Casca (
swordofthehawk) wrote2029-06-15 08:18 pm
❧ Guide to the Sphere
We might as well begin with what's customary: Welcome to Anatole, and save your breath.
I know you probably don't feel very welcome, but for what it's worth, few of us do when we first arrive from the worlds we come from. Take comfort in knowing you're not alone in being abducted. Whether you're used to traveling between worlds or you're like most of us and you were having a very ordinary day until it was unexpectedly interrupted, the fact of the matter is this: you're here now, so get used to it. I don't mean to sound unnecessarily harsh, but if you can at least come to terms with the fact that this is happening, it will make things much easier for you from here on in...especially as there's a lot to know.
That's precisely why you should keep reading this guide, in case you were wondering. You'll have a much better chance at survival if you educate yourself now, before you make the mistake of going someplace dangerous or trusting somebody you shouldn't.
So pay close attention; I won't repeat myself. I'll tell you what I know...all that any of us knows about this world called the Sphere.
All locations use the same kind of currency—a money standard called ivories. Provided you have any of your homeworld's currency in your possession, you can convert it to ivory pieces. And if you find things that other worlds normally value, like gold, silk, silver, weapons, and so on, you can always sell the items to make a profit.
The Forge was originally created by a man of the same name, a Scorched who came and went long before our generation. Anyway, it's the name of the device you received when you woke up in your apartment, the same one which broadcasts Network communications. It's not alive. There are not tiny little people living inside it. It is not possessed by demons or ghosts. It is not candy, so don't chew on it. And for goodness sake, don't shake or hit the damn thing. It's valuable, maybe as valuable as the jewelery you like or the sword you keep. Treat it with care.
What you'll want to know about the Forge is the following:
☼ It can broadcast in and receive video, text, and audio communications.There are buttons all over the place, and I'm sure you can figure out what they do, but there are also games and photos and all kinds of things that have been programmed into the Forges for your convenience. I don't know much about those, myself. I don't treat my Forge like some kind of toy, but maybe that's what you're interested in. Either way, get to know your Forge. It will be very useful to you, I promise.
☼ Broadcasts can be marked private to yourself or filtered to certain individuals.
☼ It will read text to you, or transcribe things you say into text.
☼ Every other month it has a tendency to broadcast dreams and thoughts. There's not much anyone can do about that.
☼ If you break it, you have to pay for a new one. After the first time, at least. And finally...
☼ DO NOT SHAKE IT! It's nauseating.
While still on the topic of the Forge, I'm going to presume Priscilla encountered someone who thought that it could speak back to them? She left a reminder in the original guide about how it's just an inanimate object. It won't talk back to you, which is to say, you can't get to know it in the way that you can get to know a person, or even a pet. It's just a machine, and that's all it ever will be. Unless you break it. Don't break it!
I'm assuming this is where you woke up, in a small, sparsely decorated bedroom that is unfamiliar to you. Congratulations, it's now yours—provided you want it. Attached, you will find what has been not-so-affectionately dubbed the remainder of your starter apartment. Within the apartment you will find some basic comforts:
☼ Food enough for one month.Some people have also been known to find personal affects from home. Such things may include accessories, books, clothing, weapons, and sometimes even pets.
☼ Your Forge—a device used for Network communications.
☼ A small stash of ivories, the city's currency.
All starter apartments contain the same basic gas or steam-powered oven and refrigeration devices. I expect some people will find them outdated, while others will find them considerably more advanced than what they're used to working with. If you're uncertain about the purpose of something in your apartment or how to use it, ask another resident before tampering with it on your own. It's better to be safe than to accidentally rot a whole month's supply of food.
Water filtration is another matter, one which you should remedy as quickly as possible if you're one of the unfortunate few to occupy an apartment without a proper filtration device of its own. If you don't wish to use public bathing and fountain facilities, you may wish to purchase a water filtration device from the Tunnelmen, who can be found in Dismas.
