[ the Guide ]

Jun 16, 2015 18:37

THE GUIDE IS BEING MAINTAINED HERE NOW



A Guide to Luceti: Eleventh Revision

THE GUIDE IS BEING MAINTAINED HERE NOW

[Each section comes with a briefer, audio explanation, for those who may be unable to see/read the text.]

Everyone, if I may have your attention.

Everything that is presented in this guide may be difficult to take in, but I ask of you to keep an open mind. Essentially, every being in this enclosure was drawn to this world by an unknown means. By some interception, the Malnosso Organization, as they have identified themselves, have placed us within this barrier for their experiments.

Currently there isn't a feasible way for us to break from this situation through our own means. There is a large difference between adapting to an unfortunate situation, and becoming complacent with one. I hope that this guide will help you come to more of an understanding of what the basic situation entails.

Contents


  • SECTION I: Introduction to Luceti
  • SECTION II: Arrivals and Departures
  • SECTION III: Abilities and Limitations
  • SECTION IV: Journals and Communication
  • SECTION V: The Malnosso Organization
  • SECTION VI: Experiments
  • SECTION VII: "John" and "Shifting"
  • SECTION VIII: The Third Party and The War
  • SECTION IX: Luceti's Calendar
  • SECTION X: Maps and Geography
  • SECTION XI: Notable Facilities
  • SECTION XII: The School
  • SECTION XIII: The Spirits
  • SECTION XIV: Known Organizations
  • SECTION XV: End Notes


SECTION I: Introduction to Luceti

  • One of the most important facts for new arrivals to come to terms with in Luceti is that this is a different world than the one you know. As for how you get back out... once you are here, you are unfortunately trapped here. I'm aware that you likely aren't willing to accept that at face value, as right you shouldn't, but please do not risk unnecessary harm to yourselves and run off carelessly.

  • One of the first things that you'll discover is a rather noticeable change to your body; the odd set of wings on your back. It has been hypothesized that their purpose is to force our bodies to adapt to the environment of this world, due to there being variations in what one would need to survive. You also may want to take note that you cannot fly with them, but hovering can be achieved with some concentration. The wings are of varying colors, which seems to have some significance, though we haven't determined what that may be. Sometimes they may even change in color, though that is a rarer occurance. The wings are also very sensitive to the point that if they are broken or injured, there isn't very much that even the most powerful healing magic can do for them as they recover, so you should take care. Every person trapped in this enclosure has wings, as well as the members of the Malnosso Organization, and the various other inhabitants of this world.


  • The best thing to do is avoid injury to the wings, at all cost; they are sensitive, and injuring them can cause great pain to your body. If you find that they are bleeding, seek help immediately. Pulling the feathers out for no particular reason can result in weakness. Molting excessively can also result in illness, though a normal light shedding can be expected from time to time. Losing both of your wings will result in your immediate death so please - do take care with them. If you somehow only lose one, it will take a week to grow back properly.

  • Another change to your physical body to be aware of, though less hazardous than the wings, is of a branding on the back of your neck. Some people refer to them as barcodes or tattoos. Considering the nature of our situation, it can be surmised as a means for the Malnosso to identify and possibly track us as subjects.

  • Some of you -- and I apologize in advance for stating it so bluntly -- but it needs to be said, may have found that you were dead, or dying, before being brought here. Or you may encounter old friends, or perhaps even foes, who you had thought long gone in your world, or particular point of time. It is up to you to decide how you feel about this development, but I assure you that you aren't dead here.

  • Regarding Death in Luceti: Even if you pass away in this world, by some means you will find yourselves resurrected, usually within a week. Revival is not usually intact, however; those who are killed often return upwards of a week from the date they pass away, and typically with a loss of some kind. These losses could be anything from memory to a loss of a sense -- blindness, loss of voice, important recollections -- have all been notable losses. Those who pass away are revived outside the barrier and retrieved by the Malnosso.

  • These losses are reversible, but they require contacting an individual named John -- more about this is covered in a later section.

SECTION II: Arrivals and Departures

  • There is usually a cycle of new arrivals, and if you're reading this for the first time, you may be one of them. The cycle had followed a monthly pattern for nearly two years, but after several incidents, the rate of those being brought here have been more spread out, now occurring for nearly once a month, taking place every other month.

  • Something to keep in mind is that time itself is relative in Luceti. It is very possible that you were brought here from a specific part in time, and that the time you left behind seemed to stop, or at least slow significantly enough that, were you to return, you would return to exactly where you were before you were brought here. This has been confirmed by the memories of those few who have been here and sent back for a time, although not everyone maintains those memories. The idea is not to worry overmuch about home right now -- keep it close to you, but focus on the situation at hand.

