Hidden deep within the Sea of Jade,
the isle of Suodi lies obscured by dangerous reefs and currents. Built atop the ruins of a forgotten Garlean base...
a port has risen, shrouded in the mists. Here, pirates, smugglers, and ne'er do wells; traffickers, dealers, and fortune-seekers are all welcomed. It is a tax haven for grey trade and black morals, a safe harbor for illicit goods to be bought or sold, and mayhaps for those passing through to find some exotic entertainment for their stay. Be welcomed, traveler, and may you find what you seek.
Entertainment in Suodi
Keeping the villains who pass through happy and occupied--while making as much profit as possible--is one of the chief concerns of Suodi's so-called government. After all, trade is sacred, and so steps have been taken to ensure there are businesses and troupes for all levels of tastes. From gambling to circus acts, base comedy to houses of ill-repute: whatever itches those passing through might have, Suodi is sure to scratch.And if they can't, it'd be best to keep that to yourself, traveler. Might makes right in Suodi, and they have done much to ensure they are the mightiest.
Cirque de l'Infamie
decorated by Hunter Greymane
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When the cries of the hawkers fade and the docks become still, it is time for the night circus to open. Just on the outskirts of the town proper crouches the hulking crimson tent structure of Cirque de l'Infamie. In an ancient tradition of entertainment, Cirque caters to a number of rowdy and raucous revelries for its low-brow patronage--with a selection of semi-permanent structures in the back for those patrons with deeper pocketbooks for more obscure diversions.It is whispered that it is owned at least on paper by Gladewind Appraisals: a concession by the port proprietress herself in exchange for some backroom dealings with the bank. However, its management has been turned over to the warriors of a splinter-clan of the Jhungid, who are said to have traded in their raiding for unsavory thuggery. Whatever the case may be, the big top operates its main space openly with oft-risque feats of acrobatics, daredevils, dance, beast-taming, adagio, and all the best known circus performances.However, for those with more particular tastes, the big tent is partitioned into smaller areas for sideshows, where it's claimed certain underhanded dealings are wont to go on outside of the eyes of most of the port passersby. And of that, there are some black rumors that make the port circuit, alluding to things that even the villains of the port might object to...But take heart, traveler, for surely none of those activities will trouble you should you choose to purchase a ticket to watch the show.They won't, right?



Evenings at the Thirsty Slug
decorated by Tsubaki Tachikake
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Travelers with excess coin to spend can find many entertainments at the Thirsty Slug. In the evenings, the establishment comes truly alive as the evening customers arrive for their usual potations. Those who feel Nymeia’s favor upon them may wish to participate in the high stakes card games Mistress Sellecerre hosts in the card parlor. The prize money is kept under lock and key by the house while the games are played and cashed out after the game so nobody may back out should their cards be unfavorable.Should you feel Menphina’s itch instead, traveler, why, comely men and women of all races will ply you with their attentions for a fee. The bathhouse is also open for amorous massage and body-treatments in the evening, for a considerably higher fee.Bards wishing to earn some tips will dance and sing for the carousing guests, and Madame Sellecerre and her night manager will serve distilled spirits and other libations any hour of the day. There is but one rule: No fights. Anyone raising a hand against another will be swiftly escorted out by the proprietress herself, who has the thaumaturgical prowess to make good on said threats.
Lucky Lure
decorated by Hunter Greymane
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Nestled within the waterfront, a strange establishment perches between the warehouses and taverns. Run by an old, heavyset roegadyn by the name of Abareidin, it's something of an oddity amongst the money-leeching businesses that make Suodi a center of profit and trade. Nothing is sold at the Lure--instead, Abareidin does his business in favors. And where favors won't do, luck will.Beloved of the Breakwater gang, airship crews, and especially sailors, the Lure is a place to bring your poison of choice and gamble free of charge. The building itself is rundown, overgrown with weeds and stubborn tropical plants, barely kept in good repair. Leaks from Suodi's frequent rainstorms spring up as soon as one is fixed. It's a rough place: smelling of old booze, sweat, and smoke--a paradise of roguery, where one's luck might go either way. The house doesn't run any games, leaving the tables and floors for its players to seek chance against each other. In this way, it's become a place to go to get the freshest gossip, and the fastest news from things happening in the dirty byways of Etheirys, where criminal movers and shakers leave rumors spreading behind them like a wake.Inevitably, those traversing those ripples need things. Abareidin acts as a go-between, arranging movements behind the scenes to make such favors happen. Exactly who he was before he 'retired' is up for debate, and despite the gale of rumors surrounding him, no one quite knows for sure. What folks do know is you can almost always find free booze, a good game, and new opportunities in the Lure. And if you need something, well, Abareidin can take care of it for you. But best beware, for while Abareidin won't take your coin, he will come to collect on his favor eventually. It's said on the docks that owing a favor to Abareidin is like owing a favor to the devil.Think carefully, traveler, before you dice with the devil.


