda's frequency upon them. He was then able to track many of those still missing and see them returned. As a result, the Tower is strangely beset by "tendencies" to lose evidence and botch investigations where the Shadeblade gang is concerned.
Credit: Neronin, with some tampering by yours truly.
"Sfelte's Funerary Services" / Commercial Ring / 3-6-o-2)
► Show Spoiler

Sfelte's Funerary Services
Sfelte's funeral home, the premier funerary services offered in the city, has been standing for nearly thirty arcs. The owner and proprietor, Dagon Sfelte, has been in the city plying his craft for that long. From a long line of physicians and morticians, Dagon has traveled the world in search of answers to nature's most puzzling question: What happens after death? While the building itself is well kept and posh for its surroundings, it is old and somewhat ominous once inside. Three levels, one of which is the basement in which the corpses are prepared for either burial or cremation.
Upon entering, one is immediately greeted by the smell of cloves and cinnamon, mostly to mask the chemicals used below in order to preserve corpses and the smell of burning bodies. There are plush chairs, newly upholstered once an arc, in the current fashion of Etzos. Six rooms sit off of the circular lobby, each with its own function. The primary room to the direct north of the entrance is Dagon's office, which is richly decorated and contains many volumes on anatomy of the races and furniture befitting a man of his middling wealth. A desk-sized map of Idalos sits on his desk, with pins dyed specific colours to denote the central hubs of society, and a few smaller silver pins dedicated to "outlying" tribes and peoples. This colour coding is known only to Sfelte and his apprentices, but pertains specifically to which funerary rites each location prefers, to provide a more intimate rite.
The second, third and fourth rooms are circular viewing rooms, meant for the loved ones of the deceased to say their own personal goodbyes before burial or cremation. Sparsely decorated, each room serves its function plainly, and there are only a smattering of wooden chairs for those not actively saying their goodbyes to sit and wait their turns. Small easels stand in each room, one for each, where a painting of the deceased may sit if the family has the money and desire for one to be produced.
The fifth room is set for refreshments, where grieving families can gather after they say their final words and eat and drink together. The food offered is often only finger foods, not a full meal, though Sfelte has been known to cater in feasts for the particularly affluent. There is a long dining table and multiple chairs, and the room remains dark and empty when the services are not being offered.
The final room is off to the side, and is often used as storage for extra chairs and the like. Dagon himself has the only key, though it is rumoured that there are magicked items that he buries or burns with the bodies, pertaining to whichever Immortal or religious beliefs they practice. This room is secretive, and guests are not shown inside.
The top floor is divided into two essential purposes. The forward Display Room houses the caskets that Sfelte offers for burial, as well as the urns in multiple metals and intricacies for the families to choose. Because Sfelte does not craft these himself, there is often a casketmaker or metallurgist in attendance when showing the family, often handled before the ceremony of last rites.
The rear section is guarded by a beautifully crafted Cambria wood door leading to a long chamber of individual niches provided for those that practice Signalism. Those that wish to, may locate their loved one's "lighthouse" in this peaceful, ornate and secure location. Despite the security this stone building offers, many feel that the intimacy of the home eases the confusion and suffering of the lost soul.
The entire endeavor is protected by mandates of the Old Guard faction, who has always protected the right of private worship of Immortals in Etzos.
Upon entering, one is immediately greeted by the smell of cloves and cinnamon, mostly to mask the chemicals used below in order to preserve corpses and the smell of burning bodies. There are plush chairs, newly upholstered once an arc, in the current fashion of Etzos. Six rooms sit off of the circular lobby, each with its own function. The primary room to the direct north of the entrance is Dagon's office, which is richly decorated and contains many volumes on anatomy of the races and furniture befitting a man of his middling wealth. A desk-sized map of Idalos sits on his desk, with pins dyed specific colours to denote the central hubs of society, and a few smaller silver pins dedicated to "outlying" tribes and peoples. This colour coding is known only to Sfelte and his apprentices, but pertains specifically to which funerary rites each location prefers, to provide a more intimate rite.
The second, third and fourth rooms are circular viewing rooms, meant for the loved ones of the deceased to say their own personal goodbyes before burial or cremation. Sparsely decorated, each room serves its function plainly, and there are only a smattering of wooden chairs for those not actively saying their goodbyes to sit and wait their turns. Small easels stand in each room, one for each, where a painting of the deceased may sit if the family has the money and desire for one to be produced.
The fifth room is set for refreshments, where grieving families can gather after they say their final words and eat and drink together. The food offered is often only finger foods, not a full meal, though Sfelte has been known to cater in feasts for the particularly affluent. There is a long dining table and multiple chairs, and the room remains dark and empty when the services are not being offered.
The final room is off to the side, and is often used as storage for extra chairs and the like. Dagon himself has the only key, though it is rumoured that there are magicked items that he buries or burns with the bodies, pertaining to whichever Immortal or religious beliefs they practice. This room is secretive, and guests are not shown inside.
The top floor is divided into two essential purposes. The forward Display Room houses the caskets that Sfelte offers for burial, as well as the urns in multiple metals and intricacies for the families to choose. Because Sfelte does not craft these himself, there is often a casketmaker or metallurgist in attendance when showing the family, often handled before the ceremony of last rites.
The rear section is guarded by a beautifully crafted Cambria wood door leading to a long chamber of individual niches provided for those that practice Signalism. Those that wish to, may locate their loved one's "lighthouse" in this peaceful, ornate and secure location. Despite the security this stone building offers, many feel that the intimacy of the home eases the confusion and suffering of the lost soul.
The entire endeavor is protected by mandates of the Old Guard faction, who has always protected the right of private worship of Immortals in Etzos.
Prices of Services Offered
Each casket is priced individually, dependent on the size and materials taken in. Basic pine coffins are 50gn, and the price goes up from there. Contact a Prophet if you have questions about more intricate caskets and their costs.
Burial costs anywhere from 700-1,000gn depending on the plot chosen, with the more expensive being in nicer areas of the graveyard. Basic plots are dug by a gravedigger, and the casket is lowered in full view of the family, should they choose. This is only for plots within the grounds belonging to the site itself, which are extensive. Burial services conducted outside the city in the public cemetery is much cheaper, going generally for 1-200gn, but there is no maintenance of the site, or headstone provided. There is space for mausoleums to be constructed, but construction is not provided by the funeral home and lease of the space must be maintained at a cost of 50gn per season.
Cremation is often free, and scattering of the ashes is left up to the family. If they should choose to keep the remains, they may purchase an urn for anywhere between 100gn to 400gn. The more expensive, the more ornate the urn.
Transport of the body from any of the outlying towns or inside Etzos itself is included in the burial cost, and for those wishing to be cremated, the body may be transported for anywhere from 50-300gn. Time allotment and weather dictate if a body may be transported.
The specific funerary rites of each race, Immortal or religion are included for free. Sfelte himself performs these rites.
Burial costs anywhere from 700-1,000gn depending on the plot chosen, with the more expensive being in nicer areas of the graveyard. Basic plots are dug by a gravedigger, and the casket is lowered in full view of the family, should they choose. This is only for plots within the grounds belonging to the site itself, which are extensive. Burial services conducted outside the city in the public cemetery is much cheaper, going generally for 1-200gn, but there is no maintenance of the site, or headstone provided. There is space for mausoleums to be constructed, but construction is not provided by the funeral home and lease of the space must be maintained at a cost of 50gn per season.
Cremation is often free, and scattering of the ashes is left up to the family. If they should choose to keep the remains, they may purchase an urn for anywhere between 100gn to 400gn. The more expensive, the more ornate the urn.
Transport of the body from any of the outlying towns or inside Etzos itself is included in the burial cost, and for those wishing to be cremated, the body may be transported for anywhere from 50-300gn. Time allotment and weather dictate if a body may be transported.
The specific funerary rites of each race, Immortal or religion are included for free. Sfelte himself performs these rites.
NPC's

