Locations
of Interest
Structure of the
Village
The caravanserai
is usually the first stop of the caravans. Here their camels can refresh
while they themselves rent beds or rooms in the main building. About forty
camels can find shelter in the stable and the well in front of the building
provides with fresh water. The big marketplace isn't far - carts pulled
by mules are offered to those who are willing to sell some of their goods
here in Naczach'sh. To the East, the amusement and entertainment quarter
is located: brothels and whores on the streets, gambling dens, grounds
for competitive fights and blade-dancing, taverns and pubs. The homes of
the Ss'tiss are located near the Western marketplace where inns offer cheap
beds and a warm meal to travelers and any of those who do not wish to stay
in the caravanserai. Between the marketplace and the entertainment grounds
the local merchants, artists and storekeepers have their business area
and the merchants bazaar. The misharr district can be found in the S of
the village.Guard posts are scattered about the whole town. The government
building can be found by the side of a huge place behind the merchant area,
opposite to the Temple of Sun and next to a one-storied library.
Trade
- Chevzha’s Exotics, Western Marketplace, Trademasters Office, Merchants
Bazaar, Gorvan’s Forge, Caravenesai
Accomodation
- The Camel Stable, Red Scales Inn, Hawks Perch Inn, Golden Bushel Inn,
Busty Lady Inn, Five Coppers Inn
Official
- The Library of the Sun, The Glory of the Sun, Guard Headquarters and
Prison
TRADE
Chevzha's Exotics
This small store
in the craftsmen's district of Naczach'sh provides the customer with anything
exotic - like its name prooves - he might wish to purchase.Pulverized scales
of scalodons that - as Chevzha swears - let your muscles grow stronger
and thicker; dried eyes of young bats; claws of the goldeath as well as
its teeth; talismans carved from the bones of goldeath's, scalodons and
such nasty carnivore, made of the feathers of rare falcons and kestrels,
the dried heads or claws of small critters and almost anything else one
can imagine.Anyone searching for something... strange... would first come
to visit this Ss'tiss woman, yes, indeed...
Western Marketplace
At daytime the atmosphere
at this marketplace is loud, merchants and peddlers vociferously advertise
their goods - "Hear ye, 'tis the finest velvet i am offerin' ..." "Water,
fresssh 'n cool water, take a sip, fressh water...".Both the merchants
and their customers are shouting, trying to raise their voices to a louder
tone than the background to be understood by their counterparts. Mostly
Ss'tiss, Humans, Dwarves and Misharr offer goods here, a single Goblin
here or there. The audience mainly consists of Ss'tiss, Misharr and a couple
of Desert Humans wearing wide white robes and hoods almost covering their
entire skin.The smells of sweet wine, lots of spices, animals and whatever
else sold here add up to a nose-threatening almost stinking cloud resting
over the marketplace until in the evening the merchants head off homewards.
Trademasters Office
Next to the Guard
Headquarters and Prison is the Trademasters office. A sign outside in all
languages proclaims this to those who seek to ply their trade and wares
in the merchant bazaar or the Western Marketplace. It is a dusty building
and seats are provided outside with tables, so that those who have business
may sit while they wait to be seen. A single female Ss’tiss stands guard
by the door. It is but a short step for those who break the trading laws
to the prison.
Merchants Bazaar
The heart of Naz.
It is a circle set in the heart of the city from a time when the caravans
used to pull up and set out their stalls. There is still good access to
the caravanesai for traders and food is now served in the centre of the
bazaar. It is surrounded by important buildings. The Library of the Sun
is on its SW/W edge, the guard headquarters, prison and Trademasters Office
take up the N and NW and the Temple of the Sun is on its East.Two inns
are also here at the edges. In the NE the Red Scales Inn, in the S, the
Five Coppers Inn – home to gamblers and chance takers. During the day and
also at night this area is safe from robbers. No-one tries theft in front
of the guards building. The rich and poor mix in this heady market of exotic
goods. It is here you can buy furniture, wood, fabrics and the more expensive
pets. Bargins can be struck and outrageous profits made for those with
the wherewithal to seek them out.