Your apartment is absolutely free to you for one month. It's strongly encouraged that you take advantage of this, regardless of whatever personal standards you might have. After one month, the apartment owners demand a small, respectable fee to cover the cost of further occupation. If you'd rather not pay it, you're welcome to move out, but Natives elsewhere in the city have been known to charge a higher price for rent.
Scorched is the name the Natives use for people who crom from other worlds. You and I? We're Scorched, just like many of the other residents you'll soon become more familiar with. For the most part, the Scorched community exists inside of Anatole, although some people have taken to spending time below ground in Dismas, or across the narrow stretch of ocean in Wynn. You might think that being one of the Scorched means only that you carry a label, but there's more to it than that.
☼ While the Natives age, the Scorched do not. Sometimes the time the actual aging stops will vary from person to person, but there are Scorched who have lived here for a reported century or two without growing older (ie. Milena Roew).If you find that you have any questions concerning your rights as a Scorched, or if there's anything else you wish to know, you're encouraged to ask around. Naturally, in a place full of strangers, trust can be a bit of an issue, so if you'd prefer a private conference to address the things you wish to know, feel free to seek out and address any member of the Alliance; our sworn duty is to help those in need. Many of us attend the welcome party that is held when the Door activates monthly (read on for more details), so you're invited to attend and speak with us there.
☼ Sometimes, although not very often, the presence of the Mist changes people. It has been known to give people special powers when they didn't possess any prior to arriving. Other times, people who had special powers will find that they're now limited, enhanced, or altered in some other way. There have even been incidents where people have lost a familiar power only to gain an unfamiliar one. You may or may not find yourself amongst those with powers, but if you don't, it isn't cause for concern. There are a number of us present in the city that do just fine without added supernatural abilities.
☼ While we abide by the same three laws that govern all of the inhabitable places here on the Sphere, we police ourselves for the most part. That said, it's absolutely imperative that you remember this: The laws of your world aren't the laws of this one. Don't bring them here, and while we're on the subject, don't bring your grudges, either. Everyone—absolutely everyone—begins with a clean slate when they arrive in Anatole. To be punishable for a crime, it must be one that is committed here. This is a frequent problem (because it can be difficult to unlearn customs) but please try to bear it in mind always. And finally...
☼ What and who you were where you come from doesn't entitle you to anything here. No matter how strong or influential you were in your homeworld, there are likely other Scorched around you that outclass you in some way. The city is populated with politicians, warriors, kings and queens, princesses, other nobles, soldiers and servants, civilians, magicians, and more; every last one of us is equal. If you wish to have a position of power, you're going to have to work for it. There's no cutting corners in this place, not for most people. Anyway, don't cheat, and don't pick fights with people you know nothing about—after all, they could turn out to be one of the residents here who are the closest things to gods we have (and there are a few of them to watch out for).
The Alliance is an organization dedicated to the safety of Anatolians, Wynnish and Scorched alike, even though it is primarily situated in Anatole. Its Head Commander is Byakuya Kuchiki.
There are three divisions, and they are as follows:
☼ The Patrol: It occupies the Primary Headquarters. The Head Commander is Isabelle Lightwood. Her Vice Commander is Brienne of Tarth. The Patrol division handles monster threats in the ruins and, when they come into the city, in the streets as well.I should mention that, while there is a policing division, it really isn't any kind of government. The Alliance is trying to uphold the laws of the land we're in because the superhuman nature of the Scorched means that no normal Anatolian can do it themselves. In other words, we don't create laws.
(Information and Joining)
☼ The Police: Its headquarters is Outpost #1. The Head Commander is Byakuya Kuchiki. His Vice Commander is pending at present. The Police division is in charge of neutralizing community threats such as thefts, murderers, kidnappers, and other civilian disputes.
(Information and Joining)
☼ The Search and Rescue: Its headquarters is Outpost #2. The Head Commander is Casca (myself). Her Vice Commander is Kotetsu T. Kaburagi. The Search and Rescue division is dedicated to finding and rescuing civilians during emergencies.