Name: Dagon Sfelte
Age: 53 Arcs
Origin: Etzos, Central Idalos
Skills: 100 Medicine, 90 Surgery
80 Sociology, 60 Chemistry
40 Etiquette, 40 Linguistics
Biography: Born in Etzos to a rather wealthy family of physicians, the Sfeltes, Dagon took his interest in funerary studies from an early age. While his family practiced their craft on living beings, Dagon was drawn to the world's greatest question: Was there life after death? At the age of eighteen arcs, Dagon enrolled in the Etzori Academy and set to studying religious practices, as well as medicine and surgery. He studied abroad, traveling to all the majour cities in Idalos to learn and understand the funerary practices for each place. With the wealth of knowledge gained over a decade of traveling, Sfelte returned to Etzos to provide his services to the city.
Credit: Thessaly
Age: 53 Arcs
Origin: Etzos, Central Idalos
Skills: 100 Medicine, 90 Surgery
80 Sociology, 60 Chemistry
40 Etiquette, 40 Linguistics
Biography: Born in Etzos to a rather wealthy family of physicians, the Sfeltes, Dagon took his interest in funerary studies from an early age. While his family practiced their craft on living beings, Dagon was drawn to the world's greatest question: Was there life after death? At the age of eighteen arcs, Dagon enrolled in the Etzori Academy and set to studying religious practices, as well as medicine and surgery. He studied abroad, traveling to all the majour cities in Idalos to learn and understand the funerary practices for each place. With the wealth of knowledge gained over a decade of traveling, Sfelte returned to Etzos to provide his services to the city.
Credit: Thessaly
PC RUN - "The Valryries' Roost" (Weapon/Combat Training / 5-2-i-7)
► Show Spoiler
The Valkyrie's Roost
Character Name: Nightshade Eld
Current Wage: 31 gn/trial (As of Ymiden 718)
Profession's Main Skill: Blades(100)
Business Management Skill: 50
Business Name: The Valkyrie's Roost
Business Location: Etzos
Type of Business: Combat training and contract jobs
Business Description: Upon walking into the building the first thing you'll notice is how fairly large it is. There are lockers to put one's personal items in as well as gear to wear during practice. The walls are stone, the floors padded as to cause as little damage as possible to partners. There are dummies and bullseyes scattered around for the sake of practice without a partner for those who pay to use the area for practice. The price is usually cheap or nothing at all, especially when considering someone is bound to get frustrated and give you pointers if you act foolishly enough. There is a staircase tucked away in the back, but rarely does anyone go up or down. Customers aren't allowed up there and only a very select few of the workers as well as a small group of strangers who appear and disappear quickly enough.
The Valkyrie's Roost offers a number of different services from training in multiple forms of combat to requests for various jobs that one would typically hire a mercenary or a bounty hunter to complete. The goal of The Valkyrie's Roost is one of philanthropy, often doing as it can to aid with charitable acts within Etzos and giving discounts to low-income citizens. People are encouraged to bring their own weapons with which to practice with at higher levels. There are weapons with which to practice as well as wooden practice weapons for those who are still at lower levels.
A secondary unmentioned function of the Roost is to keep an eye on and moderate crime within the city itself in addition to the surrounding area. Certain matters or quietly handled alongside the guard with adequate permission.
Loan Amount: Not required
Number of Employees: 3 PCs,
Employees:
Ryder
Yndira
Dru
Shop Details:
50 x 50 ft. (2500 sq. ft.) of Library type building
Two Stories, high ceiling for the first story
Double doors and two windows
Soapstone construction
Practice equipment and weaponry
20 Padded suites
13,000gn was agreed upon by myself and Malt for the whole of the cost. Paid up front, no debt.
Inventory:
Service | Price |
Practice Spot | 1cn/trial |
Novice Weapons Class | 2gn/trial |
Competent Weapons Class | 3gn/trial |
Expert Weapons Class | 4gn/trial |
Master Weapons Class | 5gn/trial |
Specialized Sword Class | 6gn/trial |
Ki'Enaq Classes | TBD |
Contracted Job | RP Based |
Transaction Thread link
PC RUN - "The Winged Post" (Avriel message deliveries / The roof of the Valkyrie's Roost)
► Show Spoiler
The Winged Post
- ABOUT THE PC
- Character Name: Nightshade Eld
- Current Wealth Tier: Tier 10
- Business Management Skill: 195 (Master)
- Profession's Main Skill (your level in it): Flight (250, Grandmaster)
- ABOUT THE BUSINESS STARTUP
What is your target tier? 10- Step 1: What is your startup wealth differential? 0
- Step 2: What is the base cost of set up for your business? 55WPs
- Step 3: What is the startup cost? (Step 2 - Step 1)? 55WPs
- Step 4: Is this business a small or large business? Nope
- How will this be funded? Out of pocket, losing WPs
- ABOUT THE BUSINESS
- Business Name: The Winged Post
- Business Location: Global, but originating from Etzos
- Business Description: The original location sitting just above The Valkyrie's Roost on the second floor, The Winged Post provides global postal services that are both more efficient and safer than what is currently accessible to most. It is a goal of the business to set up a 'post office' in every major city, starting in Etzos and moving outwards.
- Number of Employees: 2(NPCs)
- Which Categories from the Shoppe does your business sell? N/A
- Which non-Shoppe items / goods / services do you provide? Postal Services
- Are there any exceptions (eg: Weapons, but not bows) N/A
- Which Wealth Tier does your business target at? Tier 10
- What is your Business Management Skill? 195 (Master)
"Trust & Fair Appraisal & Valuation Svcs." / Commercial Ring / 4-3-i-2)
► Show Spoiler

