Outside the Box
This is to be in addition to the far more general "City Layout" topic.
As you, the player, find likely attractions missing, please feel free to drop me a PM about it.
This will also be where some housing and employment locations can be found.
These are only locations that are outside the city proper.
For locations inside the city walls, see "Location, Location, Location".
These locations will not have a specific location address, just a general reference.
"Sauncraft Shop and Salvage" (Blacksmith / Outer Perimeter)
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Age, Race and Gender: 28-arc-old human male
Skills: Smithing - 46 / Leatherworking - 28 / Woodworking- 27 / Business Management - 40 / Socialization- 30
Immortal marks: Unknown
Set a bit north of center in the Outer Crafting Zone, "Sauncraft Shop and Salvage" caters to the simple smithing needs of the common folk. The young man working the forge is the son of the original smith that founded this business. It was as much to provide the day-to-day needs of metalwork for the local folks as it was to recycle metal for reuse. Citizens would bring in their old, bent or broken items, and the original master would either rework them at a charge, or accept the material as partial payment for different work.
The founding smith, Crane Porter, was a multi-talented crafter, that dabbled in wood, fletching and leather work as well as blacksmithing. His son, Daran, is not the man his father was. It is rather sad too, for his heart is in the right place. If only this was true of his aim with a blacksmith's hammer. He is a likeable young man though, and the common folk are basically satisfied with his end results, since they are usually just braces and springs, pots and pans, or tools; nothing needing any artistic flair. He is content to be humble and does not try to compete with the master smith in the city's "Commercial Ring".
He tried to maintain the other areas of work after his father died, but found it too difficult to keep track of more than one avenue of crafting at a time. But he makes a decent living for his family, and still owns the tools for those other fields of work, just in case an apprentice should come along with the skills to stoke an interest in taking up those crafts again.
As it happened, a Qi'ora approached him with this very same hope in mind. Also the son of a renowned craftsman - as most Qi'ora are - Narric possessed not only a strong level of blacksmith skills, but also assistant-level skills in needlecraft, leather and woodworking. As a Qi'ora, he has an appraising eye and a determination to produce nothing of mediocre quality.
An unexpected side benefit of his employment of Narric is the inherent advertising of having such an odd bird working for him. One needs only be told "the shop with the Qi'ora that wears a fake beard", and everyone knows who they mean.
Blacksmith - 30 / Leatherworking - 5 / Woodworking - 5 / Needlecraft - 5 / Appraisal - 5
"The Second-Story Inn" (Tavern, Lodging, Loving / Outer Perimeter)
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Age, Race and Gender: 42-arc-old Human male
Skills: Cooking - 66 / Unarmed Combat (Brawling) - 58 / Woodworking- 42
Business Management - 50 / Socialization- 45 / intimidation - 44
Immortal marks: Unknown
Set just north of "Market Alley" in the southwest outer housing zone, "The Second-Story Inn" is a hearty plate, a frothy stein and a rousing song or tale, to set the patron in the mood for a nice roll in the hay with one of Hardwell's gifted gals, before dropping a few more coins to buy the bed for a good night's sleep as well, to round out the evening.
Morning provides a complimentary bowl of spiced oatmeal and a mug of strong coffee to get the patron going again. Anything more, like a good breakfast of taters and eggs, with a slice of fruit and a portion of game-hash (whatever sort of game is available), will be extra. Hardwell serves milk as well, instead of mead or ale, to those not looking to get drunk first thing in the morning. But he is not above doling out whatever the patron asks for, regardless of the time.
Entertainment for the stage does not begin until dark, and is free to those with either a plate or a mug in front of them. Since it's paying for the entertainer(s), supper is a bit pricey, but is always good, as are the drinks. Employee turnover is not too common here, as Hardwell treats his people well. Any underhanded dealings with customers, however, and the "Hard" half of his name comes into play, as the now EX-employee finds him (or her) self on their butt in the street, the men usually sporting a complimentary black eye.
Prices:
Rooms: Tier 4
Meals: Morning oatmeal - free to tenants / Breakfast or Supper - Tier 4
Drinks (Milk, Juice, Cider, Mead, Ale, Wine, Liquor): Tier 4
Girls (subject to availability): dance - Tier 4 / 1 break - Tier 5 / overnight - Tier 6 (prices do not reflect tips)
"The Kettle, Black" (Soup Tent - Outer Perimeter)
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Age, Race and Gender: 45-arc-old Biqaj male
Skills: Hunting (Fishing) - 66 / Field Craft - 58 / Swimming - 32
Navigation - 45 / Combat (ranged) - 52 / Combat (polearms and staves) - 40
Immortal marks: Unknown
Part-Owner: Maylan Black
Age, Race and Gender: 39-arc-old Human female
Skills: Cooking - 62 / Brewing - 33 / Field Craft - 32
Business management - 45 / Medicine - 30 / Combat (Polearms and staves) - 40
Immortal marks: Unknown
Taking this misfortune in stride, Rowan decided to lead the woman inland, in hopes of finding a settlement. All they found instead were hidden enemies, in the process of setting an ambush. They never knew that these were scouts from the Forbidden Post, but he did recognize the blood wolf that attacked them. It was primarily the odd "trained" behavior of the beast that convinced Rowan that there were soldiers involved.
This had both good and bad implications. Clearly it indicated a degree of civilization to be found nearby, but also suggested one of hostile intent. He reasoned that this hostility must stem from contention with some other culture, so the two continued inland, eventually coming across another escort bound for the hidden outpost on the Forbidden Spit.
While guarded, these soldiers were not overly hostile and promised to escort them to Etzos, once they finished their task, which they would not speak further of. Rowan and Maylan set up camp along the trail, and took the soldiers up on the offer upon their return. But first, they found a bounty of game animals, including tree snakes, that served to brew a fine broth. Maylan, whose father had been a skinner and tanner, had absorbed enough of his knowledge to put to use.
They eventually were married and found Etzos very much to their liking. Their skills complemented each other quite well, and what nel they don't make with the delicious brews and stews Maylan whips up, they pad with sales of skins from the game animals Rowan brings in from the surrounding wildlands, the meat generally going into the stews.
While they could easily afford a more secure abode within the walls of the city proper, they prefer the freer attitude of the outer perimeter, and allow their financial security to be shared with their fellows in the form of cheap prices. This has the return benefit of making them very popular among the poorer citizens, who are ever ready to interpose themselves, should any hazard come calling on the Blacks.
For the most part, the rich aroma of Maylan's cooking is sufficient alert that "soup's on", as it wafts around the Northeast Housing quarter, where they are located. The only acknowledged drawback is that this smell draws the occasional predator. But Rowan delights in the hunt, and frequently brings company with him for fun or training. It has been fortunate on a number of occasions that Maylan is reasonably skilled in Medicine.
Prices rarely change, as the ingredients in any day's soup or stew are spontaneously provided, and Maylan does not feel like reckoning such subtleties. And any that contribute to the kettle's ingredients can expect a complementary helping.
Bowl of "Snake Stock" broth / Bowl of Soup / Bowl of Stew: Tier 3
Dose of "invigorating tonic": +1 WT
Mug of Homemade Ale: Tier 3
"Four Legs are Better Than Two" (Stabling, Mount Sales and Training / Ward Ring)
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Age, Race and Gender: 53-arc-old Sev'ryn male
Skills:
Animal Husbandry - 75 / Animal Training - 65 / Mount - 60
Immortal marks: Unknown
A portion of the curtain wall of Etzos was extended out to accommodate the construction of the Stables. They extend into the southeast quarter of the ward ring to house the development of a mounted force to add to the Army of the Etzori. Dozens of stalls house animals undergoing training as battle mounts. Not all of these prospects work out. Those that fail to live up to the required discipline and fortitude to be trustworthy war mounts are made available for sale to citizens.
The four different animals available (Hyx, Horse, Scython, Slogah) are those most commonly found in the regions of Idalos most accessible to the Etzori. There are undoubtedly other potentially mount-capable creatures to be discovered, but these are the ones that showed the most promise as either charger types or supply pack animals. They are also the only ones that the stable master, Les'tral has experience with.
Les'tral had been on a journey to find his familiar for several arcs, encountering many of Idalos' creatures in the process. None ever revealed themselves to be his intended familiar, but he developed an affinity for understanding their behavioral tendencies. He has been in denial about his own though. His is a very dark soul for a Sev'ryn, and fate conspired to bring him to Etzos, where he has found a second calling that equals his desire to find a familiar.
While questing in the vicinity of Sirothelle, he was stalked by an obsidian panther, and was only saved by the coincidence of a squad of Etzori soldiers on reconnaissance of possible Aukari incursions. He was gravely injured, and was taken back to the Etzori host to be treated. During his stay with these troops he learned two details that seemed to him to be signs of destiny's intent for him. He learned that the city was allowing a shrine to Lisirra, the Immortal that had first inflicted the plague upon his people. He also learned that the army was searching for trainers of animals to be mounts.