(Information and Joining)
Members of the Alliance are provided a reasonable wage in return for their services, free room and board within one of our three buildings, as well as access to training facilities and our armories, etc. If you are interested in joining, see the division section or go here to speak directly with the Head Commander himself.
By now you're aware of a few of the dangers that populate the Sphere. There are the people, there are the monsters, and then there is the Mist. It's everywhere. The only places it doesn't frequent are the cities, but it has been known to bleed into them from time to time. It's in the ruins and in the tunnels, it's in the forests and it hangs thick over the ocean. A black version of it, thick and deadly, occupies Erebos after dark (see the section on Wynn for more information).
For your safety, it's best if you don't regard the Mist like an ordinary fog...because it isn't. Forget what it looks like, because looks are deceiving. The Mist is made of energy—magic, or so it's said—so strong and so wild that it interferes with just about everything within and around it. Time discrepancies occur within the Mist, people lose control of their special abilities, they hallucinate, suffer from crippling exhaustion, and at times, even find themselves warped about to unknown areas without knowing it. There are countless ways it can toy with you, and the deeper you go, the worse its effects are. Go too deep, and you can even die.
Of course, that's what there are Ora for. If, for any reason, you find yourself needing to travel to or beyond the fifth level of Mist, purchase an Ora from the Tunnelmen in Dismas and it will hold the Mist at bay for a time. They don't last forever, but they often hold enough power for a few days, even weeks.
Beware the monsters that dwell here, whatever you do, especially as not everything dangerous looks monstrous.
Like I mentioned before, the Mist will come into the city on occasion. It brings dreams, nightmares, the broadcasting of memories, illnesses, changes in behavior, in perception, age, and so much more. When that happens, it's best to stay indoors, but even doing that sometimes won't help you.
Anyway...stay informed and keep vigil. It's your best defense.
Like all places, Anatole, Dismas and Wynn have laws. Specifically, these three laws:
1. Spill Little Unnecessary Blood.If you're discovered breaking these laws, you may end up experiencing the mutually-accepted justice system of Anatole, Dismas, and Wynn. This consists of your being given a trial on the island of Themis, in a tall-towered complex which features a hearing room, an open-ceilinged combat arena, and a special prison with time-discordant cells. The island itself is mostly flat rock and dirt paths, a suitably cool place for justice to be decided.
2. Take Nothing if Nothing is Given.
3. Harm Only What is Yours.
The trial can be by combat or by council, and anyone can sign up to be on the governing pool, from which any given council is randomly drawn. In either case, you can choose to represent yourself or hire someone to argue—or fight—for your cause.
In a trial-by-combat, the winner determines either acquittal or conviction. In a trial-by-council, the council votes and the majority vote determines the outcome. It's possible to be acquitted even if the council believes you committed the act you're accused of, provided the governing pool decides the crime wasn't severe enough to punish you for.
In any case, sentences vary, but the cells on Themis seem to have a certain disconnection with time, wherein it's possible for people to be imprisoned for a day by our standards and yet, by their own, have stayed in their cell for an entire month.
Anyone can make a living as a council representative or combat champion. If you're interested in becoming one or the other, please comment below and fill out the form. Presently, the representatives are as follows:
Trial-by-Council Representatives | Sign up here!
Trial-by-Combat Champions | Sign up here!
Dangerous People and Criminals...
As I mentioned, the city that you find yourself in is called Anatole. One of the few inhabitable places left in this world, Anatole hugs the ocean coast on her northern and western sides, and to the south and the east, she is surrounded by uncharted, Mist-covered ruins and hunting grounds. It's estimated that the population of the city is somewhere in the millions, though an exact number isn't something that has been calculated. The city map can be found here.