Trust & Fair Appraisal and Valuation Services
Founded by Richard Trust and Jenifry Fair in Arc 569, this family business has come a long way from the starting trials while operating out of a small home in the Outer Perimeter.
With an impeccable reputation for third-party evaluations, Trust & Fair grew their business from residential and insurance claims, to taxation assessments, to development and planning strategies for local businesses. They notarize their assessment reports and are well-regarded in the Etzori courts in cases of arbitration between conflicted parties. Often, judges will order an evaluation from Trust & Fair to decide divisions of assets in the case of inheritance, argument, or otherwise.
Since the founding, Trust & Fair has expanded operations. Their headquarter office moved to the Commercial Ring in Arc 594 and has been remodeled twice since then.
The business itself has been passed down through the generations. Jenifry Fair’s eldest son (Elmond Fair) and Richard Trust’s youngest daughter (Sowena Trust) were wed and the two families merged into what is now-known as the wealthy Fairtrust family. The current incarnation of the business is owned by their descendant, Merrin Fairtrust.
The front entrance opens to a reception foyer. If a person does not have an appointment, this is where they can schedule a consultation. Drop-ins are highly discouraged, and actively scorned, and it is considered common etiquette to send word ahead by several trials if one wishes to meet in-person. Consultations are not free, though they are reasonably priced if a person is willing to wait for an appointment. The more immediate the need, the more costly the fees will be.
If a potential client, or visitor, manages to get past the iron double doors behind the receptionist desk, they will find themselves in a red-carpeted hallway that splits into three paths.
At the end of the left corridor is a locked iron-bar door with a spiral stairwell. It leads to a basement that stores administrative filings and records. On the right corridor are several narrow doors that each lead into various small studies, work rooms, and employee offices.
Straight ahead, the majority of clients will be led to an immaculate office with one chair meant for Merrin Fairtrust (or Spring Hale, depending). Clients are expected to stand during the consultation, though exceptions are made for those of wealthier status. Each consultation lasts exactly the length of a sand-timer that is flipped as soon as the visitor walks through the door. If the timer requires to be flipped again, all fees are doubled. Rarely does the timer ever flip a third time.
There are three other exits to the building, but that is employee-only knowledge, and thus why employees are rarely seen going through the foyer or main entrance. This has given to many rumors over the decades about hidden doors in the record chambers of the basement.
In the aftermath of the Lisirra assault on Etzos in Ymiden 719, Trust & Fair lost the majority of their employees. This left the core family to operate the business and they are struggling with the steadily increasing workload during the rebuilding of Etzos. There is a waiting list for consultations, of which the meetings have been reduced to even briefer times allotted in attempt to keep up with the demand.
There are a great range of services offered by Trust & Fair, ranging from business valuations to residential appraisals to third-party judgment of insurance claim values. They also perform consultations regarding investments, potential liquidity or merger development, estate planning, and providing litigation support on contracts. Other general areas offered are business, residential, damages, losses, antiques, estates, investments, assets, fraud detection, loan accumulation (for creditors usually, not debtors), and taxes.
Trust & Fair prides themselves as a professional, accurate, and established local business. They encourage employees to gain Licentiate from the Academy, with accreditation in Business, Trade & Commerce, and Diplomacy & Law (Etzos Law). Trust & Fair offer accredited experts in their company to assure the quality of all valuations performed for clients.
The common procedure that is followed:
Name: Merrin Fairtrust
Age, Race, Gender: 73-Arc-old, Human Male.
Skills: 76 Business Management, 54 Appraisal, 36 Intelligence, 35 Etiquette, 34 Detection, 30 Politics, 25 Leadership, 15 Teaching
Biography: Accredited with a Licentiate in Business and Etzos Law through the Etzos Academy, Merrin used to teach at the educational establishment. He doesn’t anymore, due to enough student complaints about his harsh grading practices - with only a 10% passing rate in his classes. Since then, he settled into his family's business with a grumble and a mean eye for inaccuracies or errors in any reports. His wayward grandson, Jameson, is to inherit, but is currently traveling the world.
FC: David Bradley.
Name: Spring Hale
Age, Race, Gender: 39-Arc-old, Mixed Biqaj/Human Female.
Skills: 76 Appraisal, 44 Business Management, 35 Negotiation, 30 Research, 27 Etiquette, 13 Intelligence