In his travels, he'd heard of Etzos' neutral position, and their intolerance of Immortal worship. When he pressed for explanation, the soldiers admitted that the shrine to Lisirra was in exchange for the benefit of toxin-treated arrows, a considerable advantage in battle. Several of the troops did not like this precedent being set, but understood the military necessity of gaining whatever edge they could over their foes.
The sense of destiny inspired Les'tral to volunteer his talent as a trainer of animals. He figured that this position would bring him in contact with many animals, increasing his chances of encountering his intended familiar. But as much as that was his hope to have an opportunity to destroy this tribute to the villainous Lisirra. The craving for vengeance obscures the realization that both of these hopes are unlikely in the extreme, but who knows what a driven man may someday accomplish.
In the meantime, Les'tral bides his time, trains and sells animals, and waits for either opportunity to present itself.
PRICES:
"Trained" indicates more than rudimentary riding ability, but less than full war mount capability.
Hyx: Young / Adult / Trained Adult (Available through Point Bank only)
Horse: Young - Tier 4 / Adult - Tier 5 / Trained Adult - Tier 6
Scython: Young / Adult / Trained Adult (Available through Point Bank only)
Slogah (Rider): Young - Tier 3 / Adult - Tier 4 / Trained Adult - Tier 5
Slogah (Pack): Young - Tier 4 / Adult - Tier 5 / Trained Adult - Tier 6
Stabling & Feed (Included Exercise): Tier 6 per cycle or 1 WP per season
Additional Training: Upon request
"The Citizen's Free Market" (General Bazaar / Outer Perimeter)
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This is a cramped, varied collection of tents, booths, barrels and blankets, propping up multi-colored goods of every flavor and function. From blankets to birdcages, from tattoos to tarot readings, from satin courtesans to snake-skinned dancers, there is nothing that can not be found here on any given trial. Craftsmen shout claims of incomparable value and beauty in a dozen languages and colors, all shouting down the lies of their competitors. Who to believe? Therein lies the buyer's challenge.
But when you have found that special item, don't assume that you will find it again in the same spot, or from the same vendor, the next time you visit. That vendor may have disappeared in the night. For often, the least honorable sale is the most profitable, and crimes are as varied as the goods here. Some areas are more open than others, and some thieves are more bold than others. There are great bargains to be had by the determined haggler, and great frauds to victimize the inexperienced eye.
The Black Guard patrols the market regularly, as do squads from the local garrison of the army. But often, their only aim is to collect a share of the take, something done with the same turned eye with which they do the rest of their market duties. This is not to say they ignore crime completely. But they do believe that the buyer should beware. And if an expensive lesson is required to teach this time-honored adage, they feel little inclination to go on a booth-by-booth search for a perpetrator whose appearance was probably changed before the victim even realized he'd been robbed.
If it comes to violence, then they will quickly step in. But as often as not, this violence has been initiated by insults and bragging exchanged between the guard and army themselves. There is little love lost between these two. But there is sizable wagering between those lucky enough to see the brawl without getting their tents ruined in the process. All in all, if you show common sense and caution, you stand a good chance of finding what you're looking for at a better price than from the pricey specialists in the city.
"The Brooding Brig" (Curious Site / Outer Perimeter)
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Sitting in a spot on the outer rim of the Northwest housing quarter that was never fully developed, the quick growth of dark gossip that focused on the building prevented the surrounding lots from ever being filled in with homes.
But it was not always so. Originally it was called 'The Brick Brig", and was just a shop that sold interesting knick-knacks. It drew a slight bit of curiosity due to the groups of people that would meet there after normal working breaks. There seemed to be peculiar goings-on at these meetings; odd sounds, lights and shadows. But nothing creepy or criminal ever seemed to arise from the place, and folks nearby figured it was just a new gambling den, or maybe an independent brothel had sprung up.
But the sudden attack on the place one night, by a dozen dark-robed men, gave neighbors cause to realize more had been going on here than they suspected. This was especially noted when a robe slipped to reveal the livery of the elite tower guard, the private bodyguard of Marshall Parhn and his advisors, including Karnos Vuda. 'What in Faldrun's Fever were they doing there?' was the common question.
Of course, this question has never been posed in the Throne Room. No one feels inclined to garner such notice. But 'The Brick Brig' has been abandoned since that day. That has not stopped strange incidents from occurring there though. It has become a noted phenomenon that the building seems curiously steeped in shadow in spite of bright mornings and afternoons, yet oddly lit in the dark of night. Empty windows still display shadowy movements inside. And those who dare to investigate find their dreams tormented by unremembered terrors for trials after.
Animals avoid the place, starting at unseen provocations, and looking around as if aware of unseen sources. And the sounds of scraping and thumping of stone can be heard from time to time as well. Even those who want nothing more than to mind their own business feel "watched" if they live in plain sight of the building, occasionally catching half-glimpsed impressions of faces peering into their homes. So there is now a buffer of unclaimed homes serving to safeguard those who live in the next circle.
Naturally, it became a focus of dares. But only until a young man who accepted the challenge was found dead the next morning. He was not the first to accept such a dare, but he was the last. His body looked as if a giant hand had beaten him against every inner surface of the structure, ceiling included. Some wondered what this young man had done, while others wondered what the other challengers had done, or not done. There were accusations made of collusion with evil forces, same saying the dead boy had been a sacrifice, others saying his own evil had backfired. No one has ever been able to prove anything. Now people just avoid the place.
There is an explanation for these things, but you will have to find it out for yourself. And you may not like what you find.
Southwood River Mill (Grinding Mill and Barbican-Bridge / Southwood River)
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Both the Mill and the Barbican have a water wheel, though the Mill's is of much stouter construction. This is because it doubles as both the actual milling power wheel, for the grinding of grain and whatever else requires pulverizing, and the engaging mechanism to raise and lower the bridge to cross the Southwood River. This is done by damming the flow of water to that wheel long enough to stop the rotation of the wheel, and then sliding a second set of gears into place along greased tracks, that provide a high ratio of torque to greatly aid the raising and lowering of the sturdy half-span of bridgeworks.
The gear compliment is then slid back into its neutral spot and the river is once again undammed to allow grinding and turning to continue. On the Barbican's side, the wheel is always set with the additional gears, as its only function, beyond providing a sturdy fortification for defenders, is to raise and lower its corresponding portion of bridgeworks. The Mill itself is well within archery range of any hostile forces that would try to assail the Barbican.
The Barracks has no great strategic position, other than its close proximity to the Barbican, which allows any soldiers residing there to give support to the Barbican's defenders in the case of an attack. The Mill also has outbuildings which are primarily used for storage of grain, both before and after processing, and stables to house the wagon crews that bring the goods into Etzos.
There are number of workers here, consisting of the millers themselves, as well as simple laborers, scouts, wagon drivers, and animal handlers, for both the harnessed mounts and pigeons to send messages to either the city or to any troops on maneuvers in the nearby flat lands.
"The Gardener's Grace" (Alchemy Shop)
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Age, Race and Gender: 48-arc-old human male
Skills: Gardening - 71 /Medicine - 65 / Alchemy - 73 / Business Mgmt. - 66 / Linguistics - 47 / Teaching - 69
Immortal Marks: Unknown
Once a professor of "Herbal Medicine" in the Etzori Academy, Prof. Gardener had a falling out with the Chancellor of Finance, over the leniency of tuition he was extending to some students who had fallen out of favor. This complaint was bumped up to occupy the desk of the Headmistress herself and ultimately led to his dismissal from the faculty.
At first, he was devastated by the turn of events, believing he'd no longer be able to develop the skills he'd come to love. But after an encounter with a strange Biqaji woman he ran into while wandering the Free Market outside the city walls, he came instead to think of it as a new opportunity to practice more freely. He had saved up a sufficient nest-egg of his own to open a shop, but the contacts he gained through this woman put him in touch with materials he'd only ever heard of in scrolls at the Academy, allowing him to greatly expand his sphere of expertise.
His shop is one of the few large stone buildings in the outer zones. But it is even larger than it looks from the outside, as it has a sizable basement level, which provides a cool storage and workshop area necessary for many processes of alchemy. This is not evident to those who enter the upper, "showroom" area, which also has a workshop. There is only a single door in the back, which appears to open onto nothing more than an office. But a concealed door in that office opens onto a stairway down to the basement level.
There was a time that Mr. gardener would have rejected such mysterious dealings with such shady people. But after the so-called "respectable" sphere of society ostracized him, he has had a turn of opinion on what exactly constitutes the differences between legality and morality.