The history of Anatole is a complex one, taking place long, long ago in a nearly forgotten age that was ruled over by the Veneficus, wielders of magic who eventually lost their powers. The history involves the rise of the Mist as well as the coming of the Twins, but the condensed version is this: "Humanity found themselves driven out of the rest of the world and to this place, where a new city was built on the bones of the old. I understand that Anatole means dawn. It stood for hope." —Priscilla, Departed Former Alliance Head Commander, Leader of the Patrol and Resident of 3 Years
For the people of the old ages, Anatole was their stand. What you make of Anatole is up to you, though. Some of us consider this to be a place of new beginnings, while others are convinced it is a place of false starts. Speaking from personal experience? I believe it's a place worthy of giving a chance. It is possible to be happy here, to have a life you might not have had back where you came from.
Moving along, there are some important things you should know about the city. First off, you and I, and every other person brought to this world from another, we're called the Scorched (as I mentioned earlier). It's a Native-given name having something to do with the sunlight and the Mist, once used in the derogatory sense, and now...well, it still isn't used fondly, but at least it's used with less scorn than it once was. I suppose that's due to certain events that caused the Natives to warm to us, but in the end, our relationship with them remains a tentative one. The people of this world aren't like us, after all; they're unfamiliar with our cultures and customs, and they don't possess any special abilities like we do. It makes them scared, and there isn't any way to convince them that they shouldn't be, because the fact is, some of us really are dangerous. Speaking of dangers and things to be wary of...you should probably know a little bit about the rulers of this city.
Anatole is governed by the Twins, who are revered throughout the known inhabited parts of the Sphere. Not much is known about them, but here's a little bit of what is:
☼ Their names are Ciaran and Eilianora.It seems the people regard the Twins almost as much like gods as they do rulers. In spite of being worshiped, they tend not to leave their manor much, and not at all recently.Before the Alliance, there wasn't much by way of police activity within Anatole, apart from the Twins' sentencing. In extreme instances, however, men in black outfits have sometimes come, seemingly from nowhere, to take care of any threats identified by Ciaran and Eilianora. Priscilla stated in the original guide that she didn't know much about those black-robed figures, and I confess that I don't really know who they are, either. Nobody does. Apparently, it's been that way for a long time.
☼ Their parents were powerful Veneficus (mages) named Lord Cahir and Lady Assana.
☼ They appear to be around eight to ten years old, although they are really several centuries old.
☼ They are extremely powerful. It's hard to say why. Claramond believes they were responsible for the loss of the Veneficus' abilities. (For more on her, please see the section on Wynn.)
The other thing you need to do is to learn your districts. Most directions given by the Natives or by your fellow Scorched are given by indicating the district the location belongs to. If you can't memorize them, make sure to carry the city map with you at all times.
The first district you'll get to know is the Outlander Community Block, where you'll find your apartment located. Read on for other places of interest, and if you have a business you would like to include, fill out the form here.
Bathhouses, The: If you don't happen to own a water filtration device or you simply enjoy communal bathing, you can come here and enjoy yourself for free. Private rooms are available for a small fee.
Berend's Found Goods Store: Sometimes objects come through the Door instead of people. Berend's collects them and sells them back to the public. It's possible to find just about anything there. (Previously noted by Priscilla was something called a gel pen. For anyone interested, they are a lot less time-consuming to use than an inkwell and feather quill.)
Bulletin Board, The: A long wall in the city square where people put up posters and business advertisements, and sometimes the occasional message from a stranger also makes an appearance. Essentially, it's an effective way to let your fellow Scorched know about upcoming events or the opening of a new shop. You can also use the board to request help finding lost objects or missing pets.
Carnival, The: Open year-round, there is an assortment of games you can play, and rides you can go on. The site is also home to the annual carnival which is decidedly larger and more exciting, filled with funhouses, acrobatic performances, a freakshow, and contests of all kinds.
Cavus, The: Newly erected by the Tunnelmen, the Cavus is a magical wrought-iron teleportation ring that connects Anatole to Themis and Wynn. Presently, however, the Tunnelmen are working out the kinks in its development.
