The Orrery of Mysteries and Fascination - Organizations And Buildings

Contains the profiles for all persistent Organizations and Buildings of the Unreliable Narrator. Please do not respond to this thread, as it will be only informative.

Do you have a story in mind that makes you rub your hands together in nefarious glee, but sadly no one to play it with? Post your plots here (evilness not required) and see who might be interested! Or, if you have a check list of adventurous tasks, tracking topics are welcome as well.
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The Unreliable Narrator
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The Orrery of Mysteries and Fascination - Organizations And Buildings

Post by The Unreliable Narrator »

Contained below are the collected Organizations and Buildings of the Unreliable Narrator. Some are restricted and here for information, many are open for free use as background scenes or sources of jobs, resources, and contracts. Finally, some are open for adoption as either long term story locales or to be made into personal groups.

Under each organization or building's name you will find a Status field.
This can contain several options in a variety of combinations as explained below:

Restricted - this organization or building is being actively used and information is for convenience only
Open - this organization or building is free for use in random events and minor storylines
Adoptable - this organization or building is suitable for long term storylines, significant growth, or promotion to a personal locale
Retired - this organization or building no longer is available due to disbanding, destruction, or some other issue

The Playing As section contains suggestions for reasonable situations, scenes, and encounters for the organization or building. You do not need to ask me to use any of the Open or Adoptable organizations or buildings for your own purposes, though I do love to see them in action.

If you have any questions, feel free to PM me here, contact Mahkasad on Discord, or put a reply in the thread here.
Last edited by The Unreliable Narrator on December 9th, 2019, 3:43 am, edited 2 times in total.
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The Unreliable Narrator
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Post by The Unreliable Narrator »

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The Menagerie
Status: Open, Partially Adoptable
Location: Various Headquarters in Fellsgard
Owner: Each Division has leadership of some form, there is no unified control of the group.

Purpose:
The Menagerie is a collection of loosely affiliated organizations, each with their own specializations. Currently all have a form of headquarters in Fellsgard, but each division maintains a necessary business presence as required to fulfill obligations and meet market needs.

Origin:
Originally created by a group of now retired adventures, explorers, and merchants during a particularly involved planning of an expedition, The Menagerie began as a simple division of resources and duties by the overwhelmed planning staff.

When the division was successful, the vague groupings began to naturally solidify. Following the success of the expedition, a grand celebration was organized and enjoyed. Days of games, drinking, eating, and general merriment led to the teams forming friendships, alliances, and even life-long partnerships.

During a particularly raucous round of drinking it was suggested each group took an animal as its patron. There was some initial resistance, but the cheers of the teams grew near rabid with excitement as a collection of druids and shifters began to take the forms for each selected animal.

Divisions:
The Menagerie is comprised of seven unique organizations.

Goose - Social Services, Smuggling, and Acquisitions
Bear - Guardians, Defenders, and Martial Trainers
Boar - Exploration, Discovery, and Delving
Horse - Land Trade, Transportation, and Route Building
Shark - Sea Trade, Wharf work, and Corsairs
Rabbit - Messengers, Runners, and Shipping
Hawk - Scouts, Rangers, and Guides

Each group maintains its own internal structure, requirements, dues, and assets. This does not act as a barrier for cross-organizational work. The individuals that make up the Menagerie will often collaborate with other divisions, finding a common understanding and the use of in-house services often greatly improves profit margin while minimizing waste and frustration. Despite this, there is no official bond between the organizations, and many of the businesses that comprise each division function entirely as individual enterprises.

Public View:
The Menagerie is not a publicly recognized group, though all of its members are seen as enterprising, competent, and effective in their chosen field. Often times promising customers will be introduced to contacts from other divisions and may eventually begin to glean hints of the larger whole.

The Menagerie is not an active secret, there is no attempt to obscure or shield activities from the public. Most folks simply don’t bother to spend the time finding out exactly why one particular provider offers a better deal with quicker turnaround time and often higher quality.

Goods or Services:
Goose
Social Services, Smuggling, and Acquisitions

Bear
Guardians, Defenders, and Martial Trainers

Boar
Exploration, Discovery, and Delving

Horse
Land Trade, Transportation, and Route Building

Shark
Sea Trade, Wharf work, and Corsairs

Rabbit
Messengers, Runners, and Shipping

Hawk
Scouts, Rangers, and Guides

Playing As:
The Menagerie can be used as a provider of business contracts, material and intangible goods, and services in near any and all settings though they are primarily oriented around the human city of Fellsgard.