"Miss Givings" (Brews, Potions and Surprises / Wanders the Outer Perimeter)
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Age, Race and Gender: 33-arc-old biqaj female
Skills: Brewing - 65 / Medicine - 52 / Seduction - 57
Socialization - 58 / Larceny - 54 / Appraisal - 61
Immortal marks: Unknown
Going simply by the pseudonym, 'Miss Givings', this young biqaji woman makes her way around the outer perimeter of the city of Etzos, marked by her traditional dark hooded robe, scanning the crowds for likely customers. Her goods change from season to season, with only a few common items of inventory. This is due to her inconsistent suppliers, who not only have irregular delivery schedules, but also obtain their products from different areas of Idalos, adding to the irregularity of delivery times.
The citizens of the outer perimeter are aware that many of her goods are of questionable legality, but most have benefited from them in one way or another. Medics make good honorable use of the painkillers and healing tonics she has. Even the narcotics have a kind side, as they cause the injured to be in more favorable frames of mind to receive otherwise painful treatments.
And she truly obtains some rare items, even from such unlikely sources as The Misty Miasma. But you may be assured that these will be on the high side of pricey. Also, these will not be found in her iconic leather shoulder bags, but more likely on the hidden bandolier beneath her robes, where she also keeps her poisoned dagger.
The Broken Blade (Tavern, Lodging, Mercenary Work / Outer Perimeter)
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Methilda has certain customers she tends to look out for more than others, some of which being women and members of races that are usually scorned. She does this because she knows the world is harder on women, and she had first hand experience of Etzos' racism when it came to her late husband. She doesn't speak about what race he was.
A notable attraction of The Broken Blade is a large bulletin board of sorts which sits next to the door. Citizens who have trouble that they can't get - or don't want - the Blackguard to solve will often come and hand off requests to Methilda. It isn't a proper bounty board, as none of the jobs are bounties. Instead, it is a board for attracting mercenaries. Most of the jobs existing on the board are usually low pay and low danger. Methilda keeps the really good jobs back behind the counter. If you want to get a good job then you'll likely have to go through her. Not only does she try and see how much coin she can milk out you, but she won't give you a job that she thinks will get you killed. And Methilda is a tough judge.
Because of the nature of the Tavern itself, fights aren't something that's rare to The Broken Blade. In fact, it's usually more rare if a fight doesn't break out while you're trying to get a drink. Methilda doesn't really mind, in part because of her own history when it comes to fighting. However, you'll be expected to pay for whatever damages you do. In addition, Methilda usually starts to hold betting matches on some of the larger fights, allowing her to collect on damages and then some. There have even been times where the woman herself has provoked fights or held matches for the drunks; prizes usually consisting of free booze in order to start the next round of fighting. When things do get out of hand there's usually a good number of professional mercenaries who can step in, and Methilda herself still keeps her old sword behind the counter.

Owner: Methilda Caistina
Age, Race, Gender: 31, Human, Female
Skills: Cooking - 68 /Combat (Blades - Longsword) - 68 / Socialization - 42
Business Management - 50 / Intimidation - 46
Immortal Marks: None
Prices:
Rooms: Tier 4
Meals: Morning oatmeal - free to tenants / Breakfast and/or Supper - Tier 4
Drinks: Milk, juice, cider (spiced or spiked), mead or ale, wine, liquor - Tier 4
The Speckled Jim (Tavern, Meetings, Upscale Connections / Outer Perimeter)
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The Speckled Jim
Owner: Frenlip (Official owner of the Speckled, as it is his name on the deed, even when Bangun Vorund owned the place. Frenlip is old, taciturn and often in a bad mood, and as his loose affiliation with Bangun Vorund might suggest, not a good man. He is, however, a businessman, and kept the Speckled open after Vorund's death, still riding the coattails of the crime lord's name to turn a tidy profit. It is a well-established landmark of the Oh'Pee, after all. Would be a shame to let it go to waste. When present in the Speckled, he's often seated at a small table near the fireplace, but sometimes he does man the bar in Jacen's stead. Those are days you shouldn't expect to be served with a smile -- the best Frenlip can do is a grunt and a scowl.)
Manager/Operator: Jacen Warren
Age, Race, Gender: 48, Human, Male
Skills: Business Management - 55, Socialization - 48, Brewing - 40, Cooking - 25
Other NPCs: Nancy Warren, Mildred, Xania, and Roxy (all serving wenches and cooks)
Formerly owned by Bangun Vorund (until his death on the 7th of Zi’da, 718 here)
Something of a South Side institution, the Speckled Jim got its name from the pet duck its first owner once had. Apparently he got his own stool at the bar and an open tab... until he died of alcohol poisoning at roughly the turn of the century. Never one to waste resources or opportunity, Old Arthur cooked Jim up and served him to his guests, "like he would have wanted". The name's been the same ever since, and even crime lord Bangun Vorund wouldn't have dared to change it when he took ownership of the tavern a dozen or more arcs ago.
Most taverns in Etzos' Outer Perimeter can be relied on to have a sideline in whores, drugs, stolen goods, or skulky men who can otherwise provide such things, and the Speckled is no exception. But given its prestigious (fine, notorious) owner, the wares on sale are of better quality, and the security is always at attention. Vorund's ownership of the tavern may not be technically legal - you won't find a deed anywhere, that's for sure - but it's universally understood among the underworld that if you fuck around in there, you fuck with him.
Since Vorund’s death and the decimation of his gang, the ownership of the tavern has returned to the official owner, Frenlip, but the Lord of the South’s influence remains. Over a decade’s worth of Bangun Vorund’s involvement with the Speckled has ingrained itself in the collective consciousness of the tavern’s patrons, and that history does not go ignored. While one might know that the notorious crime lord is long dead, their subconscious tends to keep them in line just the same as if he wasn’t. Even if one does go against their better judgment and starts trouble, they will find that the Speckled stuck to its former owner’s standards. That includes wares and services, of course, but also security all too glad for an opportunity to flex their muscles.
Day manager Jacen brews his own stouts, ales and brandies in the basement, and his wife Nancy is perpetually slaving over a hot stove for food. A trio of wenches constantly circle, plying the customers with ale and food and winks and smiles. No better way to keep a man happy, after all. As is the case with Etzos licensing laws, the tavern is generally open most of the day, save for a few breaks where the staff sleep or change shifts and clean up. Of course, the night traffic is heavier, bawdier, and more lucrative, but anyone looking for a quiet meeting and a sedate lunch would do well to stop by the Speckled.
Prices:
Meals: Breakfast/Lunch/Supper - Tier 5
Drinks: Milk, juice, cider (spiced or spiked), mead or ale, wine, liquor - Tier 5
Jacen's Own: Tier 6
Girls: dance - Tier 5 / 1 break - Tier 6 / overnight - Tier 7 (hurting the girls brings medical bills, hers and yours, which can vary greatly)
The Northside Orphanage (Orphan housing, training, hopeful job placement / Northern Outer Perimeter)
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The Northside Orphanage
Most people know the main orphanage in Etzos, frequently referred to as "The Etzori Orphanage". However, there is another place for such lost children, located in the North Outer Perimeter.
The Northside Orphanage began as "The Northside House", a place for uncertain families and guardians to settle their children in a smaller facility for peace of mind. As the original name implies, it began as a boarding house for youth in Arc 635, but gradually switched to catering for only orphans as the mix between the two type of children proved untenable. It was a rare few who kept in contact with the guardians who left them there.
The most distinguishing aspect of The Northside Orphanage compared to "Central" (as they call the main Etzori Orphanage), is that Northside still operates like a private business rather than a public service.
Volunteers aren't easily accepted. Monetary spending is watched very closely, and no luxuries are granted for children. There is a service for concerned families who wish to settle what might happen to their young ones if all relatives were to perish in plague, or war, murder, or even simple causes - and so they arrange settlements with Northside to care for their children in such cases. When these children reach adult age, they are bestowed whatever the parents left behind for them.
As such, Northside holds to certain standards of record-keeping, inspection of orphan health, itemization of costs through an orphan's time to a running total invoice given on their age-out date. These invoices can be paid through inheritance of a family fund, but if the fund runs out and costs are left over, then the aged-out orphan is assigned indentured servitude to either the Northside Orphanage or a connected partner/investor. It also does no good if people believed death or illness to be common in their establishment, so Northside is very particular about hygiene and have strict behavioral standards for the children under their purview.
It is expected that every Northside orphan will pay off their debt, in full, to the establishment. If the orphan dies beforehand, another orphan around their age is named the bearer of their "sibling's" debt and expected to pay it in addition to their own. Some orphans that age out, run away from this obligation, but the majority pay it back as they are appreciative for the various lessons and good health provided them during their time at Northside.
Because of this itemization, and running bill, Northside is very careful to maintain an austere living for the orphans. Treats such as sweets, medical care of any kind, and special provisions increase an orphan's age-out invoice exponentially. As such, practical minimalist measures define everything from meals to clothing to beds. Everything is as cheap, yet as efficient, as possible.