Biography: The bastard daughter of Merrin. Technically the day manager of Trust & Fair, she doesn’t own any of the business though she is well-known as performing most of the responsibilities. She’s been working at her father’s business for about twenty arcs. Accredited in Trade & Commerce and Etzos Law, she oversees most operations and occasionally takes on direct work herself. She is the representative of Trust & Fair, if required to present a report within the courts.
FC: Chloë Sevigny.
Name: Clover Hale
Age, Race, Gender: 20-Arc-Old, Human (1/4 Biqaj) Female.
Skills: 76 Research, 35 Appraisal, 34 Writing, 25 Rhetoric, 15 Bookbinding, 15 Etiquette.
Biography: The daughter of Spring Hale, father unknown, she started as a messenger and courier when younger, but now has taken on a lot of various work. Clover is recognized as a pleasantly ambitious girl. She currently attends the Academy and is working for her Charter in Diplomacy and Law, focused on Etzos Law, though she hopes to expand to Trade & Commerce coursework soon. However, most of her time is spent handling the administrative upkeep of Trust & Fair.
FC: Elle Fanning.
Credit: Llyr
With an impeccable reputation for third-party evaluations, Trust & Fair grew their business from residential and insurance claims, to taxation assessments, to development and planning strategies for local businesses. They notarize their assessment reports and are well-regarded in the Etzori courts in cases of arbitration between conflicted parties. Often, judges will order an evaluation from Trust & Fair to decide divisions of assets in the case of inheritance, argument, or otherwise.
Since the founding, Trust & Fair has expanded operations. Their headquarter office moved to the Commercial Ring in Arc 594 and has been remodeled twice since then.
The business itself has been passed down through the generations. Jenifry Fair’s eldest son (Elmond Fair) and Richard Trust’s youngest daughter (Sowena Trust) were wed and the two families merged into what is now-known as the wealthy Fairtrust family. The current incarnation of the business is owned by their descendant, Merrin Fairtrust.
The front entrance opens to a reception foyer. If a person does not have an appointment, this is where they can schedule a consultation. Drop-ins are highly discouraged, and actively scorned, and it is considered common etiquette to send word ahead by several trials if one wishes to meet in-person. Consultations are not free, though they are reasonably priced if a person is willing to wait for an appointment. The more immediate the need, the more costly the fees will be.
If a potential client, or visitor, manages to get past the iron double doors behind the receptionist desk, they will find themselves in a red-carpeted hallway that splits into three paths.
At the end of the left corridor is a locked iron-bar door with a spiral stairwell. It leads to a basement that stores administrative filings and records. On the right corridor are several narrow doors that each lead into various small studies, work rooms, and employee offices.
Straight ahead, the majority of clients will be led to an immaculate office with one chair meant for Merrin Fairtrust (or Spring Hale, depending). Clients are expected to stand during the consultation, though exceptions are made for those of wealthier status. Each consultation lasts exactly the length of a sand-timer that is flipped as soon as the visitor walks through the door. If the timer requires to be flipped again, all fees are doubled. Rarely does the timer ever flip a third time.
There are three other exits to the building, but that is employee-only knowledge, and thus why employees are rarely seen going through the foyer or main entrance. This has given to many rumors over the decades about hidden doors in the record chambers of the basement.
In the aftermath of the Lisirra assault on Etzos in Ymiden 719, Trust & Fair lost the majority of their employees. This left the core family to operate the business and they are struggling with the steadily increasing workload during the rebuilding of Etzos. There is a waiting list for consultations, of which the meetings have been reduced to even briefer times allotted in attempt to keep up with the demand.
Types of Services
There are a great range of services offered by Trust & Fair, ranging from business valuations to residential appraisals to third-party judgment of insurance claim values. They also perform consultations regarding investments, potential liquidity or merger development, estate planning, and providing litigation support on contracts. Other general areas offered are business, residential, damages, losses, antiques, estates, investments, assets, fraud detection, loan accumulation (for creditors usually, not debtors), and taxes.
Trust & Fair prides themselves as a professional, accurate, and established local business. They encourage employees to gain Licentiate from the Academy, with accreditation in Business, Trade & Commerce, and Diplomacy & Law (Etzos Law). Trust & Fair offer accredited experts in their company to assure the quality of all valuations performed for clients.
The common procedure that is followed:
- Consultation Appointment
- Cost Estimates for Services
- Order (and prices) Agreed on
- Contract Notarized
- Scheduled Valuation
- Inspection Appointment
- Report Compiled
- Quality Checked by either Merrin Fairtrust (or Spring Hale)
- Report Notarized
- Final Notary Report Delivered
NPCs

