The Factories

Physical Description / Layout
The Factories are by far one of the worst places to be in the city if your poor, since many of the factory owners have little regards for the concern of the safety of its workers, while the smog and chemicals can kill you if you have poor health. For many of its workers, life is usually cut short by around two years for every year spent living amidst its squalid conditions. Yet at the same time, if one is rich or learned, this is a haven unlike anywhere else in the world. Sedaire’s industrial and academic advancements are rivaled only by a few other places in the known world – and many of those are often in the midst of kingdoms with very tight rules on development.

Unlike the other areas where the vertical ascendance splits the area into layers, the factories are surprisingly flat; with only a single level present. At the very center of this level is the Belvedere Academic Building; a somewhat large research building surrounded by three satellite towers, gardens and a wall that blocks its academic grounds off from the rest of the sub-zone and factories. This wall is further ringed by a road and occupies a large enough area within the subzone that it is by far the most dominant feature. To the east of the academic building is a massive line of factories that range from North to South along its eastern border, with a large system of rails going down a path that leads to the mines in the far north-east.

The South is a largely clear area, filled mostly with houses and wide roads that allow processed goods to make their way to the Town Square located to the South-West corner of the Subzone. This area has a lot of stables, wagons, carts and even a few trader’s shops amidst a few houses as well. Usually its filled with a lot of traffic, but due to the elevator being stuck in the mines production has ground to a halt today and things are fairly quiet with only a few people milling about. There is a route here next to the town square which leads south to the Commons, as well as a fair few houses. If one goes Northward, there are more houses – but this time significantly higher class, along with a full-blown estate located right at the North. The entire Northern boundary of the subzone is dominated by the formidable castle wall, with an entrance that leads to the main castle gate located to the North-West and more secret entrances to the North-East.

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Mood, Lighting, Look & Feel
The looks of the factories varies. The closer one goes to the east, the darker and more dirtier it becomes. The trees on the Belvedere Building compound start to become dead here due to the heavy smog, while almost everything is black with dirt and smoke. The factories themselves are giant black towers amidst the mountains, belching smoke high up into the sky. However, within the compound itself things are fairly green and peaceful, with the main building rising out in the middle. Things are somewhat colorful yet and not as dreary as the factories. The ideal place to be however, is to the far west where things are somewhat clean and neat – reminiscent of the estates that are just over to the western boundary.

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Important Locations
The Belvedere Society

Essentially the HQ for the society and where the player will go for their relevant quests. The main building has several floors, but only the ground and first floor are accessible to the player. Interior has a lot of pipes, machines and a general steampunkish feel to it; however it’s an academy so there’s a lot of libraries, empty classrooms and things like that. Think Johnson center and you’ll get a rough idea. :P There’s lots of important characters here, which will be defined a bit later, but suffice it to say that this is pretty much where you’ll get all your relevant quests.

Mossworks Factory

Mossworks factory is a pipes production plan to the South-East corner of the sub-zone and is where the Society will send the player for his first quest with them. His job will be fairly mundane here: essentially go into the factory (which has stopped production for reason unrelated to the mine entrance) and find out why it’s stopped production for this day/repetition. The player will find a monastery operative here, one that he must defeat, before turning back to the Society’s HQ.

The Unmarked Estate

The estate to the North-west corner of the sub-zone is unmarked for a reason: nobody knows whom exactly owns it. Some people suspect its owned by the Governor, but the court denies it. Others think it belongs to a rich member of the society – but not one is seen going in or out of it. The entire place is incredibly creepy and under very heavy guard, however, despite the fact that nobody seems to live there. But the Monastery knows who lived there – their colleague, whom had helped the Governor in his foolish quest and whom you had talked to in your earlier quests at the docks. As part of a late-game quest, the monastery will send you here in order to retrieve a special torch that will let you navigate the depths of the abyss. However, careful investigation of the area will reveal a logbook by one of the workers that visited this area. He will indicate a possible hidden passage within the castle, which will lead you to the clue about the Khyber pass.

The Rail Station

Located in the North-east corner of the sub-zone, the rail station acts as the primary collection point for the ore coming in from the mines and is a somewhat busy area usually. However due to the mines being shut down, things are too quiet today. The Nihilists are aware of a sizable chunk of magical ore present here that the society is not aware of. Your mission, as part of a mid-game quest, will be simple: take the ore to the factory, figure out how to run it and convert the ore into a special shield and then get out of there as fast as you can.

Major Events
1.	During the late game a large number of people will migrate from this area and towards the wall to the north.