The building itself is a multistory stone-brick old but well-maintained architecture. Inside, the floors are polished though the interior is bare of decor. The place can feel empty unless one visits the dining hall during mealtime or the wash rooms in the morning or evening. Otherwise, the children are split up into smaller groups for easier observation and rotated through tutor lessons, physical training, or the cultivation of various talents (most of which are practical-based).
Ordinarily, the usual amount of orphans residing in Northside is somewhere between 100 to 150 orphans.
There are usually about 12 to 16 employees, trained and paid, and almost all of them, save for a few, used to be orphans at Northside. The Northside orphanage is very careful about who they allow into the estate, as well as interact with the children. It is common for certain orphans to choose indentured servitude at Northside rather than being placed with an unknown employer. These young men and women pay off their debt and leave, then are replaced with the next set of orphans in frequent rotation.
Thus, Northside has a role called Housemother that are expected to offer the orphans a more consistent presence over the arcs.
Four housemothers keep operations running (through cyclical rotation of shifts):
Nirmala Sinuraya
36-arc-old Human Female
30 Caregiving
30 Teaching
20 Etiquette
20 Business Management
Housemother Sinuraya, or as most call her Mother Mala, is the youngest Housemother, but she is the one who can usually be found at Northside no matter the time or trial. She loves the orphans as if they were her own children, or so she acts like. Perhaps it has to do with that she's never married, nor had children. Whenever she isn't taking care of management with the other employees, she can be found tutoring children in various different skills. She is best at guiding the "wards" (as she calls them) to different things that make use of their natural-born talents. One of Mala's favorite things is to send a newly aged-out orphan to a job well-suited for them. It warms her heart.
Talwynn Deyne
67-arc-old Human Female
30 Logistics
30 Teaching
20 Needlecraft
20 Discipline
Housemother Deyne has a known reputation for being a stern matron. She is the main teacher when she is at Northside, and she puts together all the lesson plans as well as keeping track of progress among various key orphans. Her reputation stems from her willingness to use corporeal punishment for children who act out of line, as well as give out other sort of punishments such as no meals, physical labor, or even solitary isolation for a few trials - in the cases of "problems". Her favorite subject is Etzori history and teaching about the various figures through-out Etzos that have built the city and made it what it is. Her second favorite is needlecraft while sitting quietly.
Caitlin Oates
64-arc-old Human Female
30 Detection
30 Investigation
20 Caregiving
20 Socialization
Housemother Oates is known to have an eye on most everything going on within the orphanage and around it. When something goes wrong, it's Caitlin who is put on the task of figuring out what, why, who and how. She isn't easily fooled. Caitlin was an orphan at Northside for several arcs before she aged out, then worked as a maid for a merchant family before she returned to Northside to work there after she'd finished paying back her debt. She's remained ever since and it often seems that she cares for the building more than she does the children within it. Regardless, most of the children like her because she lets them play freely, more than the other housemothers.
Sonja Mlynárik (aka Madam Miller)
61-arc-old Human Female.
30 Intelligence
30 Research
20 Tactics
20 Seduction.
Housemother Miller only works at Northside once every several trials, but she is a pleasant older woman most of the time. She believes entirely in the adage: You get more flies with honey than vinegar. And even flies seem useful to her as no person is too lowly or scrubby to consider as a potential source of information. She speaks in adages a lot, and plays up her age far more than she needs to as she's still sharp of mind and fairly active in body, but she'll still complain about aches and gripe and get the younger people to do things for her instead.
She keeps in touch with the orphans that leave Northside, and this is how she has grown her Intelligence network over the many arcs in which she has worked there.
Madam Miller is also a Business NPC for the PC, Llyr Llywelyn.
The Northside Orphanage began as "The Northside House", a place for uncertain families and guardians to settle their children in a smaller facility for peace of mind. As the original name implies, it began as a boarding house for youth in Arc 635, but gradually switched to catering for only orphans as the mix between the two type of children proved untenable. It was a rare few who kept in contact with the guardians who left them there.
The most distinguishing aspect of The Northside Orphanage compared to "Central" (as they call the main Etzori Orphanage), is that Northside still operates like a private business rather than a public service.
Volunteers aren't easily accepted. Monetary spending is watched very closely, and no luxuries are granted for children. There is a service for concerned families who wish to settle what might happen to their young ones if all relatives were to perish in plague, or war, murder, or even simple causes - and so they arrange settlements with Northside to care for their children in such cases. When these children reach adult age, they are bestowed whatever the parents left behind for them.
As such, Northside holds to certain standards of record-keeping, inspection of orphan health, itemization of costs through an orphan's time to a running total invoice given on their age-out date. These invoices can be paid through inheritance of a family fund, but if the fund runs out and costs are left over, then the aged-out orphan is assigned indentured servitude to either the Northside Orphanage or a connected partner/investor. It also does no good if people believed death or illness to be common in their establishment, so Northside is very particular about hygiene and have strict behavioral standards for the children under their purview.
It is expected that every Northside orphan will pay off their debt, in full, to the establishment. If the orphan dies beforehand, another orphan around their age is named the bearer of their "sibling's" debt and expected to pay it in addition to their own. Some orphans that age out, run away from this obligation, but the majority pay it back as they are appreciative for the various lessons and good health provided them during their time at Northside.
Because of this itemization, and running bill, Northside is very careful to maintain an austere living for the orphans. Treats such as sweets, medical care of any kind, and special provisions increase an orphan's age-out invoice exponentially. As such, practical minimalist measures define everything from meals to clothing to beds. Everything is as cheap, yet as efficient, as possible.
The building itself is a multistory stone-brick old but well-maintained architecture. Inside, the floors are polished though the interior is bare of decor. The place can feel empty unless one visits the dining hall during mealtime or the wash rooms in the morning or evening. Otherwise, the children are split up into smaller groups for easier observation and rotated through tutor lessons, physical training, or the cultivation of various talents (most of which are practical-based).
Ordinarily, the usual amount of orphans residing in Northside is somewhere between 100 to 150 orphans.
There are usually about 12 to 16 employees, trained and paid, and almost all of them, save for a few, used to be orphans at Northside. The Northside orphanage is very careful about who they allow into the estate, as well as interact with the children. It is common for certain orphans to choose indentured servitude at Northside rather than being placed with an unknown employer. These young men and women pay off their debt and leave, then are replaced with the next set of orphans in frequent rotation.
Thus, Northside has a role called Housemother that are expected to offer the orphans a more consistent presence over the arcs.
Four housemothers keep operations running (through cyclical rotation of shifts):
36-arc-old Human Female
30 Caregiving
30 Teaching
20 Etiquette
20 Business Management
Housemother Sinuraya, or as most call her Mother Mala, is the youngest Housemother, but she is the one who can usually be found at Northside no matter the time or trial. She loves the orphans as if they were her own children, or so she acts like. Perhaps it has to do with that she's never married, nor had children. Whenever she isn't taking care of management with the other employees, she can be found tutoring children in various different skills. She is best at guiding the "wards" (as she calls them) to different things that make use of their natural-born talents. One of Mala's favorite things is to send a newly aged-out orphan to a job well-suited for them. It warms her heart.
67-arc-old Human Female
30 Logistics
30 Teaching
20 Needlecraft
20 Discipline
Housemother Deyne has a known reputation for being a stern matron. She is the main teacher when she is at Northside, and she puts together all the lesson plans as well as keeping track of progress among various key orphans. Her reputation stems from her willingness to use corporeal punishment for children who act out of line, as well as give out other sort of punishments such as no meals, physical labor, or even solitary isolation for a few trials - in the cases of "problems". Her favorite subject is Etzori history and teaching about the various figures through-out Etzos that have built the city and made it what it is. Her second favorite is needlecraft while sitting quietly.
64-arc-old Human Female
30 Detection
30 Investigation
20 Caregiving
20 Socialization
Housemother Oates is known to have an eye on most everything going on within the orphanage and around it. When something goes wrong, it's Caitlin who is put on the task of figuring out what, why, who and how. She isn't easily fooled. Caitlin was an orphan at Northside for several arcs before she aged out, then worked as a maid for a merchant family before she returned to Northside to work there after she'd finished paying back her debt. She's remained ever since and it often seems that she cares for the building more than she does the children within it. Regardless, most of the children like her because she lets them play freely, more than the other housemothers.
61-arc-old Human Female.
30 Intelligence
30 Research
20 Tactics
20 Seduction.
Housemother Miller only works at Northside once every several trials, but she is a pleasant older woman most of the time. She believes entirely in the adage: You get more flies with honey than vinegar. And even flies seem useful to her as no person is too lowly or scrubby to consider as a potential source of information. She speaks in adages a lot, and plays up her age far more than she needs to as she's still sharp of mind and fairly active in body, but she'll still complain about aches and gripe and get the younger people to do things for her instead.
