- Guardian of the Viper Pass -
 

Naczach'sh HomePlaces of InterestGovernment and Law


 
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.


 
 
 

 

 
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