Ceolsige, The: A once-abandoned vessel that has been repurposed as an event hall. You can find it at the docks, next to the Victoria. If you're willing to do some work, free on-board lodgings are provided for you.
Church, The: Widely believed to have been erected to honor a nameless god or "the power behind the mist", whatever that is. Everyone has their own theory, but whatever the case, the church is accepting of all religions. If you need a place to pray and worship, your best bet is to head there. Just be respectful and you'll be left in peace.
Clinic, The: Magic and traditional forms of healing are offered by very skilled Scorched practitioners here. If you're in need of help or know someone who is, then the Clinic is the place to go. Similarly, if you've any talent for healing, I strongly suggest speaking to Anders or Martha Jones about a job. There are never enough people on hand that are good at saving lives, and always too many that are good at taking them...
Door, The: That is the archway you came to Anatole through, whether you remember it or not. It only works one way, but sometimes you can see reflections of other worlds if you stare into its center. It is one of three door-like artifacts known to us in this world.
Folkehaven Library and Folkehaven Bookstore: They specialize in books from other worlds, and the bookstore sells otherworld books in little chapter bindings.
Greenhouse Row: Everything related to fruits, vegetables, trees and flowers is grown here. You're also welcome to start your own garden in one of the many greenhouses, or just come to relax. A lot of people seem to find the peace present within the glass walls to be quite enjoyable. It's a little like being in a completely separate world from the Sphere. (I was asked by management to remind you that you're welcome to sample the edible foods, but sampling does not mean you can gorge yourselves silly. Don't be a thief.)
Lighthouse, The: As its name implies, it hugs the coast of the city and remains a bleak shadow on the horizon when night falls; the light within has only ever shone once. Usually infested by one kind of amphibious creature or another, the lighthouse is generally considered not to be very safe. Even the shore around it is frequented by sea monsters. Tread carefully.
Memorial Tree, The: Forged of metal and stained glass, this tree stands in the heart of the local park. It is a cherished place, and the leaves belonging to the chiming canopy bear the names of those the Scorched wish to commemorate: they are the ones we love and respect, who have come and gone.
Public Market: Food, clothes, and other goods can be found here. Get to know your local shops and compare prices. I recommend learning how to barter. The Natives can be stingy.
Twins' Manor, The: "This is where the Twins live. It's usually just a normal manor, but sometimes it eats people." —Priscilla (I don't believe she meant that literally. If I'm not mistaken, it has to do with the Twins' magic...but that's hard to confirm given that it's been a little while since we've heard from them. Almost too long...)
Victoria, The: Likely the one attraction in this city that will cause you to hesitate. This vessel is located next to the Ceolsige at the docks in the northernmost part of the city. It's operated by zombies (please, don't ask me if I'm kidding) and is also frequented by ghosts. For the most part, they're...cordial. They enjoy playing dice, which I'm told can be fun and quite rewarding just so long as you don't upset the crew and get yourself tossed overboard.
Apothecary, The: Anatole, All-Purpose District 1. Owned/Operated by Severus Snape. Deals in ingredients, potions, custom wands, the occasional book or item from the home of the proprietor, and liquor. Dreamless Sleep, Blood Replenishing, and Healing Potions always in-stock. Elfroot also for sale.
Foxhole, The: Anatole, Commercial District 3. Owned/Operated by Tony Stark. "We're a semi-decrepit bar in the heart of the city, but our popularity is growing steadily. I guess the place was started by a girl named Helen. A lot of people liked her and liked the bar, so I figured it was worthwhile to keep it going. We serve whatever we have access to when it comes to booze, and we're open for events. Hours are 11am to 5am...usually. Sometimes I'm late opening. Depends how much of the profits I drink." —Tony Stark. (Classy as always, I see.)
Midland Hooves Stable: Anatole, Commercial District 1. Owned/Operated by Casca. A stable for the raising, training, housing and general care of horses.