She keeps in touch with the orphans that leave Northside, and this is how she has grown her Intelligence network over the many arcs in which she has worked there.
Madam Miller is also a Business NPC for the PC, Llyr Llywelyn.
Original Version by Maltruism
Outside the Box
This is to be in addition to the far more general "City Layout" topic.
As you, the player, find likely attractions missing, please feel free to drop me a PM about it.
This will also be where some housing and employment locations can be found.
These are only locations that are outside the city proper.
For locations inside the city walls, see "Location, Location, Location".
These locations will not have a specific location address, just a general reference.
"Sauncraft Shop and Salvage" (Blacksmith / Outer Perimeter)
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Age, Race and Gender: 28-arc-old human male
Skills: Blacksmithing - 46 / Leatherworking - 28 / Carpentry - 20
Fletching - 27 / Business Mgmnt - 40 / Negotiation - 30
Immortal marks: Unknown
Set a bit north of center in the Outer Crafting Zone, "Sauncraft Shop and Salvage" caters to the simple smithing needs of the common folk. The young man working the forge is the son of the original smith that founded this business. It was as much to provide the day-to-day needs of metalwork for the local folks as it was to recycle metal for reuse. Citizens would bring in their old, bent or broken items, and the original master would either rework them at a charge, or accept the material as partial payment for different work.
The founding smith, Crane Porter, was a multi-talented crafter, that dabbled in wood, fletching and leather work as well as blacksmithing. His son, Daran, is not the man his father was. It is rather sad too, for his heart is in the right place. If only this was true of his aim with a blacksmith's hammer. He is a likeable young man though, and the common folk are basically satisfied with his end results, since they are usually just braces and springs, pots and pans, or tools; nothing needing any artistic flair. He is content to be humble and does not try to compete with the master smith in the city's "Commercial Ring".
He tried to maintain the other areas of work after his father died, but found it too difficult to keep track of more than one avenue of crafting at a time. But he makes a decent living for his family, and still owns the tools for those other fields of work, just in case an apprentice should come along with the skills to stoke an interest in taking up those crafts again.
As it happened, a Qi'ora approached him with this very same hope in mind. Also the son of a renowned craftsman - as most Qi'ora are - Narric possessed not only a strong level of blacksmith skills, but also assistant-level skills in Fletching, Tailoring, Leather and Wood working. As a Qi'ora, he has an appraising eye and a determination to produce nothing of mediocre quality.
An unexpected side benefit of his employment of Narric is the inherent advertising of having such an odd bird working for him. One needs only be told "the shop with the Qi'ora that wears a fake beard", and everyone knows who they mean.
Blacksmith 30 / Weaponsmith 7 / Armorsmith 5
Leatherwork 5 / Fletching 5 / Tailoring 5
Woodworking 5 / Appraisal 5
"The Second-Story Inn" (Tavern, Lodging, Loving / Outer Perimeter)
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Age, Race and Gender: 42-arc-old Human male
Skills: Cooking - 66 / Brawling - 58 / Carpentry - 42
Business Mgmnt - 50 / Negotiation - 45 / intimidation - 44
Immortal marks: Unknown
Set just north of "Market Alley" in the southwest outer housing zone, "The Second-Story Inn" is a hearty plate, a frothy stein and a rousing song or tale, to set the patron in the mood for a nice roll in the hay with one of Hardwell's gifted gals, before dropping a few more coins to buy the bed for a good night's sleep as well, to round out the evening.
Morning provides a complimentary bowl of spiced oatmeal and a mug of strong coffee to get the patron going again. Anything more, like a good breakfast of taters and eggs, with a slice of fruit and a portion of game-hash (whatever sort of game is available), will be extra. Hardwell serves milk as well, instead of mead or ale, to those not looking to get drunk first thing in the morning. But he is not above doling out whatever the patron asks for, regardless of the time.
Entertainment for the stage does not begin until dark, and is free to those with either a plate or a mug in front of them. Since it's paying for the entertainer(s), supper is a bit pricey, but is always good, as are the drinks. Employee turnover is not too common here, as Hardwell treats his people well. Any underhanded dealings with customers, however, and the "Hard" half of his name comes into play, as the now EX-employee finds him (or her) self on their butt in the street, the men usually sporting a complimentary black eye.
Prices:
Rooms: 1 night - 6sn / 5 nights - 2.7gn / 10 nights - 5gn / 30 nights - 13gn / 1 cycle - 50gn
Meals: Morning oatmeal - free to tenants / Breakfast - 3sn / Supper - 7sn
Drinks: Milk: glass - 5cn / bottle - 2sn / jug - 5sn
Juice or Cider: glass - 1sn / bottle - 4sn / Spiced or spiked - x2
Mead or Ale: glass - 1sn / bottle - 4sn / jug - 1gn
Wine: glass - 1.5sn / bottle 5sn / jug - 1.5gn
Liquor: shot - 1sn / glass - 5sn / bottle - 2.5gn
Girls (subject to availability): dance - 5sn / 1 break - 5gn / overnight - 15gn (prices do not reflect tips)
"The Kettle, Black" (Soup Tent - Outer Perimeter)
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Age, Race and Gender: 45-arc-old Biqaj male
Skills: Fishing - 66 / Trapping - 58 / Swimming - 32
Navigation - 45 / Weapon" Longbow - 52 / Weapon: Spear - 40
Immortal marks: Unknown
Part-Owner: Maylan Black
Age, Race and Gender: 39-arc-old Human female
Skills: Cooking - 62 / Brewing - 33 / Skinning - 32
Business management - 45 / Medicine - 30 / Weapon: Staff - 40
Immortal marks: Unknown
Taking this misfortune in stride, Rowan decided to lead the woman inland, in hopes of finding a settlement. All they found instead were hidden enemies, in the process of setting an ambush. They never knew that these were scouts from the Forbidden Post, but he did recognize the blood wolf that attacked them. It was primarily the odd "trained" behavior of the beast that convinced Rowan that there were soldiers involved.
This had both good and bad implications. Clearly it indicated a degree of civilization to be found nearby, but also suggested one of hostile intent. He reasoned that this hostility must stem from contention with some other culture, so the two continued inland, eventually coming across another escort bound for the hidden outpost on the Forbidden Spit.
While guarded, these soldiers were not overly hostile and promised to escort them to Etzos, once they finished their task, which they would not speak further of. Rowan and Maylan set up camp along the trail, and took the soldiers up on the offer upon their return. But first, they found a bounty of game animals, including tree snakes, that served to brew a fine broth. Maylan, whose father had been a skinner and tanner, had absorbed enough of his knowledge to put to use.
They eventually were married and found Etzos very much to their liking. Their skills complemented each other quite well, and what nel they don't make with the delicious brews and stews Maylan whips up, they pad with sales of skins from the game animals Rowan brings in from the surrounding wildlands, the meat generally going into the stews.
While they could easily afford a more secure abode within the walls of the city proper, they prefer the freer attitude of the outer perimeter, and allow their financial security to be shared with their fellows in the form of cheap prices. This has the return benefit of making them very popular among the poorer citizens, who are ever ready to interpose themselves, should any hazard come calling on the Blacks.
For the most part, the rich aroma of Maylan's cooking is sufficient alert that "soup's on", as it wafts around the Northeast Housing quarter, where they are located. The only acknowledged drawback is that this smell draws the occasional predator. But Rowan delights in the hunt, and frequently brings company with him for fun or training. It has been fortunate on a number of occasions that Maylan is reasonably skilled in Medicine.
Prices rarely change, as the ingredients in any day's soup or stew are spontaneously provided, and Maylan does not feel like reckoning such subtleties. And any that contribute to the kettle's ingredients can expect a complementary helping.
Bowl of "Snake Stock" broth: - 1sn / Bowl of Soup: - 2sn / Bowl of Stew: - 4sn
Dose of "invigorating tonic": - add 2sn
Mug of Homemade Ale: - 5cn
"Four Legs are Better Than Two" (Stabling, Mount Sales and Training / Ward Ring)
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Age, Race and Gender: 53-arc-old Sev'ryn male
Skills: Hyx: Animal Husbandry - 75 / Animal Training - 65 / Mount - 60
Horse: Animal Husbandry - 65 / Animal Training - 55 / Mount - 50
Scython: Animal Husbandry - 55 / Animal Training - 45 / Mount - 40
Slogah: Animal Husbandry - 45 / Animal Training - 35 / Mount - 30
Immortal marks: Unknown
A portion of the curtain wall of Etzos was extended out to accommodate the construction of the Stables. They extend into the southeast quarter of the ward ring to house the development of a mounted force to add to the Army of the Etzori. Dozens of stalls house animals undergoing training as battle mounts. Not all of these prospects work out. Those that fail to live up to the required discipline and fortitude to be trustworthy war mounts are made available for sale to citizens.
