wise_maiden: (one more look at the ghost)
Raine Sage ([personal profile] wise_maiden) wrote2011-12-29 10:22 pm
Entry tags:

[ the Guide ]




[Voice | Written]

A Guide for Luceti: 15th Revision




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

OVERVIEW:

The purpose of this guide is to provide basic knowledge about what can be found in this enclosure, as well as information to what goes on outside of it. Most of the residents are willing to answer questions if you need any clarification on these subjects, and more information can be learned simply by talking to people.

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 ongoing shift experiments, and reportedly it protects us from outside attacks.

Currently there isn't a feasible way for us to break from this situation through our own means, but keep your eyes and ears open, and test what you may. I hope that this guide will help you come to more of an understanding of our situation.

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





  • Where is "here"? Luceti is the name of the village and surrounding area, in a location termed as "region 6". We have learned of the existence of others; currently we're aware of at least thirteen.


  • One of the most important facts for new arrivals to understand is that this is a different "world" than the one you are familiar with. The knowledge that we have now allowed us to draw the conclusion that this "world" gathers people from all kinds of worlds, or perhaps dimensions, drawn from different times. I'm aware that most aren't willing to accept that at face value, as right you shouldn't, but please do not risk unnecessary harm to yourselves.


  • One of the first things that you'll discover is a rather noticeable change to your body; the 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. Every being in this enclosure has a new set of wings, as well as the members of the Malnosso Organization, and the various other inhabitants of this world.


  • The wings alone cannot support flight; if you see someone flying, it is because they already possess another means to do so. 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 rare.


  • The wings are very sensitive to the point that if they are broken or injured, there isn't much that even the most powerful healing magic can do for them as they recover. The best thing to do is avoid injury to your 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 also result in weakness.


  • Molting excessively can 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. While they may seem like nothing more than additional appendixes, they are what keep you alive in this world. Cover them up and keep them protected, particularly when fighting, if you can.


  • If you have only one removed, no matter the method it is attempted, it will take an entire week for the wing to grow back properly, and it will be a process in which you will feel great pain and endure illness.


  • 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. They serve as a means for the Malnosso to uniquely identify and track us as subjects.


  • Some of you -- and I apologize in advance for stating it so bluntly -- 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 now reversible, but they require contacting an individual named John -- more about this is covered in a later section.


SECTION II: Arrivals and Departures



  • There are consistent cycles of new arrivals being brought into the barrier, and if you're reading this for the first time, you may be one of them. The cycles seem to be currently following a monthly pattern.


  • Something to keep in mind is that time itself is relative here. It is very possible that you were brought here from a specific part in time, 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. Those who seem to come from an "earlier" time from when they were last here also do not remember things that have taken place for them here, as it may not have happened yet. Confused yet? It also has been confirmed through an experiment in which some of us were able to visit our homes for less than a day. The ideal 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. This is not common with all arrivals. 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 -- 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 rogue 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.


  • There are also the times when a person 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 by a successful shift, or were sent outside of the barrier to a different location. Some of the people who have disappeared may return to this world with their memories of the enclosure, 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 an 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 from other planes, and the ability to change locations due to teleportation or any other methods. Teleportation within the barrier itself, however, still seems to work.


  • 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.


  • The tunnels beneath the village are known to suppress these abilities to one hundred percent. However when we are sent on drafts, these restrictions on our abilities seems to be lifted in most cases.




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 in general, you're welcome to ask for tips at the school, or for anyone else to teach you.


  • While we are all from different worlds, and are speaking and writing our own languages, there is something here that universally translates us to a common speech which is easily understood -- likely a shift. There are few occasions when people are able to use their original speech, though it takes great concentration to do so.


  • This ability to understand the speech of others also stretches to the animals here. No, 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, as we've come to learn from interactions with other enclosures.


  • 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.


  • Our interaction with the organization has changed noticeably over the past several years, as we have seen a few changes in leadership over a span of five years. Originally our only interaction with them was via a taunting before experimentation; it was only in the fifth cycle year when we learned that was under the leadership of Count Zompano, who appeared briefly to taunt us. In August of the 6th cycle year, it was learned that he had joined the Third Party forces, and had led an invasion against several enclosures at once, by brainwashing them. He had come to Luceti personally, but was defeated. His current status is unknown.


  • The previous CEO introduced himself under the name of "Catherine", though we now know his name is Biliruben. He has an eccentric nature, but seems willing to speak and listen to the residents. He is responsible for providing "comforts" and upgrades to the village, and was the first to request our assistance in drafts. The nature of the drafts changed significantly once the power struggles became evident, and Bil was no longer in power. Currently, as mentioned below, the Organization is mostly run in conjunction with the heads of the military faction.


  • The current CEO is the former Missions Director. Referring to himself as "CJ", he has offered the village a way to take volunteer missions, to earn points that can be used to gain items, among other rewards. The information about them can be found here in the back of the journal. These missions were introduced in the start of the fifth cycle year, and provided a good way to learn more about the Malnosso, the world and other enclosures. Keep your eyes and ears open.