Trade in Suodi
The lifeblood, the purpose of Suodi lies in its trade. While it caters to ne'er-do-wells, it is the goods they carry and those who come to buy or trade for them. Grey trade and hot ticket black market items cross the port in droves to create a bazaar of the rare and the strange. You never know what goods you might find in the night market, or what exotic and esoteric services you might discover amidst the daytime businesses. Of course, a bustling place like Suodi couldn't operate without the mundane--whether it be the simple want for a barber, or a hot meal to fill your belly.But be wary, traveler, for nothing in Suodi is ever truly simple.
Business Directory
The Barbershop
Travelers will no doubt have noticed the varied and colorful tattoos lining the arms and chests of many of Suodi’s sailors and airship crews. Those who wish to collect their own permanent body-art may visit many of the island’s private hide-prickers and commission a design. However, most of the island’s salts prefer to visit the establishment known only as the Barbershop, for its owner Owain Sixsmith is the one artist upon the island who operates according to modern hygienic practice, thus sparing his customers a fatal bout of blood-poisoning several days later.If the experience of having an inky needle driven into one’s skin repeatedly for hours is not a desirable one, Master Sixsmith is also quite skilled in dispensing haircuts, shavings, and the leechcraft expected of any worthy barber.Most travelers will be unable to find the Barbershop at first glance, for Master Sixsmith puts out no sign nor shingle to advertise his business. Instead, offer any street urchin a small gil piece and ask them to point you his way, and they will lead you right to his front door. The shop is humble but scrupulously clean within. Its cob walls are rough but well-limed, and the wooden floor sanded and scrubbed every day.Master Sixsmith does not only offer leechcraft, hairdressing and body modifications. He employs the arts of alchemy to furnish himself with the dyes and potions required for those vocations, and can provide a cautious traveler with medicaments and fumigated sheep’s gut condoms designed to fend off the vengeance of Menphina — especially if one decides to dally with those whose affections are negotiable later in the day. Should you have partaken of bodily consolation without that vital piece of protection, well — Master Sixsmith can treat your rousing round of applause as well.
The Thirsty Slug
decorated by Tsubaki Tachikake
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Need you a hot meal and a safe place to sleep, traveler? Well, you need look no further, for you have arrived at the Thirsty Slug. One-eyed proprietress Oriane Sellecerre will provide humble travelers with varying qualities of bedding ranging from the hammocks in a common sleeping area to modest private rooms, and the cooks at the establishment turn out hot, cheap food at any hour of the day. Offerings depend heavily on the season and what the fishermen have been catching, but they tend to involve fried eggs, fried popoto hash, and salted or fresh seafood of some sort.Travelers who have noticed their sweaty stench after a long journey may also buy a hot bath at the Slug — a modest fee buys you a quick soapy scrub by an attendant and a good soak in a large common pool. Additional gil can be proffered for an inexpert massage or a swift shampooing of one’s tresses. Bathhouse hours are divided thus: the morning is reserved for girls, women and boys under the age of 9. Afternoon hours are for men and boys over the age of 9, and evening hours are — well.Madame Sellecerre allows all manner of enterprising street workers to ply their trade in her common room, leading to entertainments of all kinds. While the operation is hardly luxurious, it is certainly convenient, and safe as well. Madame Sellecerre pays protection money to all the major powers on Suodi, and convinces them by the many services she offers that she is too useful to involve as a pawn in gang warfare.
Night Market
decorated by Hunter Greymane
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If the port caters to all manner of goods, one might ask why a night market exists at all on Suodi. Here is the rub: where rogues and ne'er-do-wells gather together, they've a penchant for backstabbing and double-crossing each other--sometimes with far more dire consequences than accidents with the law in nations that prize legitimacy. Nay, here, those jockeying to buy and sell must compete with each other first and foremost. For though Crossed Palm gang will protect the trade itself, that doesn't mean it will protect the traders. And when murder and gil at hand can be done carefully so as to not disrupt the port's lifeblood in trade, well, sometimes it's best to make your moves carefully in the dark, and hope you aren't seen.So if you're looking for the rare and the profane, traveler, seek out the night market--but take care that you don't cross the wrong dealer.