  • There is a high chance of you already knowing someone here. Of course, this is not common with all arrivals. On occasion, if you are brought here alone, you may or may not see a few familiar faces in your future. To go in hand with this -- you may encounter -- or discover -- that people are drawn in from different times in regard to their world. Usually most people seem to be drawn from the same general time period, though it has become more apparent that some companions may be drawn from later times, others even earlier. It will make discussing things from your home difficult, so be careful until you're certain.

  • Not so easily explained are the departures. Most disappearances are largely accounted for as 'kidnapping', when the Malnosso -- or reportedly, a rogue faction of the Malnosso -- abduct one or two people for their experimentation. These abductions usually occur with some disturbance overheard through the journals, or some discoverable mess left behind, even though there have been some quiet ones to take place. The kidnappings are often used as a means of personal experimentation, or even punishment. They occur regularly, particularly when there isn't a larger experiment happening, but there doesn't seem to be any clear reason as to who is chosen and why.


  • These kidnappings appear to be performed by 'droids' that serve the Malnosso with frightening strength and speed, and no method of hindering them from their tasks completely has been discovered yet. All one can do is keep an eye out for their return to the enclosed area, by way of patrols and the like, since the locations of such returns are often varied, as well as the time spent there. There are some lingering side-effects from kidnappings, but the ones that cannot be addressed by healing often fade on their own.

  • However, there are also the times when a person simply seems to vanish without warning, along with the majority of their possessions, although on occasion something can be found left behind. It can be assumed that those who vanish may have been sent back to their world, or were sent outside of the barrier. Some of the people who have disappeared may return to the world with their memories of Luceti, but in many cases people don't remember being here at all. In fact, you could be one of those people, and not realize it -- or you may come to realize it soon enough, with people claiming to know you -- and you not having met them before.

SECTION III: Abilities and Limitations

  • If you once had a special ability in your world, whether it be the ability to use artes, magic, or any other ability that could be repressed somehow, you'll find that the ability is either dampened or nonexistent here. In the earlier cycle years, these levels were fairly low, however, after several incidents, we currently seem to be at fifty percent of our original strength and capabilities with the barrier in place.

  • Abilities that have been notably restricted are the ability to summon, and the ability to change locations due to teleportation or any other methods.

  • You will find, however, that there are benign spirits in this world who are willing to lend you knowledge on some manipulation of the elements, even to those who had no previous ability at all. This will be dealt with at length in Section XII: The Spirits.


SECTION IV: Journals and Communication

  • If you are reading this, then you have already discovered the journals, though it is fairly obvious that they aren't ordinary journals. These books are enchanted--or rather, programmed--to be communication devices, which can help you keep in touch with your fellow villagers even if you are not in the same area as them. It comes in handy if you want to set up meetings, pass a greeting, or call for help.

  • The journals have an ability to display written or vocal messages -- it often catches people off guard vocally if they aren't careful. There is also some form of a video recording device, which, if you look carefully, can catch the face of whom you're speaking to unless otherwise obstructed.

  • While useful, these books are also unreliable. There is an ability called locking, or filtering, which can be used to keep some discussions private, or to direct something at another person to catch their attention. However, the method needs to be practiced quite a few times before being truly effective, depending on the coders ability, and even then may not be trusted.

  • Additionally ... even with the ability to lock and filter entries, one cannot lock completely against the Malnosso. If you'd rather them not witness your personal thoughts or conversation, it is best to find other methods of recording them. If you need help learning to filter, you're welcome to ask for tips at the school, or for anyone else to teach you.

  • You also may likely be wondering about how we are all able to understand one another. While we are all from different worlds, and are speaking our own languages, there is something here that universally translates us to a common speech which is easily understood -- likely a shift. Granted, there are few occasions when people are able to use their original speech, though it likely takes great concentration to do so.

  • Another element that is odd is that this ability to understand the speech of others also stretches to the animals here. You're not hearing things. However, what you should realize is that it isn't that they've learned to talk; rather, their own language has also been translated to something that we can understand and interact with. However, the animals don't seem to be able to speak through the books, unless they have been specifically assigned to the experiment, and brought here with wings.




SECTION V: The Malnosso Organization

The Malnosso Organization, as mentioned above, are responsible for our current imprisonment within the barrier.

  • Our seclusion within the barrier is only a small part of the larger outside world. The other inhabitants don't live quite as we do however.