Age, Race, Gender: 73-Arc-old, Human Male.
Skills: 76 Business Management, 54 Appraisal, 36 Intelligence, 35 Etiquette, 34 Detection, 30 Politics, 25 Leadership, 15 Teaching
Biography: Accredited with a Licentiate in Business and Etzos Law through the Etzos Academy, Merrin used to teach at the educational establishment. He doesn’t anymore, due to enough student complaints about his harsh grading practices - with only a 10% passing rate in his classes. Since then, he settled into his family's business with a grumble and a mean eye for inaccuracies or errors in any reports. His wayward grandson, Jameson, is to inherit, but is currently traveling the world.
FC: David Bradley.

Age, Race, Gender: 39-Arc-old, Mixed Biqaj/Human Female.
Skills: 76 Appraisal, 44 Business Management, 35 Negotiation, 30 Research, 27 Etiquette, 13 Intelligence
Biography: The bastard daughter of Merrin. Technically the day manager of Trust & Fair, she doesn’t own any of the business though she is well-known as performing most of the responsibilities. She’s been working at her father’s business for about twenty arcs. Accredited in Trade & Commerce and Etzos Law, she oversees most operations and occasionally takes on direct work herself. She is the representative of Trust & Fair, if required to present a report within the courts.
FC: Chloë Sevigny.

