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Establishments

Started by MoonHunter Aug 11, 2004 41 posts Locked

  1. Establishments

    #1
    Every city, town, or large village will have businesses. Some will be inns, some stores, some people providing a service. They are all places for characters to get what they need, spend money, and a chance for the GM to hook the PCs into a new plotline. So we are looking for distinct establishments, ready to be pushed in a not-yet-complete place.

    Stores/ Shops
    Merchant Stalls
    Tailors
    Barbers/ Dentists/
    Bath houses
    Blacksmiths
    Healers
    Talismongers
    Market Places

    etc...
  2. Cashmirius's

    #2
    Cashmirius's is one of the finest cafes in the city. It is does not have a large indoor seating area. The small tables with their crisp creme linens are crowded with stools. If you sit inside, the host will often sit other people you don't know at your table. This is great for meeting new people, but it is tough if you are trying to have a private talk.

    Most of the table at Cashmirius's are outside. There is a ivy decorated low fence seperating the "seating area" from the rest of the plaza. The large creme awning protects many of the tables from the sun or elements. The tables are slightly larger than the interior ones. Four to eight can fit around them.

    The food here is exceptional. Cashmirius has been dead for nearly 150 years, but her name and recipies live on. The cafe here serves the best pastries, klah (coffee/chocolate/nut tasting drink), and tea in the city. The rest of the food is top notch as well.

    This is the place to be and be seen by the noble and important folks. Guildmasters and Dukes seem to be able to procure a table without a wait. The Highpriest can be seen dining with the Mayor's wife. The young nobles or retainers of the noble houses tend to while away the afternoons here. Scholars from the colleges and elder guildsmen often find themselves here for lunch. Many a lively discussion political, intellectual, or religious, can be overhead from nearby tables.
  3. Establishments

    #3
    Guildensterns Book House

    The alchemist cum inventor Guidenstern was once an adventurer and mage of middling skill. Once he acquired sufficient lucre, as well as a few eye catching scars, he returned home and opened a humble book shop.

    The shop makes vellum, paper, and parchment for binding, as well as serving to hand copy selected books for customers. It also carries a number of books on hand for sale, or trade. As Guildenstern is independantly wealthy, he also readily buys most books he finds for sale, though he seldom haunts other book sellers, what few there are.
  4. Establishments

    #4
    Samoyeds Bootery

    Samoyed is a dwarf of great skill with leather. He runs a tidy, and expensive shop in the good quarter of the market and caters to elite clientele, IE rich people. His boots are of exceptional quality and carry a strong guarantee of quality. If business is slow, the PCs can get a pair of boots in a week or so, if not, they get put on the waiting list for when he has another opening.

    Possessing a pair of Samoyed's boots is considered a status symbol among the elite. All of the ranking military, as well as local nobility will have a pair, perhaps more. These boots cost around 200 gold bits for a basic pair, and only increase in price.

    His symbol as a member of the Esteemed Cobblers, and Bootmakers Guild is a single swoosh, often embellished on the side of the boot, at the request of the customer. Those who wear Samoyeds want people to know they do.
  5. Establishments

    #5
    Madam Pernouds Alehouse

    Located in the lower part of the community, Pernouds is the epitome of sleazey establishments. The floors are dirty and smell of excretement, urine, and worse. The chairs are ramshackle built, and the tables are all in poor shape.

    The selection at the bar is worse than poor. Watered down Orc-Piss ale, old grog, and soured wine are the only drinks available. There are a good number of whores at the alehouse, most are bored, hooked on potions, and drugs. There is a single room upstairs that the whores will use for some clients, but goin'upstaars costs extra. Most would prefer to handle their...ahem...affairs down at the bar.

    The establishment is frequented by the pariahs, beggars and lowest of city dwellers. Thieves and criminals ply their trades in secrecy, using Pernouds as a front to launder money, set up meetings, and as a safe house. Informants also frequent the place, passing on their information unnoticed.

    After leaving Pernouds, PCs should feel dirty, even if they didnt even sit down. If they sampled the ladies of the house, seeing a healer or apothecary wouldnt be a bad idea. Nothing at Pernouds is clean.
  6. The Main Sail Smiths

    #6
    The Main Sail Smiths is a business of renown in the Known World. The shop is the premire sail maker for the Northern part of ThirdLand.

    This business started out as the only Sail Makers (SailSmiths in the local parlance) in Antioch. Ships moving along the Antioch river can go under sail most of the time, so they needed sails. Eventually sea going ships stopping in Antioch needed sails. The business florished and spawned similar "shops" in Antioch. For a time, The Main Sail Smith shop was both a shop and the Guild Hall for the SailSmiths. Now, there is a modest guild home that mostly serves as a gathering place for retired clothsmiths and sailsmiths.

    What sets The Main Sail Smiths apart is the trademarked fabric it makes its sails out of. The trademarked weave of these sails is difficult to do, but makes for intensly strong fabric. Others try to duplicate it, but no one completely succeeds at it. Many SeaClans have taken to buying some of their sails here. Thus you will find Main Sails across the Known World.

    The Main Sail Smiths is housed in several buildings along the road between the Makers and the Dock districts in Antioch. The buildings are traditional Antioch (neo-tudor, two story townhomes). While they all appear seperate, the buildings of that block are all linked by the back. Many of the middle buildings have their second story knocked out, so sails can be hung from the roof to the floor. Above the main sales area, the owners family lives. The dozens of other employees either crash in the storage areas or take rooms in other areas of the city.

    The shop is currently run Marcus Excellius the fifth known as Marcus Sail-Smith, the fifth generation in his family to run this shop. He is a tall man with strong hands. That seems to be a family trait. Other than his keen wit, he is really quite unremarkable.
  7. Helioglyph's

    #7
    Helioglyph (his magical name) is a Talismonger, a maker of charms, talismans, holy items, and so on.

    The shop is near the gate of Azure Wall. Like many stores and homes in the area, it is painted in bright colors and decorated with "mystical symbols". (Well what common folk call mystical symbols, alchemical shorthand, ancient languages, and the occasionally odd scribble). Common folk think these act as magical protection, but they are not. Since they are expected of "magical shops" and homes, Helioglyph has painted his sky blue house with "sun gold" trim and mystical symbols. He has a gold sun on his door. The shop is a two story affair, with the lower level being the shop and upper level where he and his eight non familiar cats have lived for the last twenty five years.

    Helioglyph specializes in common magic items, things that gain power through the belief of everyone rather than mystical enchantment. Thus he sells rabbit feet, religious items, disks to ward off fey, and talismans incribed with classic magic circles for protection, luck, and the occasional fertility (which work limitedly, but really need to be charged). Other talismans are copies of tarot card or disks with mystic letters on them. Technically these items do work, if the cosmic forces are alligned just right. Common people believe their are magical, but not so magical as to be dangerous, so it makes them happy to have them.

    Helioplyph is an excellent silver and gold smith, and has been known to dabble in copper, iron, and the occasional jade work. His work is quite skilled and his work has an artisitc flair. Despite the stigma of coming from a "magical shop", many clerics in the region pick up finer emblems of their faith from the shop.

