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Jul 18, 2009 21:46

The information post of World's End has been updated.



General Information

You have arrived in a city called World’s End. The 'why' of this is not exactly apparent. Beforehand, when it went under the name of ‘Purgatorium’, people were brought here across worlds to atone for their sins, but this is not believed to be the case anymore. There are people from different worlds, different universes, even, in this city. Some groups of us are larger than others.

You will find yourself equipped with a communicator. This can be used to contact all members of the city, including the gods, via text, voice or video options. It is very user friendly, and you should have no issues with the basic. Please try to keep it on your person at all times.

A map can be found here. This function is always readily available on your communicator.

Please also read over the Bestiary, written for us by Navi. It may be somewhat out of date, as she is no longer with us.

The Gods

Perhaps a laughable concept, but true here nonetheless. The city is at the mercy of the three gods, who are as follows:

Ihy: Considered to be the ‘good’ god. Ihy is a child, and while he means us no harm, he can lack judgement. It is best to be kind to him; he will likely return the favour. He can be approached for boons, but will usually ask for a favour in return.

Alaneo: Our god of neutrality. Alaneo is obsessed with the balance of things. It doesn’t care for ‘good’ or ‘evil’, and if it acts in either way it is only because that seems to be the correct thing to do. Alaneo is neither male nor female, and can take different forms. Again, it can be asked for favours, but it will work them to its own ends.

Discordia: No one knows much of Discordia. She has been called ‘The Mother Reborn’, but apart from that we have no knowledge of her save her name. She is thought to be the one responsible for a rash of unfortunate circumstances in our city.

The gods can be contacted over the network, and can read any and all posts - even the locked ones. They can take away or deny anything to us, yet at the same time can give us valuable resources.

Within the City

There is no running water and no electricity in World’s End.

You will be expected to pull your weight in the city. We do not use a monetary system, and work on a method of sharing or bartering. If you do not hunt or work, you will likely get less of your basic needs than those who do. This is not out of cruelty, but simply necessity. We all work together in this.

Places to Stay
The Sanctuary: A small and sound apartment within the walls of Zelda’s wards. Nothing that means anyone harm can enter the wards. The apartments contain two bedrooms, and a small kitchen area adjoined to a sitting area.

The Lux: The Lux is run by Roxas, who will let you know if there is space in it. It has a communal kitchen and comfortable rooms.

Renovated City Areas: For anyone who wants a house of their own. All catering and upkeep once the place is sound will have to be done by the owner, as will all defence.

Groups
The Task Force: Charge with keeping the peace of the city, the Task Force act as the police, or the city guard.

The Turks: Employees of Rufus Shin-ra. Must be prepared to do anything for the Company.

The Queensguard: The personal guard of Zelda.

The Remnants: A group of madmen who live in the church. Obsessed with the idea of ‘Mother’. Not to be trusted and generally avoided.

Work
If there are any specific jobs wanted or needed, they will be tacked onto the bulletin board in the square.

Constant work is as follows:

Task Force Officers: The Task Force are charged with keeping the peace of the city, patrolling to remove monsters or infestations from areas, and, if necessary, investigating crimes. Contact the Sheriff or come to the HQ if you wish to discuss taking a place here. Training and drilling will occur if you are a member.

Shin-Ra Employees: If you wish to work for the small company, contact Rufus Shinra or one of his Turks. There may be openings for working on generating electricity for the city here, or one could attempt to join the Turks. More information would likely be given at Shin-Ra company.

Hunters: this can be a solitary or group job. Notices can be found on the bulletin board if anyone is looking for a partner in this. Hunters track down fresh meat to bring to the eating establishments, as well as foraging.

Renovations: Tasked with the upkeep of the buildings within the city. Speak to Zelda if you are interested.

Gardeners: If anyone wishes to work on the upkeep of the gardens solely, just let the city know.

Chefs: To work at the Lux, Thorn, the Line or Aaron’s Eatery. Contact the properties of each to find out more.

Carpenters: Speak to Faldain, Ashoka or Nabooru if you want to work as a carpenter. You may be called out to help with renovations, and also general wear and tear.

Blacksmiths: For metalwork, from upkeep of the city to stoves. Speak to Avari or Tom Hannigar if you want to pick this up.

Strippers: Speak to Matt or visit Thorn if you want to find out more.

The City Leaders
The City has chosen to elect a leader. Our leader is Zelda Nohansen Hyrule. She can be approached for all matters regarding the running of the city, and has final say in decisions. She is currently setting up a conference between herself and some of the more important members of society, who will listen to the ideas of the city and stand as justice should the need arise.

Claire Redfield is the Sheriff of the Task Force, and Angeal Hewley is the Deputy. Both run the Task Force, and can be contacted for anything about it.