Gorvan's Forge
Gorvan is middle
age Dwarf, his black beard reaching down to his chest, If asked how he
happened to end up in a Ss'tiss town near the Viper Pass he will always
answer with smiling and winking eyes that "Ye knows, me's got a faible
fer big, strong women..." His forge can be found in the craftsmen's area
- it is one of the first shops you find when walking down the street leading
from the caravanserai to that district. The metal sign hanging above the
open front side almost never moves in the slight breeze. An emboss with
crossed swords it shows and the name Gorvan is written above the picture,
in both Human and SS'tiss letters. It indicates that this blacksmith is
more into crafting weapons than anything else... Usually the Dwarf, who
lives in a flat right behind his smith can be found working from early
in the morning till late at night - and for the right amount of coins one
can also tear him out of his sleep in the middle of the night. Although
the Ss'tiss are usually reserved towards strangers this particular Dwarf
has a good relationship to the people knowing him. His metal ware probably
is one of the reasons since he crafts both sharp and well-balanced blades
and axes as well as special weapons and anything else ordered by anyone
who can afford it...The
Caravanserai
This one-storied
building in the shape of a horseshoe means the only place in this town
where caravan-masters can find cheap shelter for their camels. To both
sides of the building there are fenced areas where camels, horses and mules
can be 'parked' for free. The place inside the horseshoe offers benches
in the shadows under a VERANDA resting on columns alongside the inner curve
of the house and a well which everyone may use to still his thirst. The
owner of the caravanserai is no single person but a Ss'tiss clan. A couple
members of this clan run the caravanserai while the rest of the clan wanders
through the desert, following the traditional way of their ancestors along
a 'line' of oases and waterholes. Since only fees are taken for feeding
the animals, places in the stables and mattresses in the big sleeping rooms
to both sides of the office to be entered by the huge doors of the building,
no great riches can be gained by running this business.
ACCOMODATION
The Camel Stable
This tavern has
its name for obvious reason. It HAS one been a camel stable. For some reason
or another the former owners had to sell it - probably because they weren't
able to pay back a debt. Anyway, two Ss'tiss women bought the dilapidate
building and transformed it into a tavern. Due to the short distance between
this tavern and the caravanserai of Naczach'sh many merchants, caravan
guards etc.. find their way into this establishment. The beer is cheap,
so are the women... and the separate small 'cabins' at the left side of
the large room offer some sort of 'privacy'.
Among the lower class
of Naczach'sh this tavern is known to be the place where to get in contact
with smugglers and other ...dubious figures. Small, high wooden tables
around which people are standing with their drinks fill the space in front
of the bar behind which there can always be found one of the owner. About
the rest of the room there are scattered lower tables, each of them surrounded
by two or three chairs. The male Ss'tiss waiters making their way through
the crowds easily and they offer beer, some sort of 'cheap' watered wine
and more expensive met, prepared from the honey of wild bees who can be
found in certain areas of the grassland and the Misharr woods. The only
sort of food to be ordered here is some stew - each day the same - this
tavern is not thought to be a restaurant but to be a place to have some
...fun.
Red Scale's Inn
A cheap and clean
inn is the 'Red Scale Inn'. It has been named like this because the owner
has red scales around his left eye - and only there. This has been the
source for an endless number of jokes in his childhood but since he is
adult and able to defend himself nowadays the only remains of those days
are his nickname 'Red Scale' and a scar at his chest telling of a fight
about this he once had with one of the other hatchlings. The Red Scale
Inn can be found near the merchants bazaar of course - and the sign above
the usually open door shows an eye surrounded by red scales and above of
the picture is written the name in Human, below the name in Ss'tiss.
The usual guests found here are mostly Ss'tiss, Humans and Dwarves. The
dining room which one passes through when entering the inn offers meals
around the clock - even at nights. Various sorts of roasted or cooked meat
- even raw if ordered - may be chosen from, as well as stews. Few sorts
of vegetables and no other drinks than beer and wine are available. Children
are served watered wine or beer - or if the parents can afford someone
is sent out to bring whatever other sort of drink is ordered. Often a bard
sits next to the fireside, telling stories, legends or just playing music.