    Helioglyph does do a "bit of enchanting" on the side, enchanting basic simple talismans. True luck/ fate charms (+1/-1), minor mystical resistance, skill bonuses, and so on. Anything stronger than would be enchanted by someone else (though he might of made the piece originally). He does sell certain things on consignment for others in the district.
  8. Mathius's SharpShop

    #8
    A SharpShop is one that sells sharp things. This shop is larger than most, as the forge is in the rear of the courtyard behind the house. The crotchety neighbors next door complain about the noise constantly, but are happy to use the left over forge heat to bake their goods.

    Most of the wares for sale here are cooking and butchering items. A few are used for WoodSmithing (Carpentry). These everyday items are what pay the bills. What makes Mathius's Money is his weapons.

    Mathius has a knack for weapons. He has never produced a bad blade yet. They are expensive and just short of greatworks. But you can find weapons ready made here, while most shops only custom make them. Here you can find a dozen or so swords of various lengths weights and blade shapes off the rack. His arrow heads are expensive, but highly prized broadpoints. Weapons are awful stock, hard to make, expensive in terms of material and times, and the people who need them seldom have the cash to get them. They sit on the rack for quite a while before they are found by the one who should have them. (When they do sell, they do make a big profit).

    Mathius is a Master MetalSmith. He is getting on in years, developing a bit of a belly, but he is still fit and his mind is as sharp as one of his blades. He has two apprentices which have become like his sons: Kevinus and Markus. Being nearly of age, they are both Journeymen now, on their way to being full Guild Smiths. Both want to take over the SharpShop. Kevinus is the better business man and a great smith. Markus has Mathius's knack for blades and wants to cater to adventurers and the local military.

    These folks make them, they are not warriors by any stretch. Mathius and Kevinus are passible hands. Markus fancies himself a "blademaster". He can talk the talk and walk the walk, but he is simply better than average at all bladed weapons.
  9. Red Tiles

    #9
    The three buildings that make up Red Tiles are very different from the surrounding buildings. They have bright red tile roofs. They also have dozens of colored tiles stuck randomly around the walls.

    Red Tiles makes roof tiles, paving tiles, floor tiles, bath tiles, and simple decorative tiles of clay. They are the biggest tile operation in the city. They employ 90% of the ClaySmith's guild. They have a contract with the City to provide city buildings, streets, and sidewalks, with tiles. They also sell slate tiles which are another popular roofing material in the city. (They also sell cheaper clay tiles that looklike slate).

    The courtyard between the buildings is their drying area and their bulk storage. The other buildings hold the glazing and firing areas, as well as the small office run by Jeffius ClaySmith.

    Most of the workers here are one step up from dock workers. They have little skill in clay or glazing. Mostly they just shlep clay, smash it flat, grade it, cut it, and shelp tiles to and from the kiln. In fact most of them used to work the docks until they could not find work). They are an rough and rowdy bunch. There are two actual journeymen who do the real skilled claysmith work.

    The workers here still hang around the docks. They drink and fight with them all. They also get caught up in less savory activities. The kiln fires are a great way to destroy evidence and bodies. All of this is unknown by Jeffius.
  10. The Full Goblet

    #10
    The Full Goblet is a modest-sized, working-class tavern (public house), run by Hilgar. Hilgar is a bit over the hill and shabby, as is the general establishment. However, good solid fare at a decent value, and a regular and noisy clientele, keep the place in business, and the bar is also well-situated to bring in travellers.

    The Full Goblet's singlular claim to fame is its namesake, a magically-enhanced Pewter Goblet that automatically refills itself with wine. Hilgar will happily regale any travellers who ask (and also any who don't) with the tale:

    "It was in me younger days - now, don't go there! - when I was an adventurer and treasure seeker [like the party?]. We'd cornered a very bad wizard, after three days of blue bolts and gluey nets, d'mented henchmen and pet spiders, and worse. There was he, beaten with nowhere to run, and he starts barg'nin for his wuthless life."

    "'See 'ere', says he, 'I have a stash, both magickal and moon-dane, locked away where you cannot get them without m' help. Let me go, and I'll give them to you!' Well, as we had precious little for our troubles so far, we said if he showed us the treasure, and it were worth enough, we'd let 'im live. An he made us swear to 't, which we did, and lo, sure 'nough, he revealed an invisible door we'd like never found, and there was several things, though not so much as he'd wanted us to believe."

    "Yay, an' this here ever-filling Goblet was the best part of my share. Strange magic on it, though. While it refills forever, far as I know, ya can only drink from the goblet isself; pour it into something else, and it goes away [He will demonstrate; wine poured from the goblet into another glass will evaporate on contact, etc.]

    'And so, to honor my good fortune, I grant every new patron one free drink, as much and as long as they wish - well, til I close for th' night, anyway!"

    At this point, several random patrons will laugh, or sigh, and others will beg for another freebie, to which Hilgar will respond with dramatic gesture: "Now, now, there, I have a 'stablishment to run and canna make a livin' handin out free drinks. We'll all share a drink on Solstice next [to general cheering] - And not afore!"

    "But you, new friends, are entitled - Please, drink as much as ye wish, an I'll finish me tale." At which point he will offer the Goblet and wait for a PC to drink.

    The wine will smell fine, and a first taste will be good, but any deeper draught will turn to the most unpalatable taste the individual PC can imagine - for each PC, that might be anything from swamp water to a fine Bordeaux, because the goblet is indeed magical and can determine exactly the worst possible flavor. The wine is harmless (in fact, it would keep somebody alive if they had no other water), but unimaginably vile. A very strong-willed (or severely taste-impaired) PC may actually be able to choke it down and hand off the Goblet to the next victim, but most will immediately spit the foul wine over the bar - to the great amusement of all other patrons and Hilgar.

    But Hilgar is not a bad man, and after a hearty laugh, will say "Ay, and that was me answer to the wizard, sure 'nough. Ah, friends, 'tis but a harmless prank. Water will clear yer palate, and let me give you a wine or ale - of the best quality to be found, I assure you! - on the house." The other patrons will prove more than a match for any 'victim' that cannot be cajoled into accepting a practical joke with a laugh instead of a fight.

    After that, the food is hearty and good, the drink is above average, the prices are not unreasonable, and the patrons are much more than typically friendly and full of useful information. Of course, all are encouraged to spread the fame of The Full Goblet far and wide - but not the nature of the wine, of course.
  11. Establishments

    #11
    The Stuck Chimney

    Long ago it was the 'Sleeping Bull' or something, but everybody calls it The Chimney nowadays. All because of the atmosphere, it is thicker than the soup they serve here, as some patrons like to claim.

    Oh, yes, they smoke here, and even if they wouldn't, the smell is deep in everything, and it would take years to fade away. Some smoke simple cigarettes made of leaves, others have fine cigars, there are common pipes and more exotic smoking accessories. Not all smoke tobacco or the local equivalents, quite a few experiment, and some of the back rooms produce strange smells indeed. New guests may (after almost choking) find their tongues considerably lighter, but heads heavier, even without drinking.