  • On drafts and missions, we sometimes are directed under the leadership of the Malnosso Security Forces.



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 this enclosure 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 the enclosure. 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.

  • Inner Thought Sharing - Whether expressed in "bubbles" above our heads, or an inability to refrain from saying exactly what was on our minds, it's not always easy to keep your own thoughts to yourself.

  • 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 - Nearly the entire village's 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".

  • Horoscopes - residents found their lives dictated by mysterious prophesies found in their journals.

  • Reality Uncertain - some residents found themselves linked to the world of another person, leaving the majority of residents confused as to where they came from and who they were familiar with.

  • Amnesia
  • - villagers found themselves without their memories, with only a piece of paper of a few facts and lies that defined their lives for a few days

    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, though unlike experiments, shift effects after kidnappings sometimes are longer or shorter than the expected time, ranging from either a few hours to a few weeks in some cases.


    SECTION VII: "Shifting" and "John"



      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. As far as we know it, only the Luceti population has the opportunity to have these penalties reversed. This makes us less popular with other enclosures.


    • - John 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 they were weakened previously through John's efforts before they fought us here in the barrier. 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, a formidable warrior who has lived through many years and battles, was brought down by a woman named Buffy Summers. He has since revived, however, and has been seen on a few drafts since.


    • 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. 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. We've also discovered them to have other abilities, such as being able to create dream-like traps in which a person might be made to feel completely happy - and thus are unaware of any danger.


    • Shift Hunters: These beasts were originally "wild", some of them tamed by the Malnosso, mostly by the Third Party, which are extremely 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. They're attracted to the use of the Filial magic as well, as our ability to use it outside of the barrier has a 'shift signature' that attracts them to it. Energy based skills and magic will have no effect on them.


    • The War between the Malnosso and the Third Party has been going on for a long 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 "compatibility" 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, and by all means please stay within the defensive lines. We tend to have a strategy meeting amongst ourselves before we are sent out, so please keep that in mind.


    • We are able to use the magic we acquired in here on the battlefields, 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, unless there are limitations in the field.


    • 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.


  • Other Enclosures: With the drafts and missions, we have more interactions with people from other enclosures, which only began sometime into the 5th cycle year. The other enclosures that we've interacted with are as follows:


    Calcicum - Very little is known about them, but they seem to be from an completely underwater enclosure.

    Deese - A younger enclosure, they seem to be present on most missions.

    Excenn - Population similar to ours, very friendly toward us, some to the point of idolization when they realize they're paired with our enclosure. We usually see them on missions.

    Kin'cora - Shares our region, and when their barrier was attacked by the third party, the refugees were sent into Luceti temporarily during a week we experienced a food and resource shortage. Their enclosure had experienced a lot of stress in a short period of time and unfortunately a lot of tension between our enclosures was generated due to the incident.

    O'Connell - In a drier region compared to here, very dependent on rivers for their water. Usually see them on missions and sometimes drafts.

    Pagoda - Their enclosure is also in a similar region to O'Connell.

    R’Car - From a desert enclosure, with a very small population, though we see them sometimes on missions.

    Segretar - Has a smaller population, with almost no fighters, and dislike the presence of the Security Forces. A small group was once called on to defend it from the Cultists.

    Tyrus - A large enclosure that has just reached it's 10th cycle, it's final population of at least 8,000 were integrated into the Malnosso organization following the Malnosso World vacation celebration.

    Vaskoth - A location we were sent to during a draft during a time they were experiencing a plague. Their enclosure seems to have grown from a small village like this one to a much larger town, with currency, roads, politicians, and so forth. Their population numbers thousands. This entire enclosure was lost to Zompano's Third Party forces, who reportedly brainwashed them into joining their cause.

    Wyoming - A very tough group of residents who we've often seen on missions.

    X - We first were introduced to their existence during the "Malnosso World" vacation, as they haven't been on any missions. It's a much newer enclosure than ours.

    Yggdrasil - We haven't heard much about them, aside from the fact that they were with us at "Malnosso World". They keep to themselves, and seem to live in a harsh climate.

    Zompania - Smaller population, named for the former CEO who's now turned against the Organization in it's entirety. Very few actual fighters. Status unknown.






  • 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 of each year.


    • The name of our enclosure is Luceti, although we do no know the name of this world. This world 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. If anyone has any questions about how gardening is affected by these seasons, there is more information on that in the flower shop.


    • Albert Silverberg puts the calendar together each year, and copies of it can be found at the school, library, and at 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, its position seems to be fixed. The barrier 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.


    • 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 we once witnessed the Third Party complete 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 alter in shape and number to fit the growth of the area and the frequent new arrivals. 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.


    • 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. 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, turning the desert into a beach.


    • 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. Even damage to the indoor walls of a house may take less time to repair itself. 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.


    • The natural resources in Luceti are fairly abundant. The area encased within the barrier 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 a mountain range which contains an extensive network of caves. Near the top of the mountains there is a laboratory that has fallen into disrepair. Also to be found are the hot springs, which can be reached by the teleporter in the recreation center.