If available even artists may perform their acts to please the guests -
and make them spend more money on drinks and such... ;)
Hawks Perch Inn
To the East of the
Merchants bazaar, this is a simple but pleasing inn in the Tradesmans quarters,
apprentices newly arrived can often be found staying here while they look
for more permenant accomodation in the city.
Golden Bushel
Inn
Just to the N of
the merchants bazaar, this is one of the most expensive inns in Naz. Ladies
and very well to do merchants stay here. It has a reputation for the finest
food in Naz and the softest mattresses. Stay here when you have slaughtered
a dragon and got all its treasure.
Busty Lady Inn
A favourite haunt
of non-Ss’tiss. The busty lady lives up to its name employing well endowed
female Misharr and Humans. Set at the entrance to the dingy Thieves quarter
the matron of this establishment will not tolerate advances on her staff.“Whores
quarter we may be in but whores we are not” is her motto, which can be
heard when anyone gets too handy in her establishment. The inn can get
quite rowdy.
Five Coppers Inn
Off the merchants
bazaar, this inn is popular because of the gambling which goes on. The
5 copper rings which hang outside identify the inn and though it has 2
or 3 rooms to rent for a stay no-one uses them, best not to stay where
the people you just won money from can find you. A few games go on in the
main inn, but its speciality are the 5 rooms which allow private games
to be run. These range from cards to dice and bones, even it is rumoured
fighting between animals. There is a bar but food is ordered from the bazaar.
Two large Ss’tiss are permenantly attached to the building, one inside
and one outside. They ensure that order is kept in case of patrons becoming
upset at their luck.
OFFICIAL
Library of the Sun
This is one of the
few two-storied buildings of Naczach'sh. It is entirely made of sandstone
and the high windows are filled with some thin leather skin to keep dust
outside but still allow the sunlight to enlighten the rooms. But these
skins also prevent the inner of the Library to be seen from the outsides.
A single wooden step leads up to the door of oak wood which looks pretty
simple and is only adorned by a bronze handle shaped like a father with
its thin end to be pushed down to open it.The oval bronze sign above the
door shows a bunch of scrolls piled tied together with some broad ribbon.
Above this picture "Library of Sun" is engraved - in Ss'tiss letters only.
The Glory of the
Sun - Temple
The round sandstone
tower raises high above the roofs of most other - one-storied - buildings.
Its entire facade is colored yellow and due to this outstanding brightness
and its height it can already be seen from afar. At some spots the color
has been scratched off and the red sandstone which has been used to build
up the temple shines breaks through. The windows - about one and a half
meters above the ground, about two meters high and one wide, are filled
with the thin leather of young arrasa. These skins keep sand and dust as
well as wind out of the tower but still let a lot of light shine through
that enlightens the rooms inside.Two large wooden doors to be pushed open
if one wants to enter seem to be the only entrance. A stripe of strange
though finely crafted carving flows along the outer line of the doors -
signs and symbols resembling the sun, hands, animals and letters. In the
middle of the doors, half on each of them, a sun is encarved - its twelve
rays emanating from the round body straight. This sign that refers to the
God Sun has a size of about 50 centimeters in diameter.
Guard Headquarters
and Prison
Consisting of the
same red sandstone that has been used for building up most of the building
in this town the guard headquarter is outstanding because of the heavily
armed guards, one standing at each side of the door leading into the prison
. Not many buildings in this city are guarded - and only one or two of
them by tall, muscular Ss'tiss women armed with sunblades and eyeing every
passer-by or visitor with observing eyes. A black metal door with thick,
pointy outstanding metal thorns and no obvious handle or anything else
that might be used to open it from the outside has to be passed to enter
this part of the building. No windows allow anyone to have a look into
the inner...At the other end of the wall another metal door - though without
any sort of spikes and with a metal ring to pull it open - leads into the
Guard Headquarter. Small square windows let in a little sunlight but since
they are high above the ground it is impossible to peer into the rooms.