    The personnel cares little for the guests; they serve what is asked for, but generally shows interest for only a few select customers.

    The patrons here are mostly higher servants of the rich and noble. Weary after a long and stressing day, they spend their free time here, with ironic remarks on other guests, and their own employers. While gossip can be found, if you listen, the servants know their duty and keep the secrets for themselves. No one wants to loose a good job, right?
  12. Argus's Cart/ "a Blue Cart"

    #12
    Argus is like most of the carter's in the city. He works out of one of the inns, where they actually prepare the food. (It is loaded into the cart there and kept warm by stoked coals and ash.) The Blue Rose carts are served by a consortium of inns, while a bit more expensive than standard cart food is well worth the price.

    Argus himself is a slightly heavy set man, with oily skin and hair. He is very strong given the size of the cart he hefts around all day. He always has a twinkle in his eys and a laugh on his lips. Think of him as Santa Claus before he had a white beard.

    Argus serves sourbread meat stew every day, out of his clay urn. (A very popular item indeed as it is a beef and vegetable stew thicked with olive oil and sourbread.) You pay a minor deposit (two copper) on his bowl (and lid) which are marked with a blue rose; but that can be refunded (if you return the bowl to any Blue Rose cart or switched if you bring an used marked bowl and order a new bowl.

    What make's Argus's cart different is the brightly colored sun shade over the cart and Argus's own bubbling personality. He sings, he jokes, and gossips. He is more than a carter, he is a performer. He also sells a several urns full of sourbread stew, so he is quite successful at it. (So successful in fact that he occassionally give food to furry taxi pullers and wall liners (poor people). Between his soup, his busy district (and the fact that he will bring stew into businesses), his caring for the poor (many of whom have sharp claws) and his performances, the people of ArchStreet defend this man. Woah be it to anyone who give Argus any grief or worse yet tries to steal from him (his brother in law is a member of The Guild).
  13. Alanus's General Store

    #13
    The small town, and it is generous to call it that, is a bit "out of the way". Yet it is the only outpost of civilization for a good distance. Travelling in this country is a bit hard, given the terrain and the unpredictable weather, so people do it only when they can. Thus a market day was not convient for anyone, venders or local. Alanus solved this problem.

    His was the idea of a "General Store", one where goods from many merchants were sold to him, then resold to everyone else. Normally each merchant would have their own store or market booth. Yet given the unpredictable flow of people, many merchants would spend too much time waiting for customers that never came than making goods. So by selling to Alanus, he spends all day doing nothing but selling (and putting in an occasional order to the various merchants and traders).

    The General Store carries dry goods, some groceries, hardware from the Smith and travelling tinkers, Candles, blankets, soft goods, and some fabric from local weavers and traded goods. Thus everyone can go to Alanus's for most of their needs, unless they need a real weapon. Alanus's religious beliefs do not allow him to sell weapons.

    Before any of you wonder why this concept is so miraculous, after all we live with a variety of stores, the earliest "general store" came into existance in the late 1700s. So it is a properly near modern invention occuring long after the Renaissance. Until that time, all trade was done with individual market stalls which limited the owner's ability to produce as they spent time selling. These general stores were the first places to do "bulk sales". The department store did not develop until the mid 1800s.
  14. Chrisia's ShadowShop

    #14
    Those that do not know the local venacular might be confused by the contents of the Shadow Shop. A Shadow is anything that looks like a person. Chrisia's shadow shop sells dolls in a variety of sizes (from small toy size to lifesize) in a range of realism (from nice charactures to nearly perfect in their simulation). They are made of wood, clay, and cloth mostly, painted almost perfectly. Most of them are toys (dolls mostly, but some puppets), some are statuettes, a few are mannequins, and a lifesized ones in the back are for more special purposes. As one can guess, the costs vary greatly. She is sought after for her puppets and special shadows, as her articulation is nearly perfect.

    There are many things you can do with this shop.
    1) You see someone leaving in a coach, little do you know it is a Shadow in the coach leading you on a wild goosechase.

    2) You think you have a body snatcher, but it is just a lifesized shadow.

    3) Coyns could complicate things...
    http://www.strolen.com/items/viewitem.php?item_id=236&offset=0&order=updated&dir=Desc&index=1

    4) A new magical technology has been invented. All of a sudden, Chrisia's artistry is in high demand to make 'jacks
    http://www.rpgcitadel.com/guild/index.php?topic=1708.0

    5) An item that provides telekinesis or animation could make things interesting here.

    6) An evil madman wants a Shadow of a specific person. He will then steal their soul and stuff it in the Shadow for safe keeping. He can then put a demon in their body. How little does he know that the Shadow, under the light of the moon, will move on its own accord.

    7) Someone is putting on a puppet show with full sized shadow puppets. They are using their lifesized puppets as a cover for their occasionally smuggling people and slaves in and out of an area.
  15. Establishments

    #15
    Kandorr’s Fine Perfumery  Transfered All Page 1

    On the intersection of Noble Avenue and First Street lies Kandorr’s Fine Perfumery. The shop occupies the entire building which is built in a classical style with majestic marble pillars and stylish stained glass windows.

    Not only is Kandorr’s the place where the nobility and rich merchant families buy their expensive perfume, it is also a social scene in its own right. The topic of discussion at galas and in the Prince’s court, often is what this Baroness or that Duchess wore and shopped at Kandorr’s.

    Kandorr himself is something of a celebrity among the rich and powerful. He favours extravagant close fitting shirts and all the trappings of a true connoisseur. Although he is getting elderly, his silver tongue and charming ways still makes young women blush and their male companions jealous. He has taken to wearing hats lately, as his hair is growing thin, a fact that has given him panic attacks on more than one occasion.

    His expensive perfumes are made in the perfumery in the cellar. Unbeknownst to the general populace Kandorr is an accomplished alchemist and collector of rare material. In contrast to his shop, which is tastefully decorated to exhibit his perfumes, the cellar is crammed with shelves which are filled beyond their capacity. Indeed one must often squeeze between shelves filled with all manner of ingredients, an exercise of claustrophobic proportions. Not only is the space limited, the rank odours of both failed experiments and open cauldrons of perfume in the making, makes the room unpleasant to be in at best.

    This is where Kandorr performs his research and a place that is forbidden to enter for anyone save Kandorr. Strange bubbling liquids and coloured powder, dead kittens in glass bottles and cages filled with colourful birds half-plucked of their feathers. Kandorr uses ingredients his clientele would find distasteful.

    Kandorr's way to the top was a hard one and at one time he served as a poisonmaker in the service of a powerful crime lord. This crime lord will not relinquish his hold on Kandorr, or “Death Nag� as was his former nickname, and has lately made several threats against him. The head of the powerful crime faction wants to socialize with the powerful and sees Kandorr as the perfect opportunity.