The four different animals available are those most commonly found in the regions of Idalos most accessible to the Etzori. There are undoubtedly other potentially mount-capable creatures to be discovered, but these are the ones that showed the most promise as either charger types or supply pack animals. They are also the only ones that the stable master, Les'tral has experience with.
Les'tral had been on a journey to find his familiar for several arcs, encountering many of Idalos' creatures in the process. None ever revealed themselves to be his intended familiar, but he developed an affinity for understanding their behavioral tendencies. He has been in denial about his own though. His is a very dark soul for a Sev'ryn, and fate conspired to bring him to Etzos, where he has found a second calling that equals his desire to find a familiar.
While questing in the vicinity of Sirothelle, he was stalked by an obsidian panther, and was only saved by the coincidence of a squad of Etzori soldiers on reconnaissance of possible Aukari incursions. He was gravely injured, and was taken back to the Etzori host to be treated. During his stay with these troops he learned two details that seemed to him to be signs of destiny's intent for him. He learned that the city was allowing a shrine to Lisirra, the Immortal that had first inflicted the plague upon his people. He also learned that the army was searching for trainers of animals to be mounts.
In his travels, he'd heard of Etzos' neutral position, and their intolerance of Immortal worship. When he pressed for explanation, the soldiers admitted that the shrine to Lisirra was in exchange for the benefit of toxin-treated arrows, a considerable advantage in battle. Several of the troops did not like this precedent being set, but understood the military necessity of gaining whatever edge they could over their foes.
The sense of destiny inspired Les'tral to volunteer his talent as a trainer of animals. He figured that this position would bring him in contact with many animals, increasing his chances of encountering his intended familiar. But as much as that was his hope to have an opportunity to destroy this tribute to the villainous Lisirra. The craving for vengeance obscures the realization that both of these hopes are unlikely in the extreme, but who knows what a driven man may someday accomplish.
In the meantime, Les'tral bides his time, trains and sells animals, and waits for either opportunity to present itself.
PRICES:
"Trained" indicates more than rudimentary riding ability, but less than full war mount capability.
Hyx: Young - 150gn / Adult - 120gn / Trained Adult - 250gn
Horse: Young - 120gn / Adult - 100gn / Trained Adult - 210gn
Scython: Young - 250gn / Adult - 200gn / Trained Adult - 450gn
Slogah (Rider): Young - 100gn / Adult - 75gn / Trained Adult - 170gn
Slogah (Pack): Young - 150gn / Adult - 125gn / Trained Adult - 280gn
Stabling & Feed: 80gn per cycle / 1gn per night
Training & Exercise: 50gn + 3 threads showing improvement (No specific time frame on completion).
"The Citizen's Free Market" (General Bazaar / Outer Perimeter)
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This is a cramped, varied collection of tents, booths, barrels and blankets, propping up multi-colored goods of every flavor and function. From blankets to birdcages, from tattoos to tarot readings, from satin courtesans to snake-skinned dancers, there is nothing that can not be found here on any given trial. Craftsmen shout claims of incomparable value and beauty in a dozen languages and colors, all shouting down the lies of their competitors. Who to believe? Therein lies the buyer's challenge.
But when you have found that special item, don't assume that you will find it again in the same spot, or from the same vendor, the next time you visit. That vendor may have disappeared in the night. For often, the least honorable sale is the most profitable, and crimes are as varied as the goods here. Some areas are more open than others, and some thieves are more bold than others. There are great bargains to be had by the determined haggler, and great frauds to victimize the inexperienced eye.
The Black Guard patrols the market regularly, as do squads from the local garrison of the army. But often, their only aim is to collect a share of the take, something done with the same turned eye with which they do the rest of their market duties. This is not to say they ignore crime completely. But they do believe that the buyer should beware. And if an expensive lesson is required to teach this time-honored adage, they feel little inclination to go on a booth-by-booth search for a perpetrator whose appearance was probably changed before the victim even realized he'd been robbed.
If it comes to violence, then they will quickly step in. But as often as not, this violence has been initiated by insults and bragging exchanged between the guard and army themselves. There is little love lost between these two. But there is sizable wagering between those lucky enough to see the brawl without getting their tents ruined in the process. All in all, if you show common sense and caution, you stand a good chance of finding what you're looking for at a better price than from the pricey specialists in the city.
"The Brooding Brig" (Curious Site / Outer Perimeter)
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Sitting in a spot on the outer rim of the Northwest housing quarter that was never fully developed, the quick growth of dark gossip that focused on the building prevented the surrounding lots from ever being filled in with homes.
But it was not always so. Originally it was called 'The Brick Brig", and was just a shop that sold interesting knick-knacks. It drew a slight bit of curiosity due to the groups of people that would meet there after normal working breaks. There seemed to be peculiar goings-on at these meetings; odd sounds, lights and shadows. But nothing creepy or criminal ever seemed to arise from the place, and folks nearby figured it was just a new gambling den, or maybe an independent brothel had sprung up.
But the sudden attack on the place one night, by a dozen dark-robed men, gave neighbors cause to realize more had been going on here than they suspected. This was especially noted when a robe slipped to reveal the livery of the elite tower guard, the private bodyguard of Marshall Parhn and his advisors, including Karnos Vuda. 'What in Faldrun's Fever were they doing there?' was the common question.
Of course, this question has never been posed in the Throne Room. No one feels inclined to garner such notice. But 'The Brick Brig' has been abandoned since that day. That has not stopped strange incidents from occurring there though. It has become a noted phenomenon that the building seems curiously steeped in shadow in spite of bright mornings and afternoons, yet oddly lit in the dark of night. Empty windows still display shadowy movements inside. And those who dare to investigate find their dreams tormented by unremembered terrors for trials after.
Animals avoid the place, starting at unseen provocations, and looking around as if aware of unseen sources. And the sounds of scraping and thumping of stone can be heard from time to time as well. Even those who want nothing more than to mind their own business feel "watched" if they live in plain sight of the building, occasionally catching half-glimpsed impressions of faces peering into their homes. So there is now a buffer of unclaimed homes serving to safeguard those who live in the next circle.
Naturally, it became a focus of dares. But only until a young man who accepted the challenge was found dead the next morning. He was not the first to accept such a dare, but he was the last. His body looked as if a giant hand had beaten him against every inner surface of the structure, ceiling included. Some wondered what this young man had done, while others wondered what the other challengers had done, or not done. There were accusations made of collusion with evil forces, same saying the dead boy had been a sacrifice, others saying his own evil had backfired. No one has ever been able to prove anything. Now people just avoid the place.
There is an explanation for these things, but you will have to find it out for yourself. And you may not like what you find.
Southwood River Mill (Grinding Mill and Barbican-Bridge / Southwood River)
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Both the Mill and the Barbican have a water wheel, though the Mill's is of much stouter construction. This is because it doubles as both the actual milling power wheel, for the grinding of grain and whatever else requires pulverizing, and the engaging mechanism to raise and lower the bridge to cross the Southwood River. This is done by damming the flow of water to that wheel long enough to stop the rotation of the wheel, and then sliding a second set of gears into place along greased tracks, that provide a high ratio of torque to greatly aid the raising and lowering of the sturdy half-span of bridgeworks.
The gear compliment is then slid back into its neutral spot and the river is once again undammed to allow grinding and turning to continue. On the Barbican's side, the wheel is always set with the additional gears, as its only function, beyond providing a sturdy fortification for defenders, is to raise and lower its corresponding portion of bridgeworks. The Mill itself is well within archery range of any hostile forces that would try to assail the Barbican.
The Barracks has no great strategic position, other than its close proximity to the Barbican, which allows any soldiers residing there to give support to the Barbican's defenders in the case of an attack. The Mill also has outbuildings which are primarily used for storage of grain, both before and after processing, and stables to house the wagon crews that bring the goods into Etzos.
There are number of workers here, consisting of the millers themselves, as well as simple laborers, scouts, wagon drivers, and animal handlers, for both the harnessed mounts and pigeons to send messages to either the city or to any troops on maneuvers in the nearby flat lands.
"The Gardener's Grace" (Alchemy Shop)
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Age, Race and Gender: 48-arc-old human male
Skills: Gardening - 71 / Herbalism - 65 / Poison - 53 / Medicine
Alchemy - 73 / Business Mgmt. - 66 / Linguistics - 47 / Teaching - 69
Immortal Marks: Unknown
Once a professor of "Herbal Medicine" in the Etzori Academy, Prof. Gardener had a falling out with the Chancellor of Finance, over the leniency of tuition he was extending to some students who had fallen out of favor. This complaint was bumped up to occupy the desk of the Headmistress herself and ultimately led to his dismissal from the faculty.