  • The Current CEO of the organization seems to be a questionable man, introducing himself under the name of Catherine, though we now know his name is Bil. He has an eccentric nature, but seems to be willing to speak to the residents, although for the time being not as openly as he once did due to apparent power struggles within the company. An example of his first introduction to us can be found here. He also seems willing to take requests for further improvements of comfort, if you choose to ask of it.

  • Recently, a new face has appeared in the organization. Referring to himself as "CJ", and seeming to have a connection to Bil, he has offered the village a way to take volunteer missions. The information about them can be found here, in the back of the book. Here is the initial announcement. This was introduced in the start of the fifth cycle year.

  • The Malnosso Organization runs Luceti-wide "shifts", better understood as "experiments", on the enclosure. They tend to take place toward the later part of the month, though there have been periods where none have taken place, or "accidents" have taken place instead. The experiments have lasted from a few days to a few weeks on some occasions. Some months may not have a shift at all, but it's always best to be prepared. The purpose of these experimental shifts, supposedly, is to find a way to send people back home.

  • While some of these shifts are far more dangerous than others, they all have given the population much to consider. It's important to remember that there is nothing that can be done to avoid these experiments of your own power, though there will be times when you may be fortunately unaffected. It is also sometimes difficult to tell when the "experiments" occur until it's too late.


SECTION VI: Experiments

Here are some examples of notable "experimental shifts" that we've experienced, some of us more than once:

  • Flood - Apparently without warning the rivers overflowed and flooded most of the village. This was the first experiment which took place in Luceti; only those who were here the earliest recall it. All water damage repaired itself.
  • Flowers - The village was invaded by an out-of-season outburst of flowers.
  • Age - In which captives were physically (and mentally) aged or de-aged. Some became older, though the majority became younger. This shift has been seen at least three times in the village, and it seems to be applied fairly often to kidnap victims.
  • Love - In which captives are forced to fall in love with the first person they interacted with. This situation often occurs in conjunction with a date that's referred to by some as Valentine's Day. By the calendar, it's usually the end of the second week in February
  • The Hunter - Perhaps in a different league and not exactly a shift-related "experiment", but a serious threat to the villagers, the Hunter is a creature with a man's shape who stalked the area in order to collect wings. He attacks with a knife and a bow, and is extremely dangerous, possessing similar strength and speed as the drones which do the kidnapping. It has been unleashed in Luceti twice thus far, once in the early part of the first year, and once near the beginning of the third cycle year.
  • Virus - In which a deadly plague spread through Luceti. This was one of the most dangerous experiments to take place, as those infected (nearly the entire population), became very ill, with no hope of cure. While some recovered, others ... passed away, and were revived with a penalty.
  • Personality - In which captives experienced changes to their mental states, either adopting an entirely new persona, or, like another occasion, experienced the suppression or exaggeration of one of their traits. Also along these lines is the experiment in which people found themselves strongly suggestive to other resident's suggestions and could not stop themselves from obeying even the silliest commands.
  • Animals and Mystical Creatures - There was one occasion when the captives of Luceti's bodies were changed into those of animals. Another occasion nearly a year later resulted in them being changed into some form of mythical being, some with mental side effects. There also was an effect which transformed villagers into various different species.
  • Other Physical Changes - Other, more general shift effects tend to include those of gender (residents who were male were female, and vice versa), switching a body with another resident, or when residents found themselves changed into representations of - or forced into situations in which they could not avoid - what they strongly disliked. In yet another experiment, the opposite effect of this came true.
  • Reality - In which we were ourselves, and yet not ourselves, having experiences which differ from what we really remember happening. These can cause a great inconsistency in memory, especially if we recall being that other person.
  • Hallucinations in Mist - During the start of the fourth cycle year, and coinciding with the earth holiday of "Halloween", villagers found themselves trapped in unwanted costumes that began to increasingly seem more physically realistic. Others found themselves haunted by visions and fears, up until the very last night. There was also a very odd situation in which some found themselves drawn into the mist at night, and returned with inexplicable injuries and missing feathers.
  • Reality, Revisited - In another instance, nearly the entire villages memories were warped to believe that we had known no other life from Luceti, and there were some impossible family bonds made. We later learned that this was an experiment to make us more complacent with the drafts--and seemingly it differed from what we knew to be the goals of the Malnosso.
  • Engaging Tales - Villagers found themselves compulsively acting out roles from various stories, and could not release themselves from it until meeting certain tasks, or until the shift ended.
  • Masks and A Falling Moon - in another bizarre situation, a false moon with a very odd face appeared to crash into the village. On top of that villagers discovered masks with some odd compulsion-causing qualities. It took place during the start of the fifth cycle year and "Halloween".

    Those are only a few examples, but there have been a great many others. Also, it's not uncommon to experience similar effects after a kidnapping.