    Kandorr only wants to keep his current fame and fortune and does not at all want to introduce his former associate to his new found friends.
  16. Establishments

    #16
    The Hostel of the Silent Brotherhood

    The Silent Brotherhood is a group of monks sworn to the service of the Arch-Angel Elyrios, the Raven of Night and Silence. They customarily dress in dark blue velvet robes and black silken cloaks. The monks are sworn to silence and the ritual of initiation requires that they sew their mouths shut, save for a small section where there is room to insert food and drink. Understandably feeding is quite a chore and the monks favour porridge and soup. Many are scared by the silent men with thick black cords sealing their lips, but the townsfolk know their gentle hearts and nature. The brotherhood is not required to be chaste, but they are required to be silent and encouraged to be nocturnal.

    The Hostel of the Silent Brotherhood is a small hostel in the dock quarters of town. It occupies a portion of an old wooden building, worn, yet carefully maintained by the diligent hands of the brotherhood. The only notice given of its presence is a painted sign above the doorway, which depicts a dark raven with a nimbus.

    The interior is Spartan and modest, but the beds are soft and the location the safest place one can sleep. The monks are kind and serviceable and will go to great length to provide their guests with all manner of comfort. There is only one drawback: No one is allowed to speak and the monks even enter guests’ bedrooms to subdue any snoring. They utilize herbal concoctions called M’thewa to do this, which they drip on their guests’ lips.

    Hostels such as this are the brotherhoods sole source of income and they usually maintain small altars in the cellar where they can worship The Raven in silence. This Hostel is no exception.

    The Hostel is popular among scribes and scholars who value silence. In addition it is valued by those who are on the run, for the brotherhood consists mainly of skilled warriors adept at fighting with staves and maces. None can violate the sanctity of the Hostel or enter without alerting the monks, who are bonded with the sanctified building.
  17. Silver Chalice

    #17
    The Silver Chalice is the shop (and market stall) where Fredius Cancian of Amar sells his fine wines. Fredius imports his wines from near and far, selling only those that meet his high standards. By "tacking on" a case or two of wine to another merchant's caravan or ship, but having his wine making friends send one or two on almost every caravan or ship heading this waym his import costs are practically nil. His wines are a bit pricey, but worth the cost as they are generally better than the local wines. (note: He sells finer local wines as well, just they are few and far between).

    The Silver Chalice is known as the only source for Sparkling Wines in the City. The Secret of Sparkling Wine is only known to one region, though other WineSmiths are trying to duplicate it. It sells out almost faster than he can bring it in.

    Fredius's foreign roots show through by simply looking at his face. His darker skin and large dark mustach always show him as a foreigner. To compound that, he wears Amarian robes despite the colder climate here. (To be honest, he wears warmer clothes under them). His wife is still a beautiful local woman, and his eight daughters and two sons (4 sets of twins) are equally beautiful with a touch of the exotic. Fredius is a master of social nicety and politeness. He could teach many a noble the art of manners. Despite his formal politeness making him seem distant, he is a friendly man... who sees everyone as his friend, and his enemies as people to be forgiven.

    Fredius does have a less public face. He is a man who never forgets a slight and will hold a grudge for decades. He will always get even, never more... never less. He is mostly a man who wishes to socially embarass those who have slighted him, but he might hire a few dock toughs to bring the point home.
  18. Bogmoors

    #18
    The building was at one time between The Bog and the Moors. The Bog is mostly gone now. The other buildings near it have grown up around it and the path to and from Bogmoors.

    From the outside it looks somewhat dingy and disreputable. It is a medium size for a tavern in these parts. it is not any better inside. Though there are many lanterns, it is fairly dark. The walls, though freshly painted, still look dingy. The ceiling is a bit low. The woodwork is dark, worn, and well polished. The floors are the same dark, worn, and beer stained polish the rest of the wood is. The floors often have sawdust spread on them, to help in the cleaning. The brewery is out back, in an equally dingy and disreputable barn.

    Bogmoors has been here for 721 years. It started with an ale stop for the Imperial invaders. From there it has been a similar stop for every wave of invaders since then, as well as every local for a good walk's distance. It has had its share of famous and important. Those that the BarKeep has though were important have carved their name on the back wall. Kings (back when they were princes), generals, and the occasional rebel leader have all been here at one time or another.

    note: The graffitii on the inside of the stone outhouse walls goes back several centuries as well. If you can read the langauge, they are really pretty funny... for potty humor.

    The Brown Beer is above average, the Ales, Stouts, and other brews are merely average. They serve a locally made malt liquor and wines from a ways away (which is hugely expensive). They serve pub food as well: Boggies (beef stuffed in a roll), potato mush, cheese, and crisps. In fact the food they serve is what "set the expectation" for what is Pub food in this region.

    The Staff is nice enough. Nobody stands out. In most cases, their families have served here at one time or another for as far back as anyone can remember.

    The place has it share of ghosts. In fact, if you fall asleep in the common room (heck really the private rooms are really large booths with a curtain across them) you will sometimes dream that you are in it a few hundred years ago... being served by people who look like the people who have been serving you now... and you will be talking to the ghosts (and sometimes some historical folks).
  19. Red Caps Guild Station

    #19
    http://www.strolen.com/forums/viewtopic.php?p=28943#28943

    Guild Stations are found in almost every town and city. They serve several functions. They have distinctive red doors and a lamp that is always burning to its right.

    The front room is a counter with a stool and a few chairs hanging about. There is always a scribe or two hanging about, looking to pick up a job scribing a message.

    Older Red Caps are stationed as these Stations and their larger cousins Homes. While not able to handle the rigors of the road, they can still put in a day of work. These silver belled capped fellows organize their runners, take in messages, and keep the station in supplies.

    In the back, guild stations are small mini-inns for RedCaps. It is a place where they can catch a meal and a few hours rest, perhaps even trade in their horse for a fresh one. Most Red Caps do not travel too far from their station, as most people send messages short distances. Other Red Caps specialize in messages along certain routes. Certain runners only take messages to nobles or certain guilds. There is no hard and fast rule, it is who ever comfortable with the run and who is available.

    For more information on Red Caps
    http://www.strolen.com/forums/viewtopic.php?p=28943#28943
  20. Silver Threads

    #20
    Silver Thread's shop is a tailors shop. The shop mistress and her crew can produce a wide variety of local styled clothing in a wide variety of local cloths. While not the producer of the finest clothing in the city, you could certainly do worse. The only limit to the shop is that they do not use exotic fabrics, nor do they import them.

    The shop also makes things "for the rack". You can actually find ready made clothing here. (In any place but Antioch, this is a rarety until sometime in the 1800s or equivalent).

    Silver Threads got its name from the sprite who taught the original owner (the current shop mistress's daughter) how to sew with magic silver threads. The Shop's Mistress is called Thimblia. The name came from her mother's best friend, the sprite Thimblia. You would think a fairy graced child would be beautiful, graceful, and wise. Thimblia is plain, somewhat clutzy (except with her hands) and pretty stupid. However she is a good seamstress and a nice shop mistess to the guild orphans and waifs she trains and employs.
  21. The Corner Klah

    #21
    This is a Tea and Klah shop on the corner of two large streets. The streets meet at an odd angle, so the Corner Klah is a odd pie wedge shaped establishment. It has a few chairs and small table outside for patrons to avoid the noise inside for the noise outside.