At first, he was devastated by the turn of events, believing he'd no longer be able to develop the skills he'd come to love. But after an encounter with a strange Biqaji woman he ran into while wandering the Free Market outside the city walls, he came instead to think of it as a new opportunity to practice more freely. He had saved up a sufficient nest-egg of his own to open a shop, but the contacts he gained through this woman put him in touch with materials he'd only ever heard of in scrolls at the Academy, allowing him to greatly expand his sphere of expertise.
His shop is one of the few large stone buildings in the outer zones. But it is even larger than it looks from the outside, as it has a sizable basement level, which provides a cool storage and workshop area necessary for many processes of alchemy. This is not evident to those who enter the upper, "showroom" area, which also has a workshop. There is only a single door in the back, which appears to open onto nothing more than an office. But a concealed door in that office opens onto a stairway down to the basement level.
There was a time that Mr. gardener would have rejected such mysterious dealings with such shady people. But after the so-called "respectable" sphere of society ostracized him, he has had a turn of opinion on what exactly constitutes the differences between legality and morality.
"Miss Givings" (Brews, Potions and Surprises / Wanders the Outer Perimeter)
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Age, Race and Gender: 33-arc-old biqaj female
Skills: Brewing - 65 / Poison - 52 / Seduction - 57
Negotiation - 58 / Smuggling - 54 / Trading - 61
Immortal marks: Unknown
Going simply by the pseudonym, 'Miss Givings', this young biqaji woman makes her way around the outer perimeter of the city of Etzos, marked by her traditional dark hooded robe, scanning the crowds for likely customers. Her goods change from season to season, with only a few common items of inventory. This is due to her inconsistent suppliers, who not only have irregular delivery schedules, but also obtain their products from different areas of Idalos, adding to the irregularity of delivery times.
And she truly obtains some rare items, even from such unlikely sources as The Misty Miasma. But you may be assured that these will be on the high side of pricey. Also, these will not be found in her iconic leather shoulder bags, but more likely on the hidden bandolier beneath her robes, where she also keeps her poisoned dagger.
*OOC Players may check the Seasonal Calendar for a rundown on what items Miss Givings has for sale or trade for the season. Trades and haggling require moderation.
The Broken Blade (Tavern, Lodging, Mercenary Work / Outer Perimeter)
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Methilda has certain customers she tends to look out for more than others, some of which being women and members of races that are usually scorned. She does this because she knows the world is harder on women, and she had first hand experience of Etzos' racism when it came to her late husband. She doesn't speak about what race he was.
A notable attraction of The Broken Blade is a large bulletin board of sorts which sits next to the door. Citizens who have trouble that they can't get - or don't want - the Blackguard to solve will often come and hand off requests to Methilda. It isn't a proper bounty board, as none of the jobs are bounties. Instead, it is a board for attracting mercenaries. Most of the jobs existing on the board are usually low pay and low danger. Methilda keeps the really good jobs back behind the counter. If you want to get a good job then you'll likely have to go through her. Not only does she try and see how much coin she can milk out you, but she won't give you a job that she thinks will get you killed. And Methilda is a tough judge.
Because of the nature of the Tavern itself, fights aren't something that's rare to The Broken Blade. In fact, it's usually more rare if a fight doesn't break out while you're trying to get a drink. Methilda doesn't really mind, in part because of her own history when it comes to fighting. However, you'll be expected to pay for whatever damages you do. In addition, Methilda usually starts to hold betting matches on some of the larger fights, allowing her to collect on damages and then some. There have even been times where the woman herself has provoked fights or held matches for the drunks; prizes usually consisting of free booze in order to start the next round of fighting. When things do get out of hand there's usually a good number of professional mercenaries who can step in, and Methilda herself still keeps her old sword behind the counter.

Owner: Methilda Caistina
Age, Race, Gender: 31, Human, Female
Skills: Cooking - 68 / Blades(Longsword) - 68 / Persuasion - 42
Business Management - 50 / Negotiation - 40 / intimidation - 46
Immortal Marks: None
Prices:
Rooms: 1 night - 6sn / 5 nights - 2.7gn / 10 nights - 5gn / 30 nights - 13gn / 1 cycle - 50gn
Meals: Morning oatmeal - free to tenants / Breakfast - 3sn / Supper - 7sn
Drinks: Milk: glass - 5cn / bottle - 2sn / jug - 5sn
Juice or Cider: glass - 1sn / bottle - 4sn / Spiced or spiked - x2
Mead or Ale: glass - 1sn / bottle - 4sn / jug - 1gn
Wine: glass - 1.5sn / bottle 5sn / jug - 1.5gn
Liquor: shot - 1sn / glass - 5sn / bottle - 2.5gn
The Speckled Jim (Tavern, Meetings, Upscale Connections / Outer Perimeter)
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The Speckled Jim
Owner: Bangun Vorund
Manager/Operator: Jacen Warren
Skills: Business Management - 55, Socialization - 48, Brewing - 40, Coooking - 25
Other NPCs: Nancy, Mildred, Xania, and Roxy (all serving wenches and cooks)
Most taverns in Etzos' Outer Perimeter can be relied on to have a sideline in whores, drugs, stolen goods, or skulky men who can otherwise provide such things, and the Speckled is no exception. But given its prestigious (fine, notorious) owner, the wares on sale are of better quality, and the security is always at attention. Vorund's ownership of the tavern may not be technically legal - you won't find a deed anywhere, that's for sure - but it's universally understood among the underworld that if you fuck around in there, you fuck with him.
Day manager Jacen brews his own stouts, ales and brandies in the basement, and his wife is perpetually slaving over a hot stove for food. A trio of wenches constantly circle, plying the customers with ale and food and winks and smiles. No better way to keep a man happy, after all. As is the case with Etzos licensing laws, the tavern is generally open most of the day, save for a few breaks where the staff sleep or change shifts and clean up. Of course, the night traffic is heavier, bawdier, and more lucrative, but anyone looking for a quiet meeting and a sedate lunch would do well to stop by the Speckled.
Prices:
Meals: Breakfast - 3sn -1gn / Supper - 1gn - 5gn
Drinks: Milk: glass - 5cn / bottle - 2sn / jug - 5sn
Juice or Cider: glass - 1sn / bottle - 4sn / Spiced or spiked - x2
Mead or Ale: glass - 2sn / bottle - 1gn / jug - 3gn
Wine: glass - 2sn / bottle 5sn / jug - 2gn
Liquor: shot - 3sn / cocktail - 6sn / bottle - 5gn
Jacen's Own: add 50%
Girls: dance - 1gn / 1 break - 10gn / overnight - 25gn (hurting the girls brings medical bills, hers and yours, which can vary greatly)
The Northside Orphanage (Orphan housing, training, hopeful job placement / Northern Outer Perimeter)
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The Northside Orphanage
Most people know the main orphanage in Etzos, frequently referred to as "The Etzori Orphanage". However, there is another place for such lost children, located in the North Outer Perimeter.
The Northside Orphanage began as "The Northside House", a place for uncertain families and guardians to settle their children in a smaller facility for peace of mind. As the original name implies, it began as a boarding house for youth in Arc 635, but gradually switched to catering for only orphans as the mix between the two type of children proved untenable. It was a rare few who kept in contact with the guardians who left them there.
The most distinguishing aspect of The Northside Orphanage compared to "Central" (as they call the main Etzori Orphanage), is that Northside still operates like a private business rather than a public service.
Volunteers aren't easily accepted. Monetary spending is watched very closely, and no luxuries are granted for children. There is a service for concerned families who wish to settle what might happen to their young ones if all relatives were to perish in plague, or war, murder, or even simple causes - and so they arrange settlements with Northside to care for their children in such cases. When these children reach adult age, they are bestowed whatever the parents left behind for them.
As such, Northside holds to certain standards of record-keeping, inspection of orphan health, itemization of costs through an orphan's time to a running total invoice given on their age-out date. These invoices can be paid through inheritance of a family fund, but if the fund runs out and costs are left over, then the aged-out orphan is assigned indentured servitude to either the Northside Orphanage or a connected partner/investor. It also does no good if people believed death or illness to be common in their establishment, so Northside is very particular about hygiene and have strict behavioral standards for the children under their purview.
It is expected that every Northside orphan will pay off their debt, in full, to the establishment. If the orphan dies beforehand, another orphan around their age is named the bearer of their "sibling's" debt and expected to pay it in addition to their own. Some orphans that age out, run away from this obligation, but the majority pay it back as they are appreciative for the various lessons and good health provided them during their time at Northside.
Because of this itemization, and running bill, Northside is very careful to maintain an austere living for the orphans. Treats such as sweets, medical care of any kind, and special provisions increase an orphan's age-out invoice exponentially. As such, practical minimalist measures define everything from meals to clothing to beds. Everything is as cheap, yet as efficient, as possible.
The building itself is a multistory stone-brick old but well-maintained architecture. Inside, the floors are polished though the interior is bare of decor. The place can feel empty unless one visits the dining hall during mealtime or the wash rooms in the morning or evening. Otherwise, the children are split up into smaller groups for easier observation and rotated through tutor lessons, physical training, or the cultivation of various talents (most of which are practical-based).
