Boughery Quarter
  1. Locations

Boughery Quarter

Neighborhood

Boughery Quarter consists mostly of craftsmen, breweries, guild halls, and even a bank in the shade of the administratum. Of old, it was a vast wheat plantation with many sprawling villas. Now it is better known for its disreputable hotels and clouds of industrial smoke.

 

Lodgings

Cack Street - The Lizard Parlour (2sp per night)  [657gp] Inn Keeper: Brenna: [HGT: 6ft, 1in; WGT: 200 lbs] She has short, blonde hair, a slightly crazy smile, horns, and a tail. This establishment is known to be frequented by mutants of all stripes, most of which are attending on some dark business or another. DRESSED IN: dark-red thigh boots, black tights, and a red corset. POSSESSIONS: iron keys (2), one-quarter pound sack of ergot powder, small bell, cloth sack with 80sp.


  Item              Cost    In Stock     
  Ale (pint) 2sp 1  
  Brandy (pint) 8sp 9  
  Tobacco 2sp 8  
  Oysters 3sp 8  
  Wine (pint) 5sp 2  
  Wine, Bottle 2gp 10  

Lodgers

DRINKING HEAVILY: [Trapper] Doc Buck : [HGT: 4ft; WGT: 75 lbs] A bald little man with a long, white moustache. He is keen-eyed, with a facial tattoo that indicates time in the Penal Legion. He carries a pack full of strange tools.  DRESSED IN: leather knee boots, drab canvas pants, and a dark brown robe. POSSESSIONS: twine (280 ft), deer piss (1 oz), hand axe, long knife, concealed pouch with 3cp and 7gp, leather sack with precious stones (amethyst - 1ea worth 494gp) and (peridot - 2ea worth 230gp). ARMS & ARMOR: sledge (w+1 S) 

Bartolo Mews: IN

The Bartolo House Gentleman's Club

Once a country club for gentleman sorcerers, Bartolo House was a genteel resort for a particular sort of leisurely scholarship. Though no formal schooling took place, it hosted the leading exponents of magical thought in the country during a time of expansion and wealth. It was unseemly to appear to seek riches or political power overtly, so these distinguished men and women affected the practice of magic as a hobby, though they did so at a professional level. The cellar was filled with unmarked potions, the stableyard hosted a rotating menagerie of wild chimerae, and the parlours were abuzz with smoke, brandy, and vituperous yet exacting theoretical debates.  

Aftermath of the Plague

When the Department of Occult Licensure came into effect following The Squash Plague of RP 124, Bartolo was decommissioned after so many of its patrons declined to seek licensure. Maerlyn D'Ambrosio knew that merely requiring an official application from such august personages would be too much for their dignity to bear, and the open study of magic largely went out of fashion in the years that followed. Bartolo House is now a series of private apartments. These are only very slightly haunted. 

Bartolo Mews: The Coldest Storage 

The stables remained however, as some of the phasic abominations that lived there had certain abilities that made it impractical to force eviction; the stables would occasionally blink in and out of existence. Twice the landlord felt sure that the stables were gone for good after months and years of their absence, but both times proved catastrophic, resulting in the loss of a brewery and a net factory. Nowadays the stables are used as a sort of absentee oubliette, a long-term storage unit that is infrequently accessible. In vaults that were installed there during a 'blink-in', the crown has stored some of its gold reserves. Whenever Bartolo Mews is blinked in, it is guarded. When it is blinked out, long expiry treasury bills are sold against the value of the bullion within. There is also a prison block on the mews. Offenders can be sentenced for one "blink", an uncertain fate at best. Some do survive, but never with their sanity intact.