Age, Race, Gender: 20-Arc-Old, Human (1/4 Biqaj) Female.
Skills: 76 Research, 35 Appraisal, 34 Writing, 25 Rhetoric, 15 Bookbinding, 15 Etiquette.
Biography: The daughter of Spring Hale, father unknown, she started as a messenger and courier when younger, but now has taken on a lot of various work. Clover is recognized as a pleasantly ambitious girl. She currently attends the Academy and is working for her Charter in Diplomacy and Law, focused on Etzos Law, though she hopes to expand to Trade & Commerce coursework soon. However, most of her time is spent handling the administrative upkeep of Trust & Fair.
FC: Elle Fanning.
Credit: Llyr
"The Lamont" (Theater Troupe and Site / Commercial Ring / 1-1-i-12)
► Show Spoiler
The LaMont
"It's not the 'Lamont Theatre', it's just the 'Lamont'! The 'theatre' is implied. Lamont is theatre!"

Overview
To promote running performances, actors and young stage hands will often stand outside the theatre house in full costume and cry out to the public—sometimes in character. Buskers and singers are often invited to play on the balcony above the main doors to draw attention and boost the public image of the theatre. Mummers will occasionally perform acrobatics and jolly dances to catch the eye—especially of passing children and their captive parents—and draw new customers inside.
Inside, the theatre seats several dozen in view of a wide, rounded stage. Bert's office can be found backstage, along with several storage areas and dressing rooms. Pulley systems operate the curtains as well as raising and lowering of certain props and weighted sand bags. A small, cramped basement beneath the stage offers more space for storage and can be accessed either through the adjacent stairwell, or a trapdoor that leads directly onstage.
Most of the time, the theatre is relatively empty while the actors rehearse, Bert conducts routine business, and sets are built—either by the actors themselves or briefly hired laborers. Performances are always held in the evenings for a few days every seventrial.