    SECTION VII: "John" and "Shifting"

      This is a term that has come up quite often, so I believe it is best to get the definitions out of the way.

    • Shift (used mostly as a noun)
      [Also referred to as Shifting, or used as a verb.]
      - A "physical, mathematical, mental, or subcultural alteration" from an outside source. A Shift is not normally visible to us. There are apparently different methods of Shifting, but those that we have heard of are natural, synthesized, and progressive.

    • Natural Shift
      - A type of Shift that occurs naturally in Luceti, hence the name. These Shifts happen at random and without warning.

    • Synthesized Shift
      - An invention of the Malnosso Organization scientist known as John. The barrier around us is a product of sythesized Shifting and is supposed to protect us from the natural Shifting going on outside of the barrier. The barrier also serves to protect us from the Third Party.

    • Progressive Shift
      - A Progressive Shift is a "constant change that works as a sort of roundabout way to reach a goal." At this time, Progressive Shifts appear to be passive natural Shifts that the Third Party can create by themselves. Without the synthesized Shift barrier in place, the Third Party would have been able to turn our own attacks against us via Progressive Shifting.


    • Shifts and their effects are thought to be at the heart of the Organization's experiments. The Malnosso seem to watch for the results of the village-wide experiments, studying the effects of the various shifts.


    "John"

    • "John" is a scientist whose main interest is conducting research, whether or not it complies with the Malnosso Organization's procedures. He has developed a way to reverse death penalties, though he usually requires advance warning of what needs to be done. The best way to find out more is to speak with him over the journals.

    • - He is the creator of the synthesized Shifting technology that powers the barrier, and has considerable clout amongst the other scientists because of this. Outside of the barrier, he is apparently respected because of his scientific feats. He is referred to as The Great One by others in the organization.


    SECTION VIII: The Third Party and The War

      The Third Party

    • The Third Party is a group outside of the barrier that we know little about, and only learned about them in the second year of our cycle. What we do know is that they oppose the Malnosso, in what can best be described as a "clash of ideals". The Malnosso's apparent goals are an attempt to return those who were brought to this world "home" (and we are the ones chosen of the world's population to subject to the experiments against our will), while the Third Party's apparent goal is to end the cycle of life and death in Luceti by permanently killing those brought here as a form of mercy in a ritual sacrifice. We have encountered them in person during a battle which took place in August of the 2nd year of our current cycle.

    • We know that in the battle that they were weakened previously through John's efforts before they fought us. In the battle, those who spoke to the General of their army were able to get some idea of what the Third Party's goals were. In the battle within Luceti, there were roughly 300 mages and warriors, and they were all defeated. The General himself was brought down by a woman named Buffy Summers.

    • Members of the Third Party have large wings that they can use to maintain flight, but are just as vulnerable as ours. They possess the ability to manipulate Shifts naturally. They also revive in the same way that we do. There are several different levels of soldiers, though they are all dangerous and unwilling to speak to us directly, choosing to fight to the death. Some of them wield crude weapons but incredible battle prowess, and some of them seem to use the Filial magic as well. There are stronger soldiers than these who seem to act as commanding units, sometimes with armor protecting their wings, and invisible weapons, and are incredibly difficult to battle. Lastly, there are "Shifters", who have the ability to cancel out any magic, ability, or strength, much like the effect in the tunnels. Technology is affected as well.

    • There are also beasts, that are referred to as "Shift Hunters". From what we have learned, they were originally "wild" beasts, some of them tamed by the Malnosso, but the others by the Third Party, which can be dangerous if they're present during a battle. Per their name, they are attracted to anything that has to do with a Shift, and are difficult to defeat unless you remove their heads. Energy based skills and magic will have no effect on them.

    • The "War" between the Malnosso and the Third Party seems to have been going on for a long period of time. Initially the Malnosso were intent on keeping us out of the fighting entirely, but circumstances caused for them to first ask for volunteers, then later on issuing a draft. The drafts seem to be based upon "compatability" with a shift. Those who aren't compatible and are drafted regardless have experienced unpleasant side effects, ranging from headaches, injuries, falling asleep without warning, illness, among other things, though it doesn't seem to last longer than a day.

    • Residents may find themselves pulled into the battle even when they have no desire to be there, and noncombatants will find themselves there as well. Arguing is futile in these cases. It is recommended that in case these circumstances occur that everyone find some form of task they would be able to assist with, and at the very least have some self-defense training if it's possible. We tend to have a strategy meeting amongst ourselves before we are sent out, so please keep that in mind.