Juradi Junkers
WIP
Fenbreeze Acquisitions
WIP
Backalley Doctoring
WIP
Suodi Society
Culture & Info
Don't ask what ain't your business. On the surface, that's the way of things, but it doesn't tell the whole story. Gossip is something like a national pastime for Suodians: being out of the loop enough to be considered ignorant might just encourage someone to share something juicy. Once a rapport is established, then it's likely you'll hear much more than you ever wanted to know about the business of others. And yet, it is still mostly superficial. There is much that happens between sailors and traders and local businesses, rivalries between the gangs, encroaching thugs from international cartels that people won't talk about if they can help it. It isn't ever worth ending up floating face down in the harbor.
Lifestyle
WIP

The people of Suodi are a colorful mix, settled from the world over--and many with checkered pasts left far behind them. Traditions are brought from many places, and might get mixed into the feckless cosmopolitan mores unique to the island. It can be found in the wild form of cooking that has been established--dishes making do with scarce ingredients and whatever is brought in cheapest, what poor gardens can be grown. With prices at often outrageous levels, it has also led to a kind of frugal penny-pinching throughout the entirety of the shantytown. The only big spenders are the higher echelons of the gangs, the occasional eccentric rich hermit, and the traders coming and going.The lack of resources and the abundance of have nots when compared to the numerous sailors of sea and sky, the rogues lying low, has had a curious effect on those who have made the island home. Competitiveness over this scarcity has become the norm. For them, the art of lying, the careful ploy of a good scam, the sly trickery that may be used to fleece a hapless and moneyed sailor are all considered fair game. In a place where thugs and thieves mix, and many having come from pasts on the wrong side of law, these skills are considered not just admirable, but necessary. Here, it is the fault of the one being scammed--naivete and innocence are not traits that are upheld, but considered the providence of the fallen. It is a sin to be an easy mark, and on Suodi, sins are punished in spades. Here, they say to each other, "better a closed fist than a bitten palm" while they sneer at those who have ended up on the wrong side of a scam. Though, the traveler might not want to repeat that in front of the members of the Palms, given their sign.In such chaos, it is only natural that superstitions grow thick as mushrooms after rain.
Demographics

* 25% roe (90% seawolf)
* 25% hyur (75% midlander)
* 15% miqo'te (60% seeker)
* 10% lalafel (60% plainsfolk)
* 10% elezen (80% duskwight)
* 5% au ra (70% raen)
* 5% viera (50% each)
* 5% hrothgar (50% each)
Infrastructure
WIP