Age, Race and Gender: 48-arc-old human male
Skills: Business Management - 66 / Mathematics - 58 / Leadership - 50 / Acting - 45 / Politics - 50 / Negotiation - 47
Immortal marks: None
In another life, Bert was a successful business magnate who specialized in trading properties within and around Etzos. His first wife was a bored socialite who enjoyed spending his fortune and dreamed of a more glamorous life than he could ever afford to give her. Their two sons fed off his fortune as well, showing more enthusiasm for their inheritance than participating in the family business. After his wife died unexpectedly of a fever over the Cold Cycle, Bert was forced to reassess what he wanted out of life. To his sons' great displeasure, they found themselves written out of the will by the new arc.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
Bert Lamont is still, at heart, a shrewd businessman. He is seldom impressed, resistant to new ideas, and to those unfamiliar with his particular quirks, could understandably be described as severe.
However, underneath his scowling exterior lies a true patron of the arts. He is a slave to every word Elena says, and to charm her is to handily win Bert's favor. Although he can be a callous and demanding employer, Bert is generous and lenient to those within Troupe Lamont. To a point, at least. Once one has fallen out of Bert's favor, there is no going back. Bert will treat those within Troupe Lamont like they are his own family. But like his own family, once Bert's mind is changed, they will be written off forever.
Troupe Lamont
Overview

Age, Race and Gender: 48-arc-old human male
Skills: Business Management - 66 / Mathematics - 58 / Leadership - 50 / Acting - 45 / Politics - 50 / Negotiation - 47
Immortal marks: None
History
In another life, Bert was a successful business magnate who specialized in trading properties within and around Etzos. His first wife was a bored socialite who enjoyed spending his fortune and dreamed of a more glamorous life than he could ever afford to give her. Their two sons fed off his fortune as well, showing more enthusiasm for their inheritance than participating in the family business. After his wife died unexpectedly of a fever over the Cold Cycle, Bert was forced to reassess what he wanted out of life. To his sons' great displeasure, they found themselves written out of the will by the new arc.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
A short time later, Bert found himself charmed by a woman twenty years his junior, Elena Thalia. She was an aspiring young actress struggling to make it big in the Etzos theater scene. She was flighty, passionate, and introduced Bert to the arts—not just acting, but music, literature, and fashion. Finding a new purpose for his amassed fortune, Bert invested in Elena's future and purchased the Lamont. He married Elena, and with her, founded the Troupe Lamont.
However, underneath his scowling exterior lies a true patron of the arts. He is a slave to every word Elena says, and to charm her is to handily win Bert's favor. Although he can be a callous and demanding employer, Bert is generous and lenient to those within Troupe Lamont. To a point, at least. Once one has fallen out of Bert's favor, there is no going back. Bert will treat those within Troupe Lamont like they are his own family. But like his own family, once Bert's mind is changed, they will be written off forever.
For Troupe Lamont, he acts as their manager, director, and proprietor.

Age, Race and Gender: 29-arc-old human female
Skills: Acting - 46 / Singing - 58 / Dancing - 50 / Seduction - 75 / Politics - 30 / Cosmetology- 47
Immortal marks: Unknown
Although it's well observed that she is not the best actress in the troupe, Elena is easily the most stunning. Like her husband, Elena is quickly offended by unsolicited criticism no matter how nicely worded it might be. She is handily given most of the lead female roles in Troupe Lamont's productions, often even without the farce of an audition. On the surface she is sweet-natured, soft voiced, and rather diminutive. Her silken blonde hair and thin-waisted figure makes her a fan favorite with the crowds.
But poised behind her demure behavior lies a ruthless, alpha predator. She is and will always be the star of Troupe Lamont. Her true age is a mystery to most, as she has claimed to be twenty-arcs for the past half-decade. Elena is very easily jealous, continuously in denial of her gradually fading youth, and will not permit Bert to hire on any other blonde actresses for the troupe. Even so, she is threatened by any woman she deems to be more lovely than she is. As a consequence, most young actresses face frequent turnover in Troupe Lamont.