Ordinarily, the usual amount of orphans residing in Northside is somewhere between 100 to 150 orphans.
There are usually about 12 to 16 employees, trained and paid, and almost all of them, save for a few, used to be orphans at Northside. The Northside orphanage is very careful about who they allow into the estate, as well as interact with the children. It is common for certain orphans to choose indentured servitude at Northside rather than being placed with an unknown employer. These young men and women pay off their debt and leave, then are replaced with the next set of orphans in frequent rotation.
Thus, Northside has a role called Housemother that are expected to offer the orphans a more consistent presence over the arcs.
Four housemothers keep operations running (through cyclical rotation of shifts):
Nirmala Sinuraya
36-arc-old Human Female
30 Caregiving
30 Teaching
20 Etiquette
20 Business Management
Housemother Sinuraya, or as most call her Mother Mala, is the youngest Housemother, but she is the one who can usually be found at Northside no matter the time or trial. She loves the orphans as if they were her own children, or so she acts like. Perhaps it has to do with that she's never married, nor had children. Whenever she isn't taking care of management with the other employees, she can be found tutoring children in various different skills. She is best at guiding the "wards" (as she calls them) to different things that make use of their natural-born talents. One of Mala's favorite things is to send a newly aged-out orphan to a job well-suited for them. It warms her heart.
Talwynn Deyne
67-arc-old Human Female
30 Logistics
30 Teaching
20 Needlecraft
20 Discipline
Housemother Deyne has a known reputation for being a stern matron. She is the main teacher when she is at Northside, and she puts together all the lesson plans as well as keeping track of progress among various key orphans. Her reputation stems from her willingness to use corporeal punishment for children who act out of line, as well as give out other sort of punishments such as no meals, physical labor, or even solitary isolation for a few trials - in the cases of "problems". Her favorite subject is Etzori history and teaching about the various figures through-out Etzos that have built the city and made it what it is. Her second favorite is needlecraft while sitting quietly.
Caitlin Oates
64-arc-old Human Female
30 Detection
30 Investigation
20 Caregiving
20 Persuasion.
Housemother Oates is known to have an eye on most everything going on within the orphanage and around it. When something goes wrong, it's Caitlin who is put on the task of figuring out what, why, who and how. She isn't easily fooled. Caitlin was an orphan at Northside for several arcs before she aged out, then worked as a maid for a merchant family before she returned to Northside to work there after she'd finished paying back her debt. She's remained ever since and it often seems that she cares for the building more than she does the children within it. Regardless, most of the children like her because she lets them play freely, more than the other housemothers.
Sonja Mlynárik (aka Madam Miller)
61-arc-old Human Female.
30 Intelligence
30 Research
20 Tactics
20 Seduction.
Housemother Miller only works at Northside once every several trials, but she is a pleasant older woman most of the time. She believes entirely in the adage: You get more flies with honey than vinegar. And even flies seem useful to her as no person is too lowly or scrubby to consider as a potential source of information. She speaks in adages a lot, and plays up her age far more than she needs to as she's still sharp of mind and fairly active in body, but she'll still complain about aches and gripe and get the younger people to do things for her instead.
She keeps in touch with the orphans that leave Northside, and this is how she has grown her Intelligence network over the many arcs in which she has worked there.
Madam Miller is also a Business NPC for the PC, Llyr Llywelyn.
The Northside Orphanage began as "The Northside House", a place for uncertain families and guardians to settle their children in a smaller facility for peace of mind. As the original name implies, it began as a boarding house for youth in Arc 635, but gradually switched to catering for only orphans as the mix between the two type of children proved untenable. It was a rare few who kept in contact with the guardians who left them there.
The most distinguishing aspect of The Northside Orphanage compared to "Central" (as they call the main Etzori Orphanage), is that Northside still operates like a private business rather than a public service.
Volunteers aren't easily accepted. Monetary spending is watched very closely, and no luxuries are granted for children. There is a service for concerned families who wish to settle what might happen to their young ones if all relatives were to perish in plague, or war, murder, or even simple causes - and so they arrange settlements with Northside to care for their children in such cases. When these children reach adult age, they are bestowed whatever the parents left behind for them.
As such, Northside holds to certain standards of record-keeping, inspection of orphan health, itemization of costs through an orphan's time to a running total invoice given on their age-out date. These invoices can be paid through inheritance of a family fund, but if the fund runs out and costs are left over, then the aged-out orphan is assigned indentured servitude to either the Northside Orphanage or a connected partner/investor. It also does no good if people believed death or illness to be common in their establishment, so Northside is very particular about hygiene and have strict behavioral standards for the children under their purview.
It is expected that every Northside orphan will pay off their debt, in full, to the establishment. If the orphan dies beforehand, another orphan around their age is named the bearer of their "sibling's" debt and expected to pay it in addition to their own. Some orphans that age out, run away from this obligation, but the majority pay it back as they are appreciative for the various lessons and good health provided them during their time at Northside.
Because of this itemization, and running bill, Northside is very careful to maintain an austere living for the orphans. Treats such as sweets, medical care of any kind, and special provisions increase an orphan's age-out invoice exponentially. As such, practical minimalist measures define everything from meals to clothing to beds. Everything is as cheap, yet as efficient, as possible.
The building itself is a multistory stone-brick old but well-maintained architecture. Inside, the floors are polished though the interior is bare of decor. The place can feel empty unless one visits the dining hall during mealtime or the wash rooms in the morning or evening. Otherwise, the children are split up into smaller groups for easier observation and rotated through tutor lessons, physical training, or the cultivation of various talents (most of which are practical-based).
Ordinarily, the usual amount of orphans residing in Northside is somewhere between 100 to 150 orphans.
There are usually about 12 to 16 employees, trained and paid, and almost all of them, save for a few, used to be orphans at Northside. The Northside orphanage is very careful about who they allow into the estate, as well as interact with the children. It is common for certain orphans to choose indentured servitude at Northside rather than being placed with an unknown employer. These young men and women pay off their debt and leave, then are replaced with the next set of orphans in frequent rotation.
Thus, Northside has a role called Housemother that are expected to offer the orphans a more consistent presence over the arcs.
Four housemothers keep operations running (through cyclical rotation of shifts):
36-arc-old Human Female
30 Caregiving
30 Teaching
20 Etiquette
20 Business Management
Housemother Sinuraya, or as most call her Mother Mala, is the youngest Housemother, but she is the one who can usually be found at Northside no matter the time or trial. She loves the orphans as if they were her own children, or so she acts like. Perhaps it has to do with that she's never married, nor had children. Whenever she isn't taking care of management with the other employees, she can be found tutoring children in various different skills. She is best at guiding the "wards" (as she calls them) to different things that make use of their natural-born talents. One of Mala's favorite things is to send a newly aged-out orphan to a job well-suited for them. It warms her heart.
67-arc-old Human Female
30 Logistics
30 Teaching
20 Needlecraft
20 Discipline
Housemother Deyne has a known reputation for being a stern matron. She is the main teacher when she is at Northside, and she puts together all the lesson plans as well as keeping track of progress among various key orphans. Her reputation stems from her willingness to use corporeal punishment for children who act out of line, as well as give out other sort of punishments such as no meals, physical labor, or even solitary isolation for a few trials - in the cases of "problems". Her favorite subject is Etzori history and teaching about the various figures through-out Etzos that have built the city and made it what it is. Her second favorite is needlecraft while sitting quietly.
64-arc-old Human Female
30 Detection
30 Investigation
20 Caregiving
20 Persuasion.
Housemother Oates is known to have an eye on most everything going on within the orphanage and around it. When something goes wrong, it's Caitlin who is put on the task of figuring out what, why, who and how. She isn't easily fooled. Caitlin was an orphan at Northside for several arcs before she aged out, then worked as a maid for a merchant family before she returned to Northside to work there after she'd finished paying back her debt. She's remained ever since and it often seems that she cares for the building more than she does the children within it. Regardless, most of the children like her because she lets them play freely, more than the other housemothers.
61-arc-old Human Female.
30 Intelligence
30 Research
20 Tactics
20 Seduction.
Housemother Miller only works at Northside once every several trials, but she is a pleasant older woman most of the time. She believes entirely in the adage: You get more flies with honey than vinegar. And even flies seem useful to her as no person is too lowly or scrubby to consider as a potential source of information. She speaks in adages a lot, and plays up her age far more than she needs to as she's still sharp of mind and fairly active in body, but she'll still complain about aches and gripe and get the younger people to do things for her instead.
She keeps in touch with the orphans that leave Northside, and this is how she has grown her Intelligence network over the many arcs in which she has worked there.
Madam Miller is also a Business NPC for the PC, Llyr Llywelyn.