This section shall be updated as time goes on.

Death

Death is a very real threat here, living in a hostile environment as we are. It is not, however, permanent. If you should die, you will remain dead for a period of twenty-four hours, and then regenerate somewhere on the outskirts of the city. Should you die again after that, you will remain dead for forty-eight hours, again for seventy-two, and so on. You will also lose a memory upon your resurrection, so death is not without cost here.

City Areas

General Areas
The River: The majority of the city is situated south of the river. Water can be drunk from here, but it’s advisable to boil it just in case. Fish can be caught and are usually edible, with only a few mutants. The bathhouse is close by.

The Forest: All around the city, even encroaching on the beach to the west. The forest teems with monsters, some of which can be eaten.

The Beach: To the west of the city. The black sand of the beach is home to the lobstrocities, a sentient monster that can be killed and eaten. Mutant birds fill the sky, and away out to sea the Dark Tower can be seen against the sky. As we get closer to the Dark Tower Dreams (explained below), the Tower seems to come closer to the coastline. Do not try to reach this tower; there are many monsters lurking further out to sea. There have been suggestions for putting up wind farms along the beach, but as of yet this has only been mentioned. Will be updated later.

Areas Marked on the Map
Point 1: The Castle That Never Was: Located to the North-East of the city, over the river. Marked as ‘Castle Oblivion’ on the map. Those who aren’t invited have trouble entering, and I believe humans cannot at all. Best left alone.

Point 2: The Graveyard: The Northenmost point of World’s End. This area is filled with violent spirits and creatures called 'Dementors', which will suck out your soul if you are not careful. Small green creatures, carrying a butcher's knife and a lantern, will roam about in there. These are called 'Tonberries', and may look clumsy, but are actually quite dangerous. They have an ability called 'Karma' or 'Everyone's Grudge', and it will hurt you as you have hurt others physically. Tombstones will bear the names of your beloveds. Within this area you will also find the Shadow Temple.

Point 3: The Church: Directly by the river. The church is an area that should be avoided. It is the home of Kadaj and his brothers. Do not drink any of the water nearby it, and go around it if there has been any activity from those within.

Point 4: The Bathhouse: Located near the west end of the city, directly south of the river. These are communal baths, run by [There seems to be a corruption in the text here ((gotgauntlet; the Hobo Prince of Persia))]. This is free to use and can be run at any time, though regulations must be followed.

Point 5: Zelda's Sanctuary: Situated to the north-west end of the city proper. This is a warded area, where those without the consent of Madame Zelda, or those who mean harm, will not be able to enter. It supplies sturdy housing with small kitchens per apartment, Zelda’s small hospital, run by her, and stables. If someone wishes to live here, Zelda should be contacted. It is generally one of the safest areas of the city.

Point 6: Avari's Smithy: Located in the Northeast section of the city, at point six on the map. This is our smithy, run by Avari. Metalwork of all kinds is done here - from swords to stoves. If you wish to help, please contact her via your communicator.

Point 7: Thorn: Located on the map under the name of ‘Sunde’. A renovated strip bar run by Matt.

Point 8: The Shinra Building: Located to the direct west of the city square. Five stories high, this is the work place of President Rufus Shinra and his Turks. The building is mainly offices, where they work on finding power sources for the city. Equipment can be found in her, but it is best to contact one of the members of Shinra first.

Point 9: Aaron's Eatery: Located at point nine on your map, north of the city square. Food is brought here and freshly prepared by Aaron Gawain. Stocks are available, but it is preferred that you bring your own. If you want to help Aaron with this, simply contact him.

Point 10: The City Square: As long as you can get back here, you ought to be able to navigate your way around the city. The remains of a fountain trickles here, our main source of drinking water. Fruit trees and a small patch of edible plants grow nearby also, tended by the members of the city.

Point 11: The Gardens: East of the city square. Kurama, who has since left the city, tended these gardens. They contain all manner of plant life - some of which are dangerous, but should have warnings posted nearby. It is currently tended by the city, but positions for gardeners can be taken up.

Point 12: The Schoolhouse: Located to the east of the city. As with the Shadow Temple, do not go in here. This place will drive you mad within hours. There is no exception to this rule. You will be plagued by visions and noises that will drive you completely insane. Physical harm can also be done in here. This is one of, if not the, most dangerous areas in the city.

Point 13: Task Force HQ: S directly south of the Shin-Ra building. This is the headquarters of the Task Force, the city guard, police force, etc.. A Door, which will be covered in greater detail later, is situated here and is constantly under guard. Supplies are often housed here, as well as holding cells and city reports.

Point 14: The Clocktower: Can be found at point fourteen on the map. The clock tower stands just to the south of the city square. It is advised that you do not attempt to climb it. You may well hear the clocks going off at varying times throughout the day.