    • We are now able to use the magic we acquired in here on the battlefields as well, as long as a glass of water is drank in the facility. It's not recommended for use if Shift Hunters are present, but if they aren't, it's yet another valuable skill to pick up. The magic is stronger outside of the barrier.

    • The first Draft took place on March 13th, of the 3rd year in the cycle. This is the initial draft message, and the results of the first campaign can be found here.

  • As of June 1st of the 4th cycle year, we became aware that a different militant faction had gained power within the Malnosso ranks. We were introduced to The Commandant of the Malnosso's armies, and were made to understand that the drafts would be more difficult from this point forward. This faction of the Malnosso is entirely focused on defeating the Third Party, and seems to have led the battles against them for a long time.




  • SECTION IX: Luceti's Calendar

    • The first cycle of our current imprisonment began on October 26th. While 'January 1st' seems to be the date that most people consider the new year, for the purpose of record keeping, the 'new' year of each cycle will be considered on October 26th.


    • Luceti seems to be a world which seems to operate similarly to most of the other worlds that are represented in Luceti. Calendar-wise, according to a poll that was made some time ago, there are twelve months that have been agreed upon:


    • Seasons of Luceti

      WinterDecember
      January
      February

      SpringMarch
      April
      May

      SummerJune
      July
      August
      FallSeptember
      October
      November

    • There are four seasons - Spring, Summer, Fall, Winter. Spring months roughly include March-May, and warming temperatures; Summer includes June-August, and hot temperatures, Fall includes September-November, with falling temperatures, and Winter includes December-February, with cold temperatures and snow. There are varying days to each month, but these slight differences can be found on the calendar.

    • Albert Silverberg puts the calendar together each year, and copies of it can be found at the school, library, and at the welcome center.

    • Ginia is maintaining a large monthly calendar that keeps track of events. That can be found on the wall in the welcome center.

    SECTION X: Maps and Geography

      [There are two small maps pictured here; both generalized, one of the village, with the more prominent buildings indicated; another of the general landscape of Luceti within the barrier-- indicating the ocean beyond the mountain range as well]

    • These maps are small, and very basic. The Welcome center has more maps available, as well as a large one on hand of the village area.

    • The reason why we are trapped in this area is a barrier which surrounds the lands near the village. It reaches up a great distance into the sky and deep into the ground as well. Once it was much smaller in diameter, but the length increased after a number of various incidents. Currently, it's position seems to be fixed. It is oval shaped, it's closest edges roughly two or three days from the village, depending on which direction you travel in. The furthest edge extends past the mountains into the desert (now ocean). There have been many attempts of people attacking the barrier to escape, even during those occasions when their power was at full ability, but to no avail. It is not something which can be broken by any power we possess here.

    • In December of the 4th cycle year, a tidal wave outside the barrier resulted in the high waters being transferred into the barrier, submerging the desert and the ruins completely in ocean. Whether or not this change will remain has yet to be seen. This effect happened after a draft to an underwater location. It seems that the land was lowered a significant distance to hold the water and prevent a more devastating toll on the village.

    • The natural resources in Luceti are quite abundant, even if the space itself is small. It consists of a village surrounded by a forest with two sizable lakes, one located to the west, and the other to the south. There is also a mountain range which contains an extensive network of caves. There is an old laboratory that has fallen into disrepair at the top of the mountains. There are hot springs located in the mountains. Beyond that mountain range lies an area which once was an extensive desert that is now under an ocean.

    • There are farmlands, farm animals and an extensive orchard located to the northeast of the village. Brought to the lands by a Shift, they need to be tended to by residents in order to not fall into disrepair. A time may come when we'll need to rely on it.

    • Connecting the center of the village to the edge of the former desert is a tunnel system. These tunnels completely nullify the powers of those who go within them, so it's best to take caution. The entrance can be found to the east of the square, where an old well used to be. Down below, the west half of the tunnel is blocked off. The tunnels lead to a building which has been fortified by residents. Before the desert was flooded, it took three days journey from where the tunnel reached the desert's edge to find the temple ruins. These ruins are where the Third Party completed a ritual of Human Sacrifice.

    • There are many houses and apartment buildings that can be found around the village. Most of the houses have been taken by other villagers, but there are always empty ones available, as well as a lot of space in the apartments, as those sometimes grow in shape and number to fit the growth of the area and the frequent new feathers. Listings of available homes can be found updated at the Integration Center.

    • Everything that can be provided in the village is free of cost. There is no gold, gald, gil, yen, dollars, or any other form of money to be found here. Any efforts are done by the community and of course, the good will of those offering the service. If you are still confused as to why, allow me to remind you that we are prisoners here. Even though the village serves the purpose of a village in it's apparent design, it is really little more than a designated area for us all.