Becoming a member, or interacting with higher members of The Menagerie is open for suggestions or request, but all structural changes and shifts would require permission from the creator.
Last edited by The Unreliable Narrator on January 18th, 2020, 3:30 am, edited 4 times in total.
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The Unreliable Narrator
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Creator of Prompts and Inspiration
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Post by The Unreliable Narrator »

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Black’s at East Hall
Status: Restricted
Location: 13 North Rigging, North Edge of the East District, two blocks from where West, South, and East meet, Fellsgard, Tyvir
Owner: Artemis Black
Operational Hours: Dawn to evening

Appearance:
Final Layout - Including Stables and Yard
Current - Including Stables and Yard

Black’s at East hall is a large converted warehouse that was left abandoned for several years when the prior owners suffered a series of attacks, accidents, and terribly tragedies. The building has been renovated and repaired by a trained and experienced crew, but still bears the obvious signs of an aging structure.

In front of the building is a large cleared workyard used as a public space by the surrounding homes and shops as well as a training yard and work area for the Hall. On the exterior of the building there is an attached single-stall stable with a large double door. Beside it is another double door into the Hall proper. Each doorway is big enough to accept a wagon and handler moving abreast when fully opened and the doors themselves are relatively new and reinforced. There is a third normal doorway to the west that rests below the Hall’s only exterior signage. There are no entrances to the building that do not face the workyard.

The inside of the Hall is currently under construction, but will be divided into a series of different sized partitions that are used as shops, storage, bunkhouses, and private quarters.

Goods or Services: There are currently no active merchants in the Hall except a seamstress and the carpentry crew. There are several crafters and merchants awaiting the completion of the interior to begin renting a plot.

Staff: The Hall is managed by Artemis Black and Craftmistress Ksenia as well as Crew Foreman Jacobus. During the construction no general staff services are available, but following completion there will be a variety of renters and staff to meet, purchase from, and interact with.

Playing As: This building is currently restricted, when construction is completed there will be a variety of renters and staff to meet, purchase from, and interact with.
Last edited by The Unreliable Narrator on January 16th, 2020, 10:56 pm, edited 4 times in total.
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The Unreliable Narrator
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Post by The Unreliable Narrator »

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Fenn’s
Status: Open, Adoptable
Location: Southern side of the North District, off main streets
Owner: Liam Fenn
Operational Hours: Open from brunch through dinner

Public View: When asked to describe the place, many would say it could be a nice cafe in the west district. In the north, it serves as a bastion of comfort for house servants, shop workers, couriers, and the poorer students.

Appearance: The outside is a simple white-washed stone facade a short walk off the main side streets. Inside, muted dark-colored walls accent a worn but polished wood floor that peeks between thick patterned rugs. The ceiling is draped with hanging fabrics and the booths are high backed. All of these things lend a sense of comfort and privacy to the patrons. Soft live music adds a touch of class and further limits the range of wandering ears.

Goods or Services: Fenn’s offers food, drink, and a cozy respite from the troubles of work in the North District for the less wealthy citizens. The menu itself rotates every two weeks, aiming to provide comfort over uniqueness. There are a variety of levels of food and drink available both in price and level of complexity.There is no bartering or adjustment of price, but all values are listed plainly on the menu.

Staff: The staff are courteous and prefer to reduce interruptions to a minimum rather than hover around patrons. For many, this is a rare time of quiet and comfort without being fully removed from the higher class trappings. A maître d'hôtel ensures guests are seated promptly and given attention as they need it. There is no bartering or adjustment of price, but all values are listed plainly on the menu.

Playing As: Fenn’s acts as a bastion of quiet comfort, relaxation, and enjoyment. Anyone attempting to disrupt this will find very well paid men willing to boot them out, or take them to the city watch personally. The general privacy of the place makes it excellent for grey-area dealings or planning meetings. The restaurant runs on a regular cycle of rush and calm, as many other food establishments do. There are occasional disruptions, such as liquor festivals and pie tastings to spice things up as well.
Last edited by The Unreliable Narrator on December 12th, 2019, 6:27 pm, edited 3 times in total.
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The Unreliable Narrator
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Creator of Prompts and Inspiration
Level
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Race: Ghost
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Posts: 109
Joined: August 4th, 2019, 11:59 pm
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Post by The Unreliable Narrator »

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The Fine Gentleman’s Attire
Status: Restricted
Location: 8 Canterleave Way, North District
Owner: Master Haberdasher Dash O’Dell
Operational Hours: Mid-morning to mid-afternoon

Appearance: From the street the building is a white two-story plastered stone building with a single floor. There is a large window displaying the week's most prominent pieces. The inside is packed with garments, materials, and examples of work ready to be tailored and fitted. A broad counter at the back of the store contains additional storage and blocks off a back work area where much of the more private work is done. There are two small fitting booths near the back as well, each with a peg lined wall and a comfortable bench.