    The Corner Klah is one of those places you go to find people. This is a place where those of indeterminate employment can be found. Chimney sweeps, handycrafters, paintcrafters, and the occasional house cleaner can be found here, drinking Tea or Klah, waiting for someone with an odd job to show up. Some say that the Corner Klah at the intersection is where one might be able to find those who handle VERY ODD jobs, if you get my meaning. Ask around, you might find someone who finds someone to handle your every need.

    Peterus Winecrafter no longer practices his guild trade. In fact, he is officially Peterus NoGuild upon the rolls. He is the main man who knows people. Everyone who is looking for work at the Corner Klah talks with him and tells him what they can do. He arranges work, arranging meetings for people... someone looking for help and the person who can do it. All he asks is a few coins from your pay, when you get paid. Sure is it just a few copper each week, but a few copper from a few hundred people seems to be adding up.

    There are always a few young lads looking for some odd coins who run his messages for him (or take them to the messager guild).

    Peterus is a heavy set, slightly round man, with jowels forming. His hair is running sparse, but his rest of him is growing. He dresses very well for being unemployed. His ThirdMan work, he sometimes call himself an MeetingSmith or ArrangementSmith or WorkCrafter, seems to be paying quite handsomly. He is always sitting at "HIS TABLE", something near the back near the feeble fire that heats water keg used to make the somewhat okay Klah and Tea served here. Good thing the baked goods come from some place else down the street.
  22. Zenorcan's

    #22
    It is an unassuming brick building. However, it is made assuming because it is surrounded by more traditional timber and plaster buildings. There are no windows and a very plain door. On the door is incribed the name of the establishment Zenorcans.

    If the building is examined carefully, you will find magical runes of protection carved into a few of the bricks.

    When you enter the building, you come into a nice parlor with one other door, a heavy door made of metal. Often there is a pretty young girl who acts as a hostest and receptionist for the couriers and business associates. This heavy door is the actual entrance to Zenorcan's proper.

    The heavy door must be opened from the inside. This door leads to a short narrow hallway with a similar door at the end. It also must be opened from the inside. Once through this guantlet, you reach the storage area and offices that makes up Zenorcan's.

    Zemorcan's is a jem wholesaler. The original Zemorcan is long dead, his great grandson (and relatives) are still running the establishment. Many Orcenti Warriors and a few burly Zemorcans serve as protection for the establishment and the couriers who carry deliveries to and from the building. Much of the family (those on duty) live in the second and third story of the building. Half the guards and Orcenti live in the basement area. The other half live in rooms across the street and in a few places nearby. They will quietly follow any couriers who deliver to or from the building. They will also follow anyone who make inquiries at the door.

    Note: The pretty hostess is never a family member and is considerd completely disposable.

    Zemorcan's arranges for gems from a variety of sources (most Northern Dwarventi) to be delivered to his heavily reinforced establishment. They will occasionally keep gold and silver loads safe as well. All deliveries are kept on the sly. Most people do not know that Zemorcan's exists or that this is its address.
  23. The Field

    #23
    It is not really a field, but an arena of sorts for local games.

    If approached from any direction but the west, it appears to be a huge steep mound. It is four stories tall and too steep to easily climb. The sides of the mound have grass and prickly pants growing upon them. The top of said mound has a number of poles suitable for running up banners and flags.

    The Mound is actually a tall "U" shaped pile of Earth.

    The West side has a building butted up against the hill (closing the U). It is the Field Hall. In addition to two gates which allow people in and out of The Field, there is an open area on the ground floor where carters can sell their foodstuffs and goods - usually blankets. Runners, associated with the carters, sell things in the crowd and replenish their supplies at the carts and a set of privies (The midden pit is said to be quite deep). The second and third have small changing rooms, Field Offices, the tiny Herald's Box (Where they announce the events with trumpets and voice horns), and High Boxes for High People (Noble or Rich). The Storage area under The Field Hall has the various flags, pieces of the stage to re-assemble, and maintance equipment.

    The Field part of the Field is sized for The Game, with some extra distance between the People and the Participants. There is a waist high wall that seperates them. The Field Hall hires toughs and off duty watchmen to patrol the Crowd to keep anyone from killing anyone, nor anyone from climbing over the top. (An aside: it is admusing to see the two opposing sides (watch vs toughs) working together. It makes for a friend-foe relationship outside The Field).

    The Inside of the U is not as steep as the outside, but it has wood stairs embedded to the dirt. There are long flattened logs serving as benches embedded into U side where the crowd sits. The logs are treated to avoid rot and bugs. It can make them oily to sit on, but that is one of many reason blankets are popular here. (Cold, comfort, and team colors, are the other reasons.)

    The Field is where they play The Game. It can also be used for gladitorial combat, tournaments/ contests, True Bard performances, plays (daytime only), and large public announcements/ meetings. (A good portion of the town can fit in here.) Most events are free, but a few take require a coin or two at the gate.

    The Church and the Guilds are working the town council to require "entry tokens". Your Work Master would give you a token if you were "proper enough" to attend an event. This keeps workers from sneaking off (good for guild) and keeps people from improper things (like games that the church dislikes). This is unpopular with the Field Hall, as it interferes with pay events and slows down the carter sales.

    Note: The Carters have to pay for the privilage of selling here, but the festival atmosphere (and the beer) help make people loose with the crowds' coins.

    Second Note: There is a tarp that can be stretched across the flag poles at the top of the U hills, allows for usage in less then clement weather. It is not used very often.

    The District around The Field is written up at.
    http://www.strolen.com/forums/viewtopic.php?p=30532#30532
  24. Finghaart's sausages

    #24
    The butchery didn't move since its founding, so with all its reknown it is located in a quite poor neighbourhood. The old house has been enlarged three times, and may grow still more. It is not rare to find homeless people and dogs wandering around, delighted of the scents and looks.

    The shop sells the usual kinds of fresh meat of a decent quality, but its fame comes from the various preserved, dried and smoked goods. Few would refuse a fine ham or sausage coming from this house.

    Finghaart himself is getting older, and left a part of the business on his assistant, concentrating on what he knows best. Married too late, loosing the wife too soon, and having no children, he is quite the melancholic, forgetting the sadness in work, and occassionally drinking until he is senseless. But, so people say, he is a nice guy and treats his customers well. He likes to keep the shop clean and ordered.


    Now the optional, dark part of his business.

    Wherever there's people, there are evil people. And in most cultures, every evil finds sooner or later its followers. One of the sins plauging civilised states is cannibalism, lone madmen or entire cults craving the taste of flesh of their fellowmen. And if there are nobles in the cult, or wealthy men of refined tastes, they may not desire a simple bloody meal (leaves too much traces, anyway). An expert may be hired, someone that knows his job... like Finghaart.

