locations

CITY SQUARE. The square is the hub of the city; it's where you're most likely to find people. It's also where you'll find lodgings.
On the eastern side, near the Nobles' District, is the Voclain, ritzy and upper-class. Characters who wish to stay here will probably have to share a room — ALASTAIR won't be paying extra for the Voclain experience.
There's also the much smaller Abel Inn, which is far more homey. Rooms include a bed and chest in which to keep your belongings, but nothing else. However, it's cheap.
While the Voclain and Abel Inn are run by humans, the Krozm Boarding House is not. It's a bit pricey for humans, but non-humans will find that they get a significant discount. The quality is somewhere between the other two lodges. The rooms are more than the bare bones of the Abel Inn's, but not as opulent as the Voclain's.
One can also find troubadours in the city square and, if they're lucky (or unlucky, depending on the song), they might find themselves written about. The Odette Theatre is located here as well. They continue to put on plays by candlelight, claiming that the show must go on. After some entertainment, characters can head to The Den, which serves food and, more importantly, alcohol.
TRADE DISTRICT. Once you step into the trade district, you'll immediately run into people peddling various items. The trade district contains shops, but also many street-side vendors. Anything you want to buy, you'll find here.
The Golden Thread sells casual clothing. While you won't find denim jeans, you'll find a variety of basic trousers and shirts. Skirts and dresses are available as well. They sell boots and flats, with the occasional noblewoman's heel. Gabriel's sells formal wear and jewelry.
One stall has stacks and stacks of barley, wheat, oats. Spicerers sell sugar, cinnamon, cloves, nutmeg, and others, but they cost a pretty penny; only the rich can afford them. The others stick to basic produce: fruits sold by the bushel and vegetables piled high. There's everything you'll need: a smithy, a stall dedicated to fleece and cloth, a butcher, a baker, a candlestick maker.
Many of the vendors here are human, but not all of them.
NOBLES' DISTRICT. A residential area. Large, sprawling houses cover the streets. Those who live here are either nobles or ridiculously wealthy. Many are both. The streets are fairly empty at night and sparse even during the day. They board their windows and lock their doors, fearing that thieves will take advantage of the ever present darkness.
Because the streets are barren, there doesn't appear to be too much litter on the ground. There also doesn't appear to be anything interesting, at least not outside. Very lucky and very diplomatic people may manage to get themselves invited into one of these homes, but don't count on it.
Every resident here is human.
COMMONERS' DISTRICT. Although the commoners' district is mostly humans, there are a few wealthy goblins living here as well. For the right amount of money, some people will sell to anyone, regardless of species.
The area closest to the city square is unimpressive, but not anything to turn your nose up at, either. Regular-sized houses, leaves and papers and tobacco littering the ground. As you reach the outer edges, however, you'll begin to feel like you're being watched. It's not an unfounded feeling, as there are plenty of thieves and thugs hiding in dark corners. Some say there's a robber band skulking around the streets.
OUTSKIRTS. The outskirts are where the city begins to turn somewhat rural — not quite woodland, but not quite city land either. This is where the majority of goblins have cozied up.
The outskirts are cleaner than the commoners' district, with many houses built by master goblin craftsmen. Although they're mostly made of wood, they're sturdy and some have beautiful, intricate carvings. There's rarely a bandit brave enough to come to the outskirts; Graldia and her men have formed a vigilante army of sorts, waving swords at anyone who dares to steal. They've begun to wave swords at more than just thieves these days.
In the center is the goblin house of worship, the inner walls of which are carved to tell the creation story. The carvings depict an unnaturally large swan laying a pair of giant, luminescent eggs — the world eggs — on the lap of the father god, Ydite. From these eggs hatches the earth and the sky, and the universe is born.
ODETTE MEMORIAL. A large park dedicated to commemorating Odette, the queen who was poisoned by a goblin. There is a huge, detailed statue in her likeness. The rest of the park is covered in hundreds upon hundreds of lilies, the queen's favorite flower.
Each year on the anniversary of her death, the people come to pay their respects.
CASTLE GROUNDS. You'll only see the castle from a distance, because as far as they'll let you go are the gates. Unless you've been invited to the castle, you're not allowed on the royal grounds. You can, however, look from afar.
There's a beautiful garden, a pond, and yet another statue commemorating Odette. If you're lucky enough to get within the castle walls, you need to be careful not to get lost, because it's huge. All the halls look different, yet the same — different pieces of art, different wall fixtures, but everything else is identical. There's many portraits of the king and his late wife on the walls, sparkling chandeliers, and servants scurrying around. It's clear they spend a lot of money to keep the castle looking like this.
THE DOCKS. There isn't much to say about the docks unless you're really into fish. Ships come into Odette and out into the sea here. If they want, someone can sit on the edge of the dock and let their feet dangle while they watch the ships come in, but they'll have to be careful not to get knocked off.
WOODLANDS. Beyond the outskirts of the city are the Woodlands, as of yet untamed wilderness. The woods are inhabited by red deer, squirrels, dormice, foxes, rabbits, etc. The sudden darkness has the animals agitated and confused. One will find it incredibly difficult to travel far through these woods even if they have a light — they're easy to get lost in, twisting and turning, and eventually every tree starts to look the same. |