Ramen ya Soba/Nagi's: Anatole, Commercial District 3. Owned/Operated by Zero Kiryuu. It is a simple noodle restaurant featuring ramen, soba, somen, along with a number of Japanese side dishes. The menu will eventually be expanding a bit, mostly for a few more appetizers, along with a dessert or two.
Angel Investigations: Anatole. Owned/Operated by Allen F. Doyle and Angel. A small, more or less free service (unless clients are able to pay) Angel and Doyle, with the help of a few others (Fred, Dea, and Snape), solve cases whenever they may fall into their laps. Doyle and Angel also moonlight as bodyguards and such.
Clinic, The:
Combat Training | Have a service? Sign up here!
Casca: Bow and Arrow, Mounted Combat, Sword, Tactics. Novice to Expert. Fee negotiable.Kurogane's Dojo: Anatole, Residential District. Owned/Operated by Kurogane. Where people can learn how to fight or fight better than they did before, but they'll have to work hard.
Kurogane: Bow and Arrow, Hand-to-Hand, Sword. Advanced to Expert. Fee negotiable.
The Warden Surana: Magic. Novice to Expert. Roaming location. Fee negotiable, but donations accepted.
Calligraphy Society, The:
Musha Observatory and Planetarium, The: Anatole, Near the Docks. Owned/Operated by Tony Stark. It's a white building that's difficult to miss, nestled between the Lighthouse and the Docks. "Isley originally opened this place (apparently a previous "me" had something to do with it, too) and dedicated it to a woman named Priscilla. I stuck a plaque over the main entrance to sort of acknowledge them both, 'cause it's a pretty neat place. We're open to the public all day and well into the night. Besides watching the sky, there's also information here about other worlds, and we're always looking for contributions in this regard. If there's anything about your world that you'd like to submit to our records, let me know. Otherwise, feel free to come by. It's quiet here...but that's not always a bad thing." —Tony Stark
Welcoming Committee, The:
Hunting Grounds, The: This is a mostly forested area just outside the city limits which is used by animals as a grazing and hunting ground. The animals found here are the game that the Anatolians hunt for food or fur. Anyone is free to hunt or roamaround there, but try to be conservative with your hunting. It's hard to predict when more animals will come through the Door or when they'll breed, and we definitely don't want to drive any of them into extinction.
Ruins, The: In a way, the Hunting Grounds are part of the ruins, but the while they're connected, the terrain between the two varies significantly. While the hunting grounds are mostly trees and grassy plains with few buildings left that are discernable through the overgrown moss and roots, the ruins are...decidedly more decrepit. There are still mansions and manors, old complexes, churches and stores, and various huts left standing, but most everything is in a state of disrepair. Fewer plantlike things seem to grow here, but they're not impossible to find.
Monsters also populate this region, and while they can wander into the hunting grounds too, they tend not to as often. That said, the ruins are regularly patrolled by the Patrol division of the Alliance, and that helps keep the areas closer to the city a bit more clear for your convenience.
Some parts of the ruins are flooded, and in the deepest parts of them there is an orphanage. By day the place is empty, but by nightfall it's teeming with ghost children. I've never been out there myself. I'm not sure I want to see spirits belonging to kids...
Anyway, the ruins themselves are always full of the Mist, although the thickness tends to vary. (Your map will show you the five zones, so learn them well.) Beyond the fifth zone, there is a new settlement which houses the third door-like artifact known to us, although this Door is seemingly dead. The settlement is ringed by Ora and populated by Natives migrated from Anatole, so if you're out that far and you need supplies, heading there is your best bet—which I'm telling you because I know it's pointless to waste time suggesting you stay out of the ruins altogether. Nobody ever listens to the most sensible advice...
Beneath Anatole, accessible by way of two separate stairways around the city, is Dismas.
Still considered to be a part of Anatole proper, Dismas is set apart by its unique (and often shady) culture. A subcommunity, it is often referred to as the Undercity, a name which sounds about as friendly as the place itself is. A map of its locations and general layout can be found here, but it's important to note that not all of the tunnels available for exploration have been charted.