Point 15: The Lux: Located in the southwest section of the city at point fifteen of the map. This is a housing and eating area run by Roxas. Also has a nicely stocked bar, if Thorn isn’t your choice.

Point 16: The Library: Again, located with. The Library contains texts from every world the inhabitants were brought from, which may be useful during a World Event, which will be explained later.

Point 17: The Old Hospital: Again, do not enter this area. Located to the east of the city. The old hospital is several stories high. Sirens appear to go off within it, but there is no power for them. Monsters are thought to prowl inside of it, and their silhouettes may well be seen from the windows. This area is extremely dangerous. Do not go in.

Point 18: The Ninja Pagoda: Situated to the southeast of the town, within the forest. A large living space, but only via invite.

Unmarked Areas
The Line: Located to the west of the city, as of yet unmarked on the map. A relatively new structure, previously run by Portgas D Ace, who is no longer in the city. Another bar.

Zant’s Mansion Some streets south of the Clocktower is an area shrouded in permanent twilight. This is the home of Zant, and should be avoided. Monsters of his, called ‘Messengers’, prowl the streets here.

The Tunnels: Entrances to the tunnels are few and far between. They are usually heavily trapped, courteousy of one Albert Wesker, who is no longer a resident of the city. These lead down to unused sewers and labs, both of which are often patrolled by monsters infected with the T-Virus.

The Icestorm: During winter, this storm rages along the west side of the city. The weather itself is dangerous, but within it you will comes across wights - reanimated corpses of familiar faces from home with black hands and blue eyes. Fire or some other form of complete obliteration will stop them; cutting them will not suffice. The severed limbs will keep moving towards you, and they will expel black dust rather than blood and a gagging scent of cold when wounded. The wights, however, are not the most worrying things in the snowstorm. The Others, strange, humanoid creatures wearing colour-shifting armour, also live within this area. Go to the Task Force HQ and request a dragonglass (also known as obsidian) dagger as soon as you arrive in the city. This is the only thing we know of which will hurt the Others. Other weapons will freeze and break when too close to them, and if you are so much as scratched by one of their swords, you will begin to freeze up yourself. They attack during the night.

The Shadow Temple: Under no circumstances should you enter this area. Located in the graveyard, this maw in the earth is surrounded by torches from the outside, with an open eye bearing a teardrop gouged into the rock above the open door. Do not enter. It is filled with dangerous traps, illusions, monsters and things that would make you go insane. Parties may, on occasion, go down to look for things at the request of the gods, and at least one person has turned up in here. Contact Sheik if you absolutely must go down.

Events

Should you live in the city for some period of time, you will be subjected to various events sprung on us by the gods. More often than not, these are not pleasant. They will tend to last a week.

Bodyswitch Event: As it sounds. You will take the form of another person in the city for a short while. It can last from a day to a week. Other people may share bodies of the person you are currently in the form of - for example, there may be two people looking like me, and I may be unaffected by the switch. You will return to your own form once the week is over.

Genderswitch Event: You may well wake up as a male if you are female and vice versa.

Power Switch Events: You may wake up with the skills of someone else in this city. This has lasted a week in the past.

Say What You Think Event: If you have any secrets you wish kept to yourself, it is suggested that you turn your communicator off and not speak to anyone for the duration of this week. You will find yourself unable to stop yourself from saying what is on your mind.

Swap Meet: This event was run by the god Ihy. If an item is swapped with one of the gods, a resident may gain something beneficial from it - a necessary item, or a small luxury, etc. - or they could suffer though a Body-Switch, Power-Switch, or Gender-Switch event.

Lowered Inhibitions Event: It will be more difficult for you to restrain yourself for the duration of this week. This accounts for everything: lust, gluttony, pride, wrath, etc..

Amnesia Event: You will forget things during this event, be it coming to the city or most of your life. It is simply one that will have to be waited out. If you wish, bookmark this post in case we suffer through one of these events, so things shall be explained to you once more.

Time Events: You will become a part of yourself from your past. You will have all of your memories up until that point. Again, this is an event that simply must be waited out; it is difficult to give help for it as we do not know who will be affected.

Child Events: Not the same as Time Events. Some of the members of the cities turn into children. Seems to last three or four days.

World Events: The city will become an important area from one of the worlds in which our inhabitants come from. It is suggested that you read some information on all the worlds in the library for one of these events, or better yet ask one of its inhabitants to tell you what they know. This event lasts a week, sometimes a day or two more, and for the first two or three days we will be invisible to the people from the city we are imitating. We can take food and clothing from these areas, but when they can see us this will have to be paid for with money from that world.