    • About the shops -- when you first arrive, you usually are in some form of garb that are provided by the Malnosso - plain white trousers or a dress. While there are a variety of clothing to be found in the shops for us to use for our daily life, it is also possible to find your more familiar outfits, or at least, the one you were last wearing, in the clothing shop. Should you want custom designed clothes, there is also another clothing shop called All Passions. More details about the buildings you will find are in Section XI: Notable Facilities.

    • Another important fact about any of the Malnosso-provided buildings is that should they become damaged in any way, by force, fire, or a different means, the buildings will restore themselves within a few days to their natural state. This is only an example of the superior Shifting technology the Malnosso can use. However, if the damage is done to a building that was not placed here by the Malnosso, the repair will have to come by our own hands.

    • There are two teleportation devices, constructed by a boy named Leon, for easier travel to certain locations. In the Barracks, there is a large device that can teleport up to ten people at once to the Eastern Fort in the beach area. In the Recreation Center, there is a smaller device that can teleport up to two people at once to the Hot Springs Bath area. They are known to be reliable and to save time on what would otherwise be long hikes.

    SECTION XI: Notable Facilities

      These are the main establishments that you will find around the main village.

    • ► The Welcoming and Luceti Integration Center: Also referred to as the "Welcome Center". An establishment across from the clinic in the center of town. It's purpose is to aid new arrivals who have recently been brought to Luceti, as well as others who still are having difficulty in getting their bearings. It is a building which contains a few beds, a kitchen, maps, and an available list of available rooms or houses which will help with settling in.

    • ► The Tea Shop: Put together by Sheena and associates. It is located on the second story of the Welcome Center, and has a variety of teas from various worlds.

    • ► New Feather Stations: These small stations can be found around the forest areas, with signs leading to them and to the village. If you find that you are too weak and tired to make it all the way to the village, these small buildings contain food, supplies, and a small place to rest for a while. They also may be used to help those left outside of the village from a kidnapping.

    • ► The School: Has been elaborated in it's own section, SECTION XII: The School. The main teachers to contact are Gelda Nebilim and Raine Sage who alternate between the different classes.

    • ► The Library: The library is located not far from the school. There are many books available, mostly fictional, but some informative, about the other worlds we all come from. Unfortunately, you aren't likely to find much information about Luceti itself there. It is currently maintained by Miss Estelle.

    • ► The Battle Dome: Provided to the community by the Malnosso following a mission in which a rogue Malnosso facility was infiltrated. It is a highly technological building that allows for more than basic training, and realistic scenarios depending on the user. It also has a maintained medical facility.

    • ► Slash and Crash: Currently maintained by Sokka and associates, this is a shop that focuses on the forging of weaponry, among other craft items. It also keeps weapons that you may have had with you stocked. It is located in the center of town, in building D. If you used a particular weapon in your travels, you may find it here, depending on whether the Malnosso chose to return it to you or not.

    • ► Good Spirits Bar: Another establishment which passed many hands, this bar boasts a variety of drinks, including ones that wouldn't ordinarily be found in a bar, or even in liquid form. Those of you who may need to feed off blood to survive will find some in stock here. In general, if you are in need of a certain beverage and aren't certain of a suitable way to obtain it, it is recommended that you speak with Buffy Summers or the other associates.

    • ► Flonne's Flowershop of Love: For all your plant and gardening questions and needs, it is maintained by Aerith Gainsborough and associates. It can be found in the square in building K.

    • ► Seventh Heaven: Seventh Heaven is one of Luceti's dining restaurants, for those who may not want to do cooking of their own.

    • ► Cloud Nine: is located on the second floor of Seventh Heaven; it is a place to relax in, much like the bar on some nights.

    • ► The Bakery: Currently run by Regal Bryant, there are many varieties of baked goods to be found here, ranging from pastries, cookies, cakes, among other things.

    • ► All Passions: All Passions is a clothing store which makes custom clothes for anyone that needs them. Shiki Misaki and her associates run the shop. They can also alter original clothing to account for the wings on our backs. It is located in building L.

    • ► The Barracks: This facility was designed by Mark, and the construction carried out by Walter. It is a little out of the way of the normal shops. The building is fairly spacious, but stocked with training dummies, archery ranges, and other items you might find suitable for sparring. It is also the meeting place of the Blue Rogues and Brave Vesperia. A teleportation device can be found here that leads to the Eastern Fort.

    • ► Grocery Shop: The shop is currently unmanned, though fresh food is maintained daily through Shifting techniques.