* suodi is a subtropical volcanic island once used as a Garlean outpost that was abandoned after the empire first took gyr abania.
rocky and hilly, with dense vegetation north and east side, it becomes semi-arid towards the south where the port lies and the old bones of garlean structures form the main road up to the fort on the hill next to the volcano.
* due to the trade winds and currents, the difficulty of reaching it by ship, bringing in building materials is expensive. Besides a small mostly mined out granite quarry, the island's wood supply is what is mostly used for new buildings and repairs.
* there are a few stone structures, but most buildings are made of some form of wood and plaster, with occasional brick. It is often ramshackle and occasionally dangerous--with no real laws for building codes, this has led to the occasional collapse over the years.
* due to the shape of the island and its dense vegetation along the mountains, the bulk of infrastructure is build around the mostly level southern crescent, with a smattering of buildings rising along the more forgiving slope that leads up to the fort. Due to the Palms claiming most of the area around the fort, it's rare for privately owned buildings to be constructed there without their blessing--it isn't unheard of for them to seize property they deem encroaching after it's been built.
* might makes right and the tenet of uninterrupted trade likewise means that those with money or power are able to oust merchants or families from their property--which is why making one or all of the gangs happy is such a staple for those who live on Suodi. Complete independence can be costly without the right amount of leverage to back it up.
Governance in Suodi
If Suodi is a hive of scum and villainy, than such an aura must eminate from somewhere. Money, violence, corruption: make no mistake, there is very little to legitimize the people who keep Suodi running--nor do they seek such a facade. From the woman hiding with the shadows, to the barons of the three gangs who keep the rabble in line, their only concern is that trade flows. Everything stems from that simple modus operandi: protect the trade.It would be wise, traveler, not to endanger it, that your stay might be pleasant.
Hierarchy
It should come as no surprise that an island steeped in crime should also cater to a leadership that reflects its criminality. Indeed, it is run like a loosely organized criminal organization, complete with ritualistic figureheads and an uncompromising code enforced in blood. While those who live on and pass through the island may not interact with the day to day of this truth, its bottom line will not suffer being crossed. Those who respect the mighty rule of trade above all may never fully know the degenerate truth that governs the island--but those who break the rules will certainly find out the hard way.Any churl may find out about the base structure of Suodi should they desire. So learn well, traveler, should you wish to poke in places you don't belong.The FoxOwner, operator, heiress? The woman Li Hua, referred to as the Fox, ostensibly helped to make Suodi the haven it is. Though she isn't known to actually take part in any of the day-to-day running of the island, it is said the pressure of her fingers can be felt in every aspect of Suodi business, from the lives of its longterm 'citizens' to every transaction that changes hands. It is said nothing goes on that she is unaware of, and whatever ills pass in blood without challenge are said to have her blessing. Exactly who she is and how she maintains such a tight grasp over the island's rule is shrouded in uncertainty--though those gossip-mongers who clutter the daylight markets surely do love to share wild tales about her.ViscountA vibrant and cocky personality, the Viscount oversees the island's overall operations, as well as balancing the barons to keep them in line. They are constantly tested and watched by their underlings, as any sign of weakness might breed a challenge that leads to a change in the position. However, they do not seem to have ultimate authority over island structure, lending credence to the rumors of a shadowed individual pulling strings from behind the curtain. But then, why would an island run by criminals for criminals even have need of such secret things?BaronsThere are three barons upon Suodi who head the three main gangs whose operations act as legislation, judge, jury, and executioner over all facets of the island. However, when all goes smoothly, their presence is more of a footnote than an overarching presence--but ware those who might take this as complacency, for they are swift to crush any sign of unallowed lawlessness under their aegis.The rivalry between the barons, however, is felt by those whose businesses and presence is established upon the island. Occasional threats, hostility, and quiet sabotage are part of the life of the island, and an expected part of doing business in a place that encourages wanton profit-making. However, none of the barons will accept contests that negatively affect any of the businesses on Suodi, as it is a cardinal sin that will never be tolerated. But that doesn't mean that an unfavored merchant who disappears and is replaced with no disruption to the flow of goods will cause anyone to bat an eye. Just another day on Suodi.Each of the baron has a facet of the island their gang holds sway over.Baron of Security - Styrnlona IyrnswynUpholds what lax laws the island maintains, and is in charge of sitting in on any particularly high-profile trials--such as those brought about by investors or particularly wealthy or powerful crimelords or their representatives passing through. Any of the gangs may uphold doling out justice for petty crimes, but the Baron of Security dictates the means by which this can be accomplished.Baron of Trade - Teltis BranswellWhile Suodi is tax-free and promotes business above all else, there are still certain strictures that are maintained. Cheats and cheaters are tolerated so long as their grifts are mild, but the use of Suodi as a place to conduct business means that even they have a bar that must be maintained, low that it may be. Besides that, the Baron of Trade keeps an eye out for any egregious acts that might damage trade or traders--while cutthroat dealings are permitted between rivals, that which looks to be harmful to the overall trade itself is investigated and, when appropriate, reported to the Baron of Security.Baron of Docks - ZayaWith innumerable comings and goings by air and sea, maintaining some semblance of order and organization is a headache-inducing certainty. Even though no one needs permission or papers to dock at the island, an eye is still kept on who is coming and going, whether it's to prevent particularly nasty blaggards from preying on the open trade of Suodi locals to the detriment of the flow of money, or being aware of rivals or feuds between arrivals who happen to be on the island at the same time.Too, preventing any damaging accidents and loss of cargo is a necessity for an island whose worth is tied up in what finds its way through the winding streets.UnderbossesSecond-in-commands to each of the Baron, overseeing the inner workings of each gang and ensuring no member is operating outside of expected bounds.Captains - Outside PartnersInformers - Suppliers - Enforcers - RecruitersRunners - FixersRecruitsAuditorsWhile not expressly within the island's modi operandus, the everpresent fingers of Gladewind Appraisals has lent some of its gil-counters to Suodi's operations to ensure all that should be flowing into the island's coffers gets there exactly as required. No one gets to cheat Suodi itself, after all.As to what they get in return, well, that trade is secret.
Gangs
When roaming the island, it might be noted that there is no true policing force. Instead, a convoluted and overlapping trio of gangs uphold the aegises of their respective barons through a mix of thuggery, bribery, intimidation, and extortion. Generally, none of them care so much about what people individually do during their stay on Suodi, so long as they don't hamper business, but do not mistake that for kindness: your troubles are your own problem, and no one will help you out of the goodness of their heart.What none of the gangs tolerate is outside criminals looking to encroach upon the traders whose money flows through the island's coffers. Petty crimes and even petty thievery isn't remarked on, but hampering the trade or business of favored merchants or impacting significant amounts of money will see a bloke disappeared in quick order--to be found later floating facedown in the harbor.While which baron's area of responsibility--and thus gang--shifts with their mercurial balance of power when it comes to who gets sent to handle those who interfere with trade, make no mistake that none of them are good news.