Goods or Services: Custom clothing for the rich and fashionable. Also supplies fabrics and notions.

Staff: Dash O’Dell, Master Haberdasher as well as 3-5 apprentices at any given time

Playing As
The Fine Gentleman's Attire is available for purchases, acquisitions, or fittings for high quality clothing centered around the gentleman's wardrobe. As the owner is a Restricted NPC please contact Mahkasad with any interest.
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The Unreliable Narrator
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Creator of Prompts and Inspiration
Level
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Race: Ghost
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Posts: 109
Joined: August 4th, 2019, 11:59 pm
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Post by The Unreliable Narrator »

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The Gutted Wife
Status: Open, Adoptable
Location: West District, near the east border, off main streets, Fellsgard, Tyvir
Owner: Yarnus Thames
Operational Hours: Open from dinner through before dawn

Public View: The Gutted Wife is one of many popular and regularly crowded sailor’s eateries in the West District. It serves primarily middling quality food and ale and acts as a location for carousing, gambling, and partaking of other social pleasures. The fish fry is amazing, but everything else pales in comparison. Once your three mugs in it doesn’t typically matter.

Appearance: From the outside the tavern looks like any other aging building front, though the windows are a bit dirtier than most. Inside, a mishmash of large heavy tables, weighted chairs, seating spaced to keep people apart, and a long heavily scarred bar provide everything a belligerent drunkard with plenty of coin might desire. Add on the excellent fried fish and you have the makings of a popular place to indulge and lighten the purse.

Goods or Services: The Gutted Wife sells food, drink, and evening men & women. Though the last is in a less professional capacity there is a deal with the nearby bunkhouse that allows for more private enjoyment.

Staff: The staff are a hardy mix of men and women who have spent more than their fair share of time serving and controlling rowdy sailors and other drunkards. The bar is often manned by Yarnus Thames himself, a mountain of a man with a grin a galleon wide.

Playing As: The Gutted Wife makes a great locale to drink, eat, and generally relax or get into a raucous brawl. It’s not the best place to hear anyone, but the food is good, the drink is not too watered, and the song is plentiful.
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The Unreliable Narrator
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Creator of Prompts and Inspiration
Level
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20 / 20 MP
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Race: Ghost
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Posts: 109
Joined: August 4th, 2019, 11:59 pm
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Post by The Unreliable Narrator »

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The Flagon’s Wagon
Status: Open, Adoptable
Location: North District, off the main road, Fellsgard, Tyvir
Owner: Jeremiah Flagon
Operational Hours: From Mid-morning to early evening

Public View: ”The fastest meal you can get with a side of roughness this side of the gates.” The Flagon’s wagon is a bit of a well kept secret for visitors to the North District. It centers around quick hearty meals and weak but flavorful drink. A patron can visit, eat and wash away their troubles before heading right back to work none the wiser.

Appearance: From the outside the Flagon’s Wagon looks like a completely normal side alley entrance to some sort of curio shop, bookstore, or clockmaker. The oddness becomes apparent when one approaches the door. It is heavily worn, and was slightly warped, which is terribly odd for the North district. To push it open one must wiggle the wood to get it free of its frame. Inside, music spills forth from the room, a collection of dwarves often playing brass instruments in the corner. There are large heavy tables everywhere, many of them often filled with patrons, but no chairs in sight.

Goods or Services: The Flagon’s Wagon sells food and drink. The prices are comparable to a West District restaurant with the speed of service of a dockside food cart.

Staff: The owner and staff of the Flagon’s brook no disruption to their business. Even a hint of trouble and everyone involved is booted out the door. The pace of business is brutally fast and the place keeps three rotations of servers so no person has to work two days without rest.

Playing As: Flagon’s Wagon is an excellent place for a quick meal or to get lost in a bit of hustle and bustle that’s normally kept out of the North District. The staff are quick and to the point, never taking time to chatter and simply leaving if a table isn’t ready.
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