    • ► Clothing Shop: Much the same as the grocery, this shop is continually restocked. Clothes of many types can be found here, including ones which came from our original homes.

    • ► The Bazaar: An all-purpose item shop. If you're looking for an item that may have been a personal belonging, or new furniture, among other things, you're likely to find it here. It is currently not maintained.

    • ► The Eastern Fort: An old building that was discovered at the end of the tunnels where the desert is located, fortified by the residents. There is a teleportation device that leads back to the Barracks.

    • ► Recreation Center: Located near the second community building, this building was put together by Brave Vesperia and meant as another place for "recreation" -- somewhere to go with friends in time of boredom. A teleportation device can be found here which leads to the Hot Springs.

    • ► The Hot Springs: There is a bath house located near the hot springs. It requires maintenance. A teleportation device can be found here that leads back to the Recreation Center.

    • ► The Clinic: The clinic is one of the older establishments. It is typically a place where those who have been injured, either due to illness, fighting, or a return from a kidnapping are sent to rest. For the more serious injuries, there are facilities located in the Battle Dome.

    • ► Azzip Pizzeria: Some of you may be familiar with the main dish, which is pizza. The building is located near the item shop, and depicted by the letter 'I' on the map.

    • ► Ucchan's Okonomiyaki: Okonomiyaki is a savory pancake with cabbage, noodles, tempura flakes, with either seafood or meat. The owner specializes them for the customers. It's located near the Bakery, Flower shop, and All Passions.






    SECTION XII: The School

    • The school building is the largest building in the town square. The school is in session from Monday to Thursday, from mid-morning through early afternoon, 9:00-2:30 PM. You can find a schedule here.

    • Anyone who is interested in attending full time school is given an entrance exam to determine their grade and ability level, so we can determine where strengths and weaknesses lie with classwork. This way, those who need extra help won't fall behind. The schedule can often become interrupted by the experiment cycles and incidents, but we try to keep it as smooth as possible despite that. Anyone who is interested in teaching or assisting may also speak to any of the teachers available to see how they can help.

    • There are several classes which are open to any students, regardless of whether they enroll or not. These classes are World Sharing, Art, Magic, Music, and P.E., if you wished to get involved with some sort of activity there. Also, if anyone needs any assistance in learning how to filter, they may also ask here.

    • There are several small recesses during the year, whenever announced. However, tutoring is still available during the breaks.

    • Listed below are the available classes:

    • World Sharing: Considering the very nature of Luceti, history obviously cannot be taught in the way that it's usually expected. Therefore, instead it is a proposed class of world-sharing, in which students are welcome to write about their respective worlds (as much or as little as they may know), answer questions, maybe devote a few days to studying one in particular, depending on what's available. Some of what's known of Luceti's history can also be covered in discussion.
    • Mathematics: This course is fairly a universal subject throughout the worlds, though there are many varying levels to it. From basic math to more complicated subjects such as calculus, depending on the student's ability.
    • Science: This course is also fairly limited, given our circumstances, but we do what we can with what's provided. It covers biology, geology, and other natural sciences, and covers the differences one might find between worlds in terminology. Each quarter, we cover a different science, and then rotate.
    • Writing/Reading comprehension: Reading, penmanship, literature; depending on the level of the student.
    • Art: A class based either on sketching, painting, or traditional crafts (depending on which one you decide to take), all of which are recreational. Also covered are art styles of various worlds.
    • Physical Education: This is mostly a class for students to organize sport-type games with each other, much as a recess.
    • Music: Taught by Frederic Chopin, this class provides enrichment in learning about various instruments, musical history, and other topics. He is also willing to teach private lessons outside of school, for those interested.
    • Magic Discussion: Initially based on learning about the magic provided to us by the spirits here. We also talk about the differences in what is considered "magic" throughout our different worlds, as the word itself covers quite a few definitions. Basic lessons include help with questions (if someone persists in having difficulty with a spirit, offering advice), basic training (some people might have learned abilities that they could show others), and general safety tips for those who might try too much too soon. The more advanced students become, the more we can cover. If magic from other worlds can be taught, it may come up here as well.


    SECTION XIII: The Spirits

    • Little is known about the origin of the spirits; their presence has been in Luceti for longer than we have been here, but they prefer to keep to themselves, unless an individual makes an attempt to form a bond with them. They are invisible and cannot communicate verbally, so they are unable to give us information beyond what they wish to convey. There are some spirits who are quicker to reach out than others. It's all a matter of listening properly, or going out of your way to immerse yourself in their territories. Listening can come as a form of meditation, traveling to a certain area, and trying to get their attention, or they may simply gravitate toward you. While they don't exactly speak, it is not difficult to understand them, when they want you to listen.


