Location Azim's Cave of Wonders

Drugs and smoke and screaming, oh my!

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Known as the Celestial Seat, Nyka is a religious city in Northern Sylira. Ruled by four demigods and traversed by a large crevice, the monk-city is both mystical and dangerous. [Lore]

Azim's Cave of Wonders

Postby Balderdash on May 4th, 2013, 3:47 am

Azim's Cave of Wonders

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Azim's cave, from the outside, takes the form of what appears to be a rather sorrowfully neglected house. More a pile of rubble than anything else, with a roof half-caved, crumbling walls, and faded murals of flowering ears of wheat and dripping coins on said walls. Indeed, the only truly intact piece of the structure is the doorframe, leading to a dusty mess of rocks and broken beams passing for a hallway. This hallway stretches far into the darkness, and it is after losing sight for a chime or so that one begins to realize the true nature of the establishment. A thick, syrupy sweet odor hangs in the air, and the sounds of laughter and moans muffled by plaster and dirt occasionally echoes through the passageway. Walking another chime, one is presented with a torch in a sconce. Beside it, a simple stained wood door with a tarnished silver knocker carved in the shape of a lounging cat.

Knocking will summon Azim himself, or one of his lovely daughters, who will make haste to make his customers' acquaintance and usher them through the door. A fair cloud of smoke is often a greeter as well, billowing out to make a visitor's eyes water or fill their nose with any manner of scent. With the view now unobstructed, one can observe rows of splintery bunks on which beds of straw thinly disguised by colorful rugs and fabrics lie, with all manner of creatures spilled across them and the floor, from young thrill seekers, to those babbling souls seeking communion with their Gods, to pale emaciated shades of men content to waste away under the spell of who knows what.

Patrons-to-be are quickly hustled through the haze of smoke and to what used to be a larder, now a display room of sorts. Phials, needles, bags and pipes cover the shelves, where once stood preserves, fish, and bread. Azim prides himself on his stock, and prides himself more on their price. The cave of wonders is cheap, and while that makes its magic affordable to many, it also means much counterfeiting and corner cutting as well. While one is free to enter, he does so at his own peril.

Drugs! :
Core, realA potent hallucinogen and painkiller harvested from the Corricore's fur. A drop is sufficient cause a total inability to feel pain, as well as consuming, dreamlike hallucinations filled with vivid colors and inspiring imagery for up to four bells. A drug for those wishing to escape. Comes in 10-dose phials.- 85 gm

Core, imitationOnly Ross Oborsk knew how to make Core properly, and while his is the only business that sells it, Azim always seems to have some that he "got cheap" handy for those customers that can't pay for the real deal. The inability to feel pain remains the same, but the hallucinations can occasionally turn nightmarish, and side effects akin to those of opiate abuse quickly take hold.- 8.5gm

The Red CloakAn oily substance made from the prepared livers of firetooth skinks, it is injected or otherwise introduced under the skin. Causes euphoria, heightened aggression, and an inability to feel pain. Lasts between twenty chimes and a bell. Comes in a four-dose wooden jar.- 2gm

GodeyeA small, bottled liquid supposedly created using the Konti vision water and the blood of monsters from the Aperture. Ingesting it results in powerful hallucinations, often of a mystical nature. A common example is the imbiber's deity imparting wisdom or orders upon them. Though their legitimacy is questionable, that hasn't stopped the drug from being popular. Comes in blue vials containing a single dose. 5gm

Intellect MistDark blue, cold vapors created from the burnt mucus of a Ravokian eel found only in Lake Ravok. Effects caused through inhalation. Causes affected individual to benefit from quickness of thinking and increased focus/attention for up to four bells. Comes in a tiny bag containing four doses of the drug.- 300 GM

Long-shortA cream made from ooze scrapings found on certain bog trees. When applied to one's skin, it interferes with proprioception, or the body's sense of where it is in relation to itself, causing one's limbs and other features to feel overly long or short for up to ten bells. Comes in four-dose jars.- 2gm

Dream PowderA fine salt scraped from rock in the Aperture. It is meant to be snorted. Those under the influence find it exceedingly difficult to distinguish fantasy from reality, and claim to have broader imaginations. The drug wears off in three bells. Comes in small, two-dose bag.- 15sm

Dregs of TanroaA thick turquoise mist made from the processed venom of local sea snakes. Inhaling it interferes with the brain's ability to tell time, and sense the passage from it. Users are thus only able to perceive the absolute present. While helpful for living in the moment, even simple tasks that require one to do things in sequence are beyond those under the dregs' effects. Effects last up to a bell. Comes in a one-dose skin.- 10sm


NPCs :

Azim, from the tents of Halim, of the sons of Malech


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Age:
43

Race: Benshira

Azim is a happy, amicable old man with an ample belly, gleaming smile, and a predilection for hyperbole. Often smiling, always ready with a handshake, a slap on the shoulder, and a kind word for his customers, Azim is perhaps one of the friendlier businessmen of the Eastern Quarter. But a businessman he is all the same, and he wants his patrons to patronize. Whilst friendly and accommodating, Azim is also a rather forceful individual, and careful deliberation is only tolerated when choosing what to buy.



Skills:


Chemistry 42

Philtering 30

Camouflage 53

Intimidation 27

Negotiation 32

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Balderdash
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