That said, there are very important things you need to know about Dismas, but the most important rule of all is that all superhuman abilities are effectively nullified below ground. It's suspected that this occurrence has something to do with the sun, much like our name, but that's not something I've been able to verify. Nobody has. Anyway, because supernatural abilities aren't present in Dismas, it's requested that you take extreme care when visiting. Some people, after all, rely on their powers to stay alive. So be careful.
The next thing that you need to know about Dismas is that it's bigger than it looks. After all, it's essentially a great big cave, and unlike Anatole, it is very easy to get lost within the labyrinthine tunnels that exist here, and whereas Dismas and Anatole might be free of the Mist, the tunnels themselves are not. They're flooded with the stuff. With monsters, too. But you still won't have your powers, so I'd advise you not to go chasing danger, you'll just get branded a fool. Of course, monsters aren't the only thing in the tunnels; they're also the region where you're most liable to encounter the Tunnelmen. For the most part, they're rather friendly, at least in comparison to the monsters...and only so long as you don't try to find their city. They're not very forgiving of that.
Other things that you can find in Dismas are the black-market exchange, fetish shops, cheap room rentals, intimate services, and other dubious things. Of the less-dubious variety, however, there are these ever-popular attractions:
Arena, The: Dismas. Managed by Severus Snape. The Arena is a venue for sporting or other large events. Sports book/gambling available. Fridays are Fight Nights: combatants may enter and will be compensated if they win, as well as be awarded a share of any wagers won by the house. Quidditch matches are held on the weekends. The arena is also available for the annual tourney (if anyone cares to arrange it.) The Arena is the ONLY place in Dismas where one's powers are reactivated, although nobody really knows the reason why. It is also the acting site of the Robot Battling competitions, which can be invested in by betting or by buying permanent partial stakes in the robots themselves. Either way, it remains a place where you can make some fast ivories if you're willing to gamble with your chances. Speaking of gambling...If you need a guide or want to hire a bodyguard, I'm sure someone will take you up on the offer, but given the nature of the place, I wouldn't count on them doing it for free...
Casino, The: You can gamble legally here at the casino (as opposed to the illegal street vendors you find all over Dismas). If you wind up broke, don't go crying to anybody about it, and if you wind up arrested, it's your own fault.
Tunnel Trinkets: Or Tunnelmen Trinkets as it is sometimes called. This is the shop belonging to the Tunnelmen. They sell an assortment of gadgets and gizmos here, plus they take requests. Since they also make the battling robots, this is where you go to buy stakes in them, and it's also where you can go to purchase an Ora for deep-Mist exploration.
You reach Wynn by taking the Victoria from the Anatole docks across the ocean. The town there is different than Anatole—simpler, and less technologically advanced. Possessing a more rural sort of environment, its ruler is a sorceress named Claramond. Farmland is abundant here, but so are most forms of vegetation and livestock. Still a fairly new discovery, there is much yet to learn about Wynn. For example, we don't know as much about it as we do Anatole, but we're definitely working on learning all that we can. And one of the things we do know about is Erebos, the city of the Black Mist. You can travel there through the Gate, which looks just like the Door (and is the second of three door-like artifacts known to us).
Important places in Wynn for you to know include (but are not limited to):
Apothecary, The: Separate from the apothecary owned by Severus Snape, potions and herbs and other medicinal things are available here. Worth taking a look at since much of what is available in Wynn isn't available in Anatole.
Drunken Giant, The: A tavern that features reasonable food and...music. If you can call that music. It's not very good. Even Priscilla admitted she couldn't pretend it was good, and she was generally complimentary with regards to just about everything. Though, I suppose if you're drunk enough it won't really matter...
Healing Spring, The: A hot spring with magical healing properties. If rumors are true, it can bring you back to full health from event he most serious injuries, but it has a tendency to leave you rather fatigued for a while afterwards. Potentially worth it.