Crossed Palm
Baron of Trade* with their criminal activities largely being acting as a go between for deals between the rich & powerful, they have both money and ego.
* consider themselves to be "classy," and membership tends to stand out amongst the roughneck rogues of the island, though they largely decline to venture out much beyond their own territory. If they do, it's usually on business.
* have ties with gladewind, and have facilitated gladewind's activities on suodi.
* Oldest gang on the isle, formed by an Ul'dahni exile who has since passed. The Palms have significant deep ties to Ul'dah elites as a result, and are considered persona non grata in the city-state itself.
* Due to their origins, membership treats Nald'thal with reverence, even if they don't directly worship.
* operates a network to stay abreast of international happenings, including having members scattered through the nations to facilitate deals.
* despite the high value placed on money, loyalty to death is expected and practiced. Once you're in, the only way out is death--and they'll do you the favor if you try to leave or betray the gang.
* rely on subtlety and backroom dealings to get their way. Often considered snakes, like their emblem. Overall, they are the most hated gang on Suodi, seen as representing thr very interests many on Suodi are trying to escape.
* "showing your palms" or being "open-palmed" on suodi usially means to prove yourself to be a liar/fraud/sneaky/foul/bootlicker.

Tooth and Talon
Baron of SecurityDescription WIP

Breakwater
Baron of Docks*intertwined and inseparable from what passes for the longshoreman "union". If you're working the sea or air docks, you're at minimum employed by Breakwater.
*The most laid back gang in terms of being a gang member--though members who leave are harassed and bullied financially and physically typically to the point of moving far away from Breakwater territory, sometimes even off the island itself.
*Loud, obnoxious drinkers who love starting bar fights.
*they take care of their own, and those who cross membership can find it becomes difficult to come and go on the island.
*particularly egregious behavior might see some sort of official sanctions--a unique quirk to breakwater, where trade might be disrupted if the interests of their workers are crossed too hard.
*they consider themselves to be the most "in tune" with the people of the island.
*they are the most well liked among the gangs, though the everyday citizen will still avoid them due to their roughness, drunken carousing, property-damaging fighting, and love of gambling.
*they are often underestimated
*organized in a family structure (ala mafia or early irish gangs)