    Finghaart himself prefers to know as little as necessary. A body is shipped in (often a homeless, troublesome servant, or personal enemy), and it is processed. Finghaart's policy is to accept only dead bodies; he never kills himself, and leaves even the animals to his assistants. Once all flesh is removed, the bones are shattered into splinters, with most of the remains fed to his vicious dogs. The sausage or ham is then sold in the shop, it is much more expensive however, out of reach for most people. Finghaart claims there are special spices added (which is true). He will but sell them to anyone knowing the proper brand; people with special connections (like priests and paladins) should beware of eating this meat...
  25. The Glass Works

    #25
    Since there is only one Glass Works in the city, there is really no need for a name. Here the Guild Master, the few masters, dozen journeymen, and thirty or so apprentices, produce glass sheets and mirrors of all sizes. The heat inside is oppressive, as most of the young apprentices and a few street folk are stoking the fires, manning the bellows, and carting fuel and glass pieces. Besides windows and mirrors (which actually take a good deal of skill to make), the various journeymen make odd money by blowing and spinning glass goblets and vases.

    The Guild Master, a thin older man, has taken to designing "Glass Murals" for various religions temples, which act as a window and great works of art. It is his "devotion" to the God of Glass that compells him to beautify all temples to the divine.
  26. DiCarrigan's Den

    #26
    While this appears to be a well maintained "common house"/ tavern/ inn, it is actually a club. Only those who are members (having paid their dues to the house... i.e. set up their credit here) or those brought with a member can enter. (The door is guarded by two armed men in the foyer.) Inside, it is a very nice tavern of the noble level with a variety of food and drink. The serving girls are pretty, but not here for other types of enjoyment. There are a number of hexagonal and octagonal tables topped in felt where gambling games using cards are played. The chairs at these tables are quite comfortable. The various members can check out chips from the house (using their credit). Members can even draw off their credit to generate cash.

    The Membership is a number of nobles who enjoy gambling, lesser nobles and city officials who utilize their connections to get in and use their skills to generate cash, and richer merchant types. Many a deal have been made over a friendly game of cards here.

    There is a small squad of private soldiers here that act as security, guarding the members, the doors, and the cash in the building. They are well paid and quite elite in their skills. Some of them are moonlighting here from the jobs as The King's Hand - the spy organization for the kingdom... though nobody knows that.
  27. Forge in the Forest

    #27
    Despite the name, no metal working is currently done here. It is a restaurant of some repute.

    It is in the Greens, the fringe area around the Old Village with scattered cottages. The Old Village is a bit up the hill from the New Town, which is growing properous being next to the New Forest Road. There was once only a packed earth path to the Forge. There is talk about making it more.

    The Forge started out as a real forge. The Blacksmith of the time was a bit of a dreamer, but he was married to the best cook in the region. Using the heat from the forge, he was able to make special ovens and air roasters for her. Between her skills and her equipment, she was the cook for every festival and party in the Village (this was pre-the new road). Everyone would crowd their patios and when it got cold, they would stuff themselves uncomfortably into the house. Tired of expanding his home, he built "heat fountains" into the patios. The flow of warm air made it pleasant on the patios at night (and kept the snow off). Son in laws (he had four daughters) expanded the patios, adding firepits and hearths to them, while others added to the house. One of the grandchildren became a brewer, and they added a real tap room. Somewhere along the way, they gave up on forging metal and just became a public house or restaurant. That was almost two generations ago. The Forge is still the location of every public (and semi-public, and private) celebration in Old Village and New Town.

    The Forge in the Forest is a sprawling building these days, settled amongst the green old trees. It is "T" shaped with a small sideways "U" attached to the right arm. Despite the sprawl, the two story building appears unremarkable- exposed timbers, shale roofs, white plasters. The family (and few employees) live on the upper level, with the lower level being an indoor dining hall, a tap room, the kitchen (and its amazing ovens and air roasters), and the forge (the bellows system and coal burning system is there. Now a clockwork system pumps it most of the time, having to be rewound every hour or two.). The public rooms are all decorated with old forge tools and the last few lucky horseshoes made by the original blacksmith. It is surrounded by patios (with the heat fountains). These patios are mostly enclosed (some with walls, others with shrubbery and planters). Each patio will have one to three small hearths depending on its size.

    The menu is varied. There is a variety of roasted meats (deer, cow, chicken, and some fish) -which can be roasted on a very large or very small scale, braised meats, vegetables, other additional recipes picked up from travellers, beer, wine, and some of the best breads and baked goods (made from The Blacksmith's wife's original recipes) you have ever tasted.

    //Inspired by a real restaurant of the same name in Carmel Ca.///
  28. Graymilken Mill

    #28
    This is your traditional water wheel mill. It is a large grey painted building. Next to a river, its massive wooden wheel turns via the current, driving its large stone grinding stones. In goes the various grains, out comes flour and meal.

    The milller and his family that lives here, in a building adjacent to the mill, inherited it from the last of the original family, after the New Miller (and he is called the New Miller in these parts, even though he has been doing it for twenty three years now) had fallen on some hard times and his mill had been destroyed.

    The Mill has some features that make it unique. It has a number of "priest holes", places where a person can be hidden and not found durring a search. There is also a tunnel under the great wheel. The narrow winding stairs lead down to a small tunnel that leads to the caves in the hills a mile or two away.

    The Mill has forever been part of underground trails, smuggling out and protecting those whos religion or blood line has fallen out of favor in The Land. The New Miller was one of those. He was actually escaping on foot, not following the underground trail, when he lucked upon the Mill. The Old Miller, dying of wounds endured while helping others escape, entrusted him with the mills secrets and deed. The New Miller seems upright and beyond approach, yet deep in the night... he helps those who need it to escape oppression.
  29. Garden in the City

    #29
    The city is large enough, and filled with enough nobles and rich merchants, that it can support a number of "frivolous businesses". Thus Garden in the City is the first Florest in the city (heck... in The Land).

    The florest sells flowers and plants of all natures for festivals, parties, romantic gifts, and anything else that the presence of flowers can enhanced.

    The shop is quite small really. The shopfront has a large picture window, showing off the greens and flowers that are "ready" in the shop. There is a small desk where business is conducted by Thalanus, the proprietor. Behind this small shop is a long alley, which leads back to towards the docks. At the docks there is a good sized wearhouse. It is an odd wearhouse, as it has a glass roof. It is here that flowers and greens are maintained through the dry and cold months.

    Thalanus is a half elf, applying human ingenuity to an Elven problem. In creation of The Garden of the City, he has found a possible solution to Elves living in Human cities. The large wearhouse with its glass roof, and dripping water lines, and warm green environment, can help the claustrophobic Elves live in this place of cold unliving stone. If he can gather enough money (or wealth) he plans on creating more glass buildings and rescuing of the displaced Elven people of his father's line.
  30. Brownwork

    #30
    Brownworks is a leatherworking shop and store. It is not much to look at from the outside. You know it is a leather shop the moment you open the door. The smell reminds you. It is sweet, it is sour, it is natural, is is acidic. The dim inside is filled with racks, poles with pegs, tables, and more table, and boxes under the tables. On and about these are odd piles and groupings of tack, saddles, hats, vests, boots, belts, whips, bolas, scabbards, slings, quivers, pot holders, gloves, work gloves, crystal holders, and just about anything that can be made out of leather. If you look long enough, you will find what you need. The two daughters of Eshmel are very helpful and can make sense of the seemingly random piles and pegs, cubbyholes, and drawers. They should, they have been doing such for 15 to 18 years.