Salty Pig, The: A restaurant that usually gets visited by the same bard that likes to go through the Drunken Giant, so don't expect a lot. But the food is exceptional and the atmosphere is generally more pleasant than the tavern.
Bordering the town of Wynn is the forest, which is heavily populated by monsters and other unpleasant things. Mist has also been spotted here, although it tends not to be as thick as the sort that appears deep in the Ruins outside Anatole. Behind the forest, there's the mountains, also populated by monsters, giants, and a great dragon that resides in a cave atop the highest peak. It's possible to see the dragon soaring above from time-to-time, if you keep an eye out. Sometimes it even flies over Anatole, though it is seen less often there. It's believed it hunts this far out for food, that or it just wants to spread its wings. In any case, the healing spring is located here. And...Priscilla warned in the original guide that you should avoid getting punched by any giants while in the mountains. Athough I think that is a given...
Stepping through the Gate, you will find yourself in a pocket dimension that exists beyond. The dimension itself is called the Chamber, and Erebos is the name of the city within...if you can classify that place as a city at all. To be honest, it sometimes seems like so much more, but there are definitely city-esque things about it: buildings, streets, gardens, and what could be a relatively constant geography if the rest of the world around it didn't change so frequently. Erebos is home to regions of snowy mountains, ancient ruins, castles, sunlit and summery forests, entire lakes, rooms in places where they shouldn't be, pieces of other worlds...and more. What's worse is that, not only do things change, but their location also tends to change. During the day it's easier to navigate, even though monsters still dwell here, but at night? Worse things slink into the open and so does the Black Mist, a version of Mist far worse than any you'll encounter around Anatole, Dismas, or Wynn.
Erebos is considered to be one of, if not the most dangerous accessible place to the Scorched. Do not go there without preparing well ahead of time!
Now that you're here, you'll probably want to think about what you can do to earn your living. I've told you all I can about the many places that offer work, but if you don't find any that appeal to you and you have skills of your own to offer, try starting a business. And if you do, tell me about it so I can include you in this guide. You might even find a willing partner for your enterprise if you ask around. And if all else fails, there is always fighting in the Arena, treasure-hunting in the ruins, or...Dismas. And the many opportunities that place makes available to people.
Get to know your neighbors. What you know is as important as who you know; having allies and friends can be extremely advantageous in case of a bad situation, but that does not mean you should take advantage of anyone! Give and take in equal parts and you should do just fine.
If you're interested in supporting your fellow Scorched or have a particular idealistic bent, let me know. There are always places looking for volunteers or a mind that thinks outside the box.
And that's that, I suppose.
I won't apologize for the length of the guide as its meant to be informative and helpful to you...which I hope it has been, even if only in some small way. Let me know if I've missed anything.
Priscilla thought that maybe concern would arise about what qualified her to write her guide. While she was here, she was the longest residing resident amongst the new generation of Scorched. I'm not, but I don't feel that disqualifies me, either. Of course, if that kind of thing matters to you, I've been here for a year. I've worked hard to acquire what I do have, even if it isn't much. If that doesn't satisfy you, that's too bad. The fact is this: Priscilla left and the guide needed updating. Someone had to do it, and so I did. That's really all there is or ever was to it. So, thank you for reading this far and one more thing...
Good luck.
Alliance Search and Rescue Head Commander
Casca
[OOC: Please let me know if any links need correcting! Comments pertaining to new businesses, services, and etc. should be made below in the appropriate section and should be done IC! Thank you!]

General Combat Training Form
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Themis Trial-by-Council Representative Form
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Themis Trial-by-Combat Champion Form
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A bit about yourself: Tell people why they should request your services. It would be especially useful if you told us what it is you can do.
Businesses
Type: Commercial Business (ie. Muffin Shop) / Service (ie. Clinic) / Free Service (ie. Advice Column).
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Owned and Operated By: Who owns or manages the business.
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Anything Else?