Age, Race and Gender: 22-arc-old human female
In order to maintain her place in Troupe Lamont, Carmilla has made herself as non-threatening as possible to Elena, deferring to her 'great' talent when in doubt. Her acting and singing skills are far superior, but she holds back when Elena is in the audience. Carmilla is intelligent and calculating, but ultimately all she wants is her fair share of the public eye.
Carmilla claims to hail from a place called Blackbrine to the east, supposedly to escape from the cutthroat way of life there. True to form, Camilla has done whatever she needs to do to remain a successful actress and stay in Bert's good favor. Although she is more compassionate than Elena, Carmilla is arguably most concerned about Carmilla, and will look after herself before anyone else.

Age, Race and Gender: 68-arc-old human female
Mrs. Limh has become a mainstay in Troupe Lamont after Bert hired her for a bit part playing a character's grandmother. Her warm, doting demeanor has made her a cast favorite on and off stage, and her habit of bringing freshly baked goods to the Lamont hasn't hurt her reputation either. Her husband has passed on, and both of her children live abroad with their families, so since becoming an official member of the Troupe, she has treated the theatre cast like her own family.
Usually, she is typecast as the warm motherly or grandmotherly character in plays, but Mrs. Limh's capacity for acting can be surprisingly flexible. Despite her hunched, diminutive size, her voice carries surprisingly well, and her elocution is peerless. A sweet line from her can charm a crowd, but in a villainous role, cruel words from her can just as easily chill to the bone.

Age, Race and Gender: 25-arc-old human male
Hailing from a sleepy town on the outskirts of Etzos, Vincent (just “Vincent”) knew he was a star before he ever stepped onto the stage. He was a busker, playing the lute in taverns, reciting poetry on street corners, and acting out scenes from famous plays when Bert discovered him. What he lacks in acting talent, he makes up for in pure passion for the arts.
Fashioning himself as a dashing lothario, Vincent has a reputation of getting into romantic (however brief) entanglements with the cast and crew, whether they are actresses, tailors, laborers, or simply audience members. Although deemed more or less a scoundrel by women who know better, he seems proud of this trait, and brags often that he has a spurned ex-girlfriend in every tavern.
He considers himself in something of a rivalry with his counterpart, Aiden Silverson, but the sentiment is not very strongly returned.

Age, Race and Gender: 31-arc-old human? Male
Standing at nearly seven feet tall, Borace Buskin is known in the Lamont as a gentle giant. He is often chosen for villainous roles, strong-man roles, older-male roles, and generally anything that will suit his deep laugh, bearded face, and broad-chested physique. In addition to being an actor, Borace is also responsible for most of the literal heavy lifting around the Lamont, including operating the pulleys and helping in the construction of sets.
Despite his impressive stature, Borace is a sensitive, compassionate soul with delicate sensibilities. Villainous roles often wear on him, as he is frequently upset by the easily resolved misunderstandings in the plot and the tragic arc of specific characters. Bert Lamont has become quite used to dealing with Borace’s pleas that the plot of certain plays be altered to redeem his characters (which would make them dull stories indeed).
Although Borace appears human, he claims that he is only half, and that his mother was a shadowy, tattooed woman from the far west. His one true love is his tiny cat, Sir Puss.

Age, Race and Gender: 21-arc-old "human" male
PC Character Sheet: Obriviyanah
Immortal marks: None
Although Aiden is the youngest of the group, he is one of its longest remaining members. While other actors have filtered in and out of the Troupe Lamont depending on their professional relatonship with Bert, only Mrs. Limh and Elena have been in the troupe longer than he has.
His willingness to take direction and general easy-going personality has kept him within Bert's good graces. And unlike the other actors, he tends to eschew real life drama, which prevents him from being a strain on the Lamont's resources and his fellow actors' patience.
Aiden's origins are rather mysterious, as there are several conflicting rumors about his past. Some are quite outlandish, for instance the claim that he's a secret prince from another land. Others say he's only survivor of a sunken pirate ship, or still more have heard he's romantically entangled with Mrs. Thalia-Lamont. Bert doesn't mind these rumors; in fact he appreciates the attention it brings to the Lamont.