    That which they don't have in stock, they can make. There is a huge selection of conventional hides in the back, in a variety of colors. They also have some exotic leathers as well. If it is not a leather, they will not have it... so nothing with fur or scales.

    Esmel Brownman is the third generation to run the shop. His hair is thinning and his middle is growing a bit round, but he is the spitting image of his father at his age. (His son Ericus, 13, is the spitting image of him at his age). His apron seems to be part of him and had dozens of loops for all his tools. The scent of the shop follows him everywhere, even when he goes down the street for a cup of klah or a few pints.
  31. Krasnov's Bar

    #31
    Mr Krasnov long ago saw a gap in the market that his bar could fill.It caters for Orcs,Goblins, Lizard People and other races that are seen, not as evil, but as inferior by many people, and has a strict *no humans allowed policy (except for Mr Krasnov himself of course.) It has two entrances, a steel door at the street, guarded by two Troll doormen, and a smaller door at the back guarded by a Gargoyle doorman, but trouble is relitivly rare due to the fact that many of the customers know that this is the only club willing to take them, so they really don't want to be barred from it.

    Inside there are plush leather-backed chairs for those who want to sit and rest, a dancefloor of stone, strong enough to bear the weight of the heavyest troll or gargoyle, and hired bands who, depending on the night, will play the latest Orckish,Gobliniod,Lizard or Pixie tunes.There is also a huge bar with enough staff to serve up to twenty people at once.

    Contrary to rumour, they do not serve human flesh at the bar, but almost every other dish and drink that the non-human race could possibly want is here, for a price. Here the non human races can look for romance,socialise and generally have fun with their own kind, secure in the knowledge that they won't be hassled or worse by any racist human *adventurers*.
  32. Establishments

    #32
    Of course we could ask, "If humans/ good races hate them, how did they get into the city and were not hunted down by the city guard/ militia?"

    How come the city has not used this place as a "roach motel", raiding it/ burning it down to rid themselves of all these evil races.

    Branding them as "EVIL RACES" means they would not be allowed in civilized lands, let alone cities. I mean if you were a "good land" it would be your duty to kill all these things.

    This is the equivalent of having a capitalist catering bar in the USSR in the 1970s. Sure there were a few capitalists around... keeping a real low profile... but gathering together in one place was just asking for a KGB round up.

    Maybe an edit to make it "socially less acceptable races", kind of like an african american joint in the 1920s-30s. It could be an Orc Drum bar, instead of a jazz joint... but you get the idea.

    Of course we could ask ourselves, would these various races socialize? Or does this place have the tensions that a bar that straddles two strong ethnic groups' territories. Add gangs to that.
  33. Establishments

    #33
    I've edited it, and I'll edit it more in the future. That's what it's supposed to be like, the equvilant of a 1920's/1930's African American bar. Not an illegal place, and not so hated that the locals are angry enougth to destroy it, but it caters to non-human races in a place where said races are seen as inferior.It's a place where the races can go to spend a few hours without humans and with their own kind.

    I see some of those races as getting along OK,whilst others would have their own club night if there were enougth of them. And yes, gangs are a problem.
  34. The Returning Gem

    #34
    The Returning Gem has three parts. Through the large grilled window, one can see a variety of goods in the main shop. By the door, there is a counter where the clerk will take sales and answer questions. (There is a loaded crossbow under said counter). It is an diverse mix of goods. The source of these good is found in the cages, along the right wall of the main shop.

    In the Cages, the proprietor Craigius Salescrafter, sits and surveys his domain. Here he will loan money to those who want it. He takes their items as collateral. If they default on the loan (do not repay it in 36 days), he will then sell said goods. The amount of the loan is based upon 40-50% of the worth of said item. The item is then sold in the story for approximately the item's worth. Some people do not take the loan chit, only wishing to unload merchandise.

    Cragius will not deal with those he thinks stole said merchandise. He is a shrewd judge of character. Occasionally he will "set up" amature and foreign theives for the Guard, when they try to pawn more things.

    In The Back is where the "exceptional merchandise" is displayed, items of great worth or historical significance. You can only be invited "in back" if they believe you have both the inclination to buy and the money. For certain items, he will hold autions in back for a handful of buyers.
  35. The Food Shack

    #35
    The Food Shack is one of those little holes in the wall that you would either miss or want to avoid. Yet is is one of the best places in Antioch to eat and the best place to eat in the Docks District. Antioch is a river city and Sea Clanners travel up river to eat here. The food is really that good. It is also "the place" to have Kenditho.

    The Food Shack is a Blue Diamond Food Guild, so all its plates, bowls, and cups have Blue Diamond marks and can be traded in at any Blue Diamond food cart or the Shack. (which means there is a copper or two deposit on the bowls and such). Technically the Shack is a Food Cart, but the ramshackle shack was built around the original food cart. That was 69 years ago, so you can see the amount of build up in your mind.

    The shack is literally a shack built between in an alley between two good sized warehouses. It is recessed into the alley a good ten imperial strides. There is "seating" for patron in the alley and in the broadway outside the two warehouses. This seating is rustic, made up of slightly modified crates and the "tables" are either large empty good spools or doors/ plants placed on crates. It was impromptu seating at one time, the dockworks adapting what was around to sit and eat. Now the seating is actually assembled from that impromptu seating, with nails glue and finishing.

    In addition to dock workers and sailors (mostly sea clanners), many businessmen and guilders will find their way to eat here at lunch and an early diner in the hot months. It is admusing to see the well dressed and high class sitting among the "rustic" setting.

    The Food is mostly Kenditho (Seafood soup), fried whitefish and chips, and some of the best fried calimari in the world. The fish fried chicken is quite tasty as well. They make a variety of broiled whitefish and the Antioch classic Beef in Brew.

    The family Portius still runs the place. The Portius clan is known for is restraunts and food service across SecondLand, but few have immigrated to ThirdLand. Those few that have are the "poor cousins", having only enough money to start up food carts. Now the Portius Clan of ThirdLand is literally the Blue Diamond Cart Guild. The three dozen Carts sell a variety of sweats, soups, and noodles across Antioch.

    http://www.strolen.com/forums/viewtopic.php?p=34312#34312
  36. Quiet Shade Rest Home

    #36
    The term Rest Home is a euphuism for mortuary in most parts. It is here that the bodies are prepared for internment, for ritual cremation, or are cremated directly. Quiet Shade works with all the local churches to make sure all their proceedures post mortum are followed.

    The building itself appears to be a very large house of local design. It is covered in ivy and has several shuttered windows. Inside there are several "parlors" where business is conducted, bodies are laid in state, wakes are held, or rites are performed. The decorations are rich, but simple. The staff moves quietly and seldom speaks above a whisper. They are quite skilled at dealing with greiving family, or at least quieting/ calming them down.