Dark Tower Events: Sometimes, when the Dark Tower comes in sharp relief off the horizon, we will be put through an attack by the Can-Toi and other such creatures. The Can-Toi are rat men, who wear masks of human faces with open sores on the forehead. They are gloved and clothed, and if they grab you you will feel many pressure points under these garments, like rats running over you. They can be killed easily enough, but swarm. They tend to target telepaths, modified inhabitants and magic users, and have recently taken to targeting the owners of direwolf pups. We have seen various other creatures, human in proportion but with very animal characteristics. I believe these are called 'Taheen'. Both of these will attack at varying times throughout your stay.

Just preceding these events, we will usually find the words 'The Crimson King Approaches!' spraypainted on various surfaces, as well as kite tails of all colours about the city. On the sidewalks, hopscotch grids can be seen, usually in white. Neon chalked in moons, comets, and stars will be around them. We have yet to see anyone putting these up, but they are easily cleared.

Along with these, we also have Dark Tower Dreams.

Dark Tower Dreams: The memories, dreams, hopes or nightmares of various people in the city will be experienced during this event. We all seem to be affected by it, even if our dreams do not always show during the events. You will feel these dreams as if you are having them. In my experience so far, they tend to be less than pleasant at most times. These have all, so far, lasted only one night.

Halloween Events: A 'costume' event, where merely thinking of something will allow you to take a humanoid form of it. You have none of the powers and may feel urges to act like whoever or whatever your costume is of. This seems to have lasted a span of three days - the 29th, 30th and 31st of October.

Christmas Events: One of the gods offered rewards should we write a letter to 'Santa'. Those who did were granted one thing, but it is advised to be more specific in future, as some of them weren't as planned.

If there have been other events that I have missed, please let me know and I will update accordingly.

Artifacts

The Door: In the Task Force HQ, there is a locked door bearing the name of someone from the city. This door cannot be opened unless you are in possession of a key. Everyone in World's End has a key; should it be put into the lock, the door can be opened and someone can enter and converse to an opposite version of the person on the key. For example, should someone use my key and go into the room, they will talk to a version of me that is different from myself here. Were I to enter the room, the opposite would come out and stay here in my place, until pushed through again.

Sackdolls and Keys: Everyone in the city has a sackdoll. This is a caricature of a person, roughly a foot high and bearing similarities. They behave like the people they mimic, though usually to a comical extent. Inside each sackdolly is a key, which will fit into the Door of the Task Force HQ. The people whose names are on it cannot see their key, touch it, or even know that it is there. If someone is in possession of your key and it concerns you, contact us. The door is guarded at all times.

The Wizard’s Glass: Seeming to be spheres of coloured glass, these items are extremely dangerous and should be destroyed if found. They have an allure that becomes an addiction to many members of the city. The colours we have found are pink, green, and blue, though there are others.

The Lens of Truth: A magnifying glass which, when looked through, sees through illusion and glamour. This is especially useful if entering the School or the Shadow Temple. It is kept by Zelda.

Fire and Ice rods: These rods have the power to burn or freeze anything they are pointed at. The Fire rod is especially useful in winter. These are kept, again, in the Sanctuary.

Obsidian: Also known as ‘dragonglass’. Again, this is invaluable in the winter. It is one of only two objects known to hurt Others. Unfortunately, it is extremely brittle, so care must be taken with it. When winter rolls around, do not disdain one of these knives; the other object is a personal item of one of the residents, and nothing else will work. Obsidian may be received at the Task Force Headquarters.

Moebius’ Staff: This staff has the power to harm demons or vampires. It is held in custody in the Sanctuary.

Avoid

Sephiroth: Sephiroth is one of the greatest individual threats to the city. He considers himself a god, and murders without much care. He has immense willpower, moderate teleportation, and vast skill with a sword. He can be recognized by his silver hair and the long sword called the Masamune, as well as talks about ‘Mother’ and ‘Those chosen by the Planet’. Those with Jenova Cells may be more susceptible to his power.

The Remnants: Made up of Kadaj, Loz and joined by Wrath. The Remnants are parts of Sephiroth. They share the same obsession for ‘Mother’, and again, those with Jenova Cells may be more susceptible to them. They have been known to use a technique called ‘Dark Water’, which brainwashes those who drink it. Sephiroth can also use this ability. All three of them are very strong and able fighters.

Zant: A madman who brought darkness over the town. He has magical power and some skill with a sword. His teleportation powers are strong.

Alfred Ashford: Also best avoided. He tends to shoot first and then consider himself above questions.

Karasu: A known murderer with obsessive problems. Currently being seen to, but avoidance is still advisable.

This section may be subject to changes.

Again, if there are any requests for alterations, or questions in general, let me know and I will amend them.

ic: just doing my job, ic: world's end welcome, ic: newcomers, !important

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