    • It still takes a lot of time to earn their trust, regardless, and they may not wish to bond with you, as some spirits are more finicky and difficult than others. It should also be noted that sometimes the lower spirits will intervene first, judging whether or not the higher ones should bond with you. The experience is usually different for each person involved.


    • Nala, the healing spirit, is by far the friendliest, and very open with sharing her gifts of healing. She doesn't really have a specific area to be sensed in, but it's recommended that you try a quiet, calm place, and reach out to her with your desire to learn. She's very forgiving, but also watchful. Healing magic can be draining on the user at times, so one must take caution as well. It can take care of most ailments and injury, save blood loss.

    • Faeren, the earth spirit, is likely the second easiest to contact, though she is also the shyest. Those who garden, or are outdoors a lot, or seem to have a liking for the earth are sooner to sense her presence. She may be overlooked due to her timid personality. Earth magic can be very helpful to maintaining gardens and caring for plants, and can also be used defensively.

    • Sona, the spirit of water, regardless of whether or not she finds you worthy, often calls to those who have a lot of dealing with ... water. She can be sensed best nearest to the lakes or rivers, though possibly near the ocean as well. A very serious personality, she doesn't seem to take that well to overly playful types. Using water magic can be very helpful in the right situations.

    • Eferin, the fire spirit, can be sensed in the forest, though he would require a lot of time, patience, and can be rather difficult for people who may not have an affinity for fire. He may and may take offense if they favor a stronger preference for water. Very headstrong. Those who are attempting to learn the magic should take care, as fire can prove dangerous if used improperly.

    • Kipinn, the wind spirit, can be sensed nearest to the mountain area, or even by the shores, wherever it's likely a good breeze will come up. It has been noted that he is another of the more open ones to approach. Wind magic can be tricky to utilize properly, and takes a lot of practice, but it can be useful in certain situations.

    • Tsinku, the electricity spirit, can be sensed in wide open spaces where there aren't many trees around. Thunderstorms help as well, though it might be safer to not attempt it then. The magic can be very draining to use, so those that do attempt it are advised to do so with care.

    • Hyt, the light spirit, is likely the most difficult to sense of all, as he rarely ever reaches out, and gaining any sort of contact with him takes a lot of time. He doesn't seem to have any specific area, but it's best to try on warmer, sunny days to get his attention. Light is another element that can be tricky to learn as well.


    • The magic the spirits teach you to use is in conjunction with their element. The spirits will teach you how to draw the magic either out of yourselves or from the air surrounding you. Sometimes maintaining a relationship with them is important if you want to maintain the effectiveness. Practice for these lessons are also held at the school, to make it easier for those who might have difficulty. Again, please take care when using this magic during drafts, as it may draw the Shift Hunters toward you.

    • In May of the 2nd year of the second cycle, there was a major incident when an unplanned worldwide shift caused a percentage of the captives to find themselves possessed by a particular spirit, due to an elemental affinity of some kind. However, this incident seems to be unrelated to the ordinary, everyday use we find for the magic, but it is wise to keep in mind that there is more to this than it seems.

    SECTION XIV: Known Organizations

      There are several notable organizations in Luceti, each with varying purposes. Not all of them might be mentioned here, but it is no doubt you'll hear of the rest, in time.

    • ► The Blue Rogues - One of the first major Defense groups in Luceti. It was put together by Vyse. The new leader is Adell and his second in command is Stahn. The members are often called upon for tasks and defending the village. Their meetings are usually held in the Barracks.

    • ► Brave Vesperia - A taskforce group first, for missions and odd jobs, though they often support the other defense groups when needed. Current leader is Yuri Lowell.

    • ► The SOS-Brigade - Maintained by Haruhi Suzumiya, the group's mission statement is "To ensure that everyone in Luceti experiences a worthwhile life. The SOS-Brigade will be there to support troubled people in whatever capacity they need to be assisted." The rest seems better explained here. Additionally, the group has a main base in one of the buildings in the square.

    • ► Buffy's School of Combat - For those who wish to learn new fighting skills, for self-defense or otherwise, Buffy has set up a network of instructors for those willing to learn.

    SECTION XV: Closing Notes

    Thank you for bearing with us all and reading this revision of the guide. Please do not hesitate to show this page to other newcomers as they arrive. There will be other revisions to come as needed; have you any questions, or suggestions, please let me know.

    For a visual representation of some of Luceti's earlier history, please take note of this page after you have familiarized yourself with the situation. [~R. Sage 2/November/cy5]

    attempt at being productive go, guide, school, notes, damage control

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