    Where the kitchen would be in a large house is "the work room". It is here the bodies are drained and dealt with. There is a basement under it which is extremely cool. Remains are kept there when not "in use".

    It should be noted that there are dozens of discretely hidden wards against undead/ ghosts/ and magic, as well as a few holy symbols, hidden around the house.

    Behind the Rest Home is an out building. This is where the staff carpenter and stonesmith makes coffins and headstones in a variety of styles and prices. The back of the outbuilding has a number of blank tombstones ready to go.

    In an adjacent field, their is a small parklike area where the dead are currently installed. The old field has been filled and this is a new one that just opened.
  37. Barron's Ice

    #37
    The Local Barron does not own this business, but he certain keeps it in business. It was named in his honor by two (now old) men who realized that non wizard generated cold drinks and foods could be profitable (wizards, who hate to be bothered with such trivial spells charge huge sums for cooling areas). It was all about the circle of product (a pet theory of their that either will go on, and on, and on, and on, and on about... if anyone gives them a chance). It is early systems theory on logistics if anyone want to research it, but just keep using the phrases "you have to keep things moving", "use what works", "look at how things move", and "motion makes money." This one business has changed the local political and social landscape.

    Barron's Ice is a sturdily constructed warehouse down near the river docks and old pond. It is a good sized kelly green building made of brick, with a thick shale roof. There is a sheltered drive way that their delivery carriages (three enclosed carts painted the same kelly green) use for loading and unloading. The upper building keeps a little ice and two offices used for business. The building sits upon an old played out well. The shaft leads down to a good sized cave that has been "finished". In this deep dark place, the ice is kept.

    While there is occasionally ice on the river and the pond, most of the ice is brought down from the high mountains not that far up river. Barron's ice has four crews that do nothing but go up and down the river to their cutting shed all fall, spring, and for a bit in the winter (mid winter is too dangerous for the rewards). Ice cream has become the areas favorite desert and most noted regional fare. This business has allowed nobles (and those somewhat well to do) to have cool drinks in the sweltering heat of the summer. The Barron has been able to sway nobles and lower royals to his court in the hot summer, his power, prestige, and wealth has grown. (Thus buying more ice to entertain more nobles... the cycle continues to this day,... they are thinking about creating another site between here and the mountains to store additional product).
  38. The Stinking Rose

    #38
    This tavern and common house (restaurant) looks like any other quaint building in the area. It is a good sized common house, serving upto 50 people comfortably. It would be quite notable, if there was no other aromatic business nearby (like the corral and dyers). In fact nobody notices its pecular scent except on the few holidays for the dyers.

    The Stinking Rose gets its name by the primary ingredient for its food - Garlic. They serve it roasted to rub on bread, stuffing chicken, squicken, and beef, in salads, with noodles in sauce, in creme soups (house specialty), and in a variety of other recipes. The proprietor is quite mad for the stinking rose, attributing his robust health to his intake of garlic. (He owns the land that produces it locally). He has managed to make it the local fad among the gentry, so he is doing very well despite the location at the edge of town.

    The beer and drink here is top notch. The local workers will come in for a pint or three and for lunch. They used to stay in mass after work, but the gentry has pushed them out. (Though a couple still stay at night for the fun of it). Garlic consumption, beer, and the occasional hand of cards, sums up a night here.

    The sign of the Stinking Rose is quite large, with a bulb of garlic on a thorny rose stem. The name Stinking Rose comes from the words of a great bard who also believed in the power of Garlic.
  39. Chapel of the Wayfarer

    #39
    The temple/ church in this sea side town is just another one. It is part of the common faith for the region. You might not give it a second glance.

    However, it has something extra. It has an additional chapel with its own external door. Here, in this out of the way temple/ church is a major holy site. It is a powerful one. Miracles have occurred here, morso than any mere magic spell. There are relics here, from "miracle ships". There seems to be tons of candles illuminating the dark wood floors and seats and off white stucco walls with a warm glow. This is The Chapel of the Wayfarer. Anyone who has lived by the sea has heard of this place, but few seem to really know where it is. It is the chapel dedicated to sailors and fishermen. Prayers for lost souls are heard here. Prayers for good weather and runs are heard here. Prayers for the lost, that they may find their way home, are heard here. Truly it seems the prayers are heard here. The locals and others, if pressed will tell you tales of what has happened here. People are known to travel for days (by boat usually) to pray here when it is important to them.

    One lone priest is known to sit the chapel. He is always a former sailor or fisherman. The call of the sea pulled him here, just off the waves. When he dies or can no longer fulfill his duties, another arrives soon after to take his place.
  40. Salt & Herb Shoppe

    #40
    Many think gold and silk are the way to wealth, but people always need to eat and they hate to eat the "same old bland thing". Thus they will always buy herbs, spices, and salt.

    The end point of many a caravan, The Salt & Herb Shoppe is a purveyor of fine salts, spices, and herbs from many lands. The loads may be relatively small, but they are worth more than their weight in gold. The proprietor Samius Keeprian of Shandazar is a stingy man who worries and watches over every aspect of his business. He carefully watches his loads. He measures everything. He is squinting at everything that goes on, including the dust that floats in his shop. Keeprian sells medicinal, magical, and culinary products.

    The shop is an L shaped building that "cuddles" the shop next to it. (Keeprian charges a good rent for this small shop.) The front of the shop is fairly standard. The roof and the awning of the building is a deep green. Entering the shop one is assaulted by smells. The walls are lined with drawers of various sizes. They are all a dark stained lacquered wood. The dark walls add to a gloom that is not helped by the three tiny lamps that attempt to light the place. Each drawer has a plain white tag written in an odd code known only to the employees (to prevent theft of course, so you must be assisted by one of them. They shift the drawers around frequently). Some are loose, some are kept in tins, some are kept in wax balls, it depends on the item.

    There are two or three "island" fixtures that serve as both desks and storage of spice in tiny drawers. Each island has measuring devices of such precision that many alchemists and jewelers are jealous. They also have several scholarly tomes available that catalogs every spice, herb, and salt in the known world.

    The shop also carries feathers, incenses, a few chemicals, small branches of special woods, and pure alcohols. They are mixed in with the herbs and spices.

    In the back of the building is a huge warehouse where goods are stored in wax sealed urns. The odd code is continued here. One needs to be intimately familiar with their system to find anything here. The back section has Keeperian's office. Here he keeps two sets of books (one real, one for the tax man). He also has a secret safe under his desk where secret gold and treasure are kept.

    Just inside this warehouse there is a number of shelves, This is where they keep items that are in larger glass jars of common nature.

    Keeperian never cheats a customers, he gives them EXACTLY what they PAY for, never more, never less. If he does not have it, which he never believes is true, he swears by all that is holy he will have it again soon (and usually does). He keeps such careful records that he actually knows what the shop does and does not have, and the schedule for when the next shipment arrives. The three employees of the shop are all scared of the old man. (He hires them timid and scared.) He watches them like a hawk. He drives them like dogs on a sled, except sled dogs occasionally rest while in the harness.

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