    • 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. Residents have taken this into their hands to do so.


    • There are two teleportation devices, constructed by 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.


    • The stars that we see above our head in the night sky are not real stars. They are simulated, for outside of the barrier system we've learned that there are no visible stars in the sky from here.


    • We have noticed on missions to other enclosures that they seem to have been designed similarly to Luceti's. We have also viewed templates of villages that also resembled the basic layout of this town before several upgrades were introduced to us. Some of the older enclosures also feature them.



    SECTION XI: Notable Facilities



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


    • The Integration Center: Commonly 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.


    • Celsius Tear: Luceti's Tea Shop. It is located on the second story of the Welcome Center, and provides a variety of teas from various worlds, and offers a pleasant atmosphere to unwind in.


    • 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: A prominent building in the square. Has been elaborated in it's own section, SECTION XII: The School.


    • 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 going to find any information about Luceti itself there.


    • 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: The blacksmith and weapon's shop. This location focuses on the forging of weaponry, among other craft items. It is located in the plaza. 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, but the bar only stocks animal blood. 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.


    • Azalea: The flower shop contains tools for the beginning gardener as well as advanced ones, and a variety of plants, seeds, crafts, and other information. Cut flowers for bouquets are available on request.


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


    • Mythoria Cafe: is located on the second floor of Seventh Heaven. It's meant to be a place to relax and take in tastes from different cultures.


    • The Bakery: There are many varieties of baked goods to be found here, ranging from pastries, cookies, cakes, among other things, for those wanting a quick bite.


    • All Passions: All Passions is a clothing store which makes custom clothes for anyone that requests them. They can also alter original clothing to account for the wings on our backs.


    • 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 Beach 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.


    • 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, as it has some games available. 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. 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.


    • Convenience Shop: Stocked with quick items for easier convenience in case one doesn't want to head all the way over to the grocery store.


    • Coffee Shop: It's located near the Bakery, Flower shop, and All Passions, as another location for recreation and beverages.


    • The Art Gallery: Located near community building 4, this building was put together for the purpose of gathering together Luceti's creative talent in an area that it can be appreciated.


    • Tsukino Shrine: Located north of the second community building, Rei is maintaining a shrine, which she says is dedicated to the spirits of people who have come and gone. Fortune telling is offered as well.






    SECTION XII: The School



    • The classes are in session from Monday to Thursday, from mid-morning through early afternoon, 9:00-2:30 PM.

    • Anyone who is interested in attending is given a test, so we can determine where strengths and weaknesses will lie with classwork. This way, those who need extra help won't fall too far behind. The planned 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 that are interested, regardless of whether they enroll or not. 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, usually in the summer and winter. However, tutoring and testing are still available during the breaks.


    • Listed below are the available classes:


    • Mathematics: This course is a fairly universal subject throughout the worlds, though there are many varying levels to it. We cover basic math to more complicated subjects such as calculus, depending on the student's ability.

    • Science: This course is 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. Often involves sharing compositions of experiences.


    • Classes that are optional as well as open to more than just the attending students include:

    • Art: A class where one can partake in sketching, painting, or traditional crafts (depending on which one you decide to take), all of which are recreational. Also discussed are art styles between various worlds.

    • World Sharing: A class in which attendees are welcome to teach about their respective worlds (as much or as little as they may know), answer questions, devote a few days to studying one world in particular, work together to put together a cultural fair for the spring, and so forth. Some of what's known of Luceti's history can also be covered in discussion. Sometimes field trips to the battle dome are taken for a more on-hand experience.

    • Music: This class provides enrichment in learning how to play certain instruments, musical history in other worlds, and so forth.

    • 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, and that definition varies greatly from other perspectives. Basic lessons include help with questions, broadening horizons of those who might not believe in it's existence, basic training, 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 through their emotions. There are some spirits who are quicker to reach out than others, though usually you will run into their tricker lower spirits who may attempt to dissuade you.

      A lot of effort in contacting them relies on listening properly, or going out of your way to immerse yourself in their territories. Listening preparation usually can be 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 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. When mastered, one 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. Mastered 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 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 the spirit rarely ever reaches out, and gaining any sort of contact with it takes a lot of time. Hyt doesn't seem to have any specific area to be found in, but it's best to try on warmer, sunny days to get it's attention. Light is another element that can be tricky to learn as well.


    • Twila, the spirit of shadows, is very easy to sense, although it should be noted that learning it's magic is not meant for everyone, as it can be extremely taxing on the body. The spirit prefers the later times of day and mostly handles control over shadows.


    • The magic that 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 area surrounding you. Usually maintaining a relationship with them is important if you want to maintain the effectiveness. Practice for these lessons are also offered 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 will draw the Shift Hunters toward you.


    • Another note concerning the spirits: in May of the 2nd cycle year, 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 the spirits can also be affected by shifts.


    • In May of the 6th cycle year, an incident occurred, in which the spirit of darkness, Twila, was released from the tunnels. Residents were possessed, both by Twila, and by the other spirits, using us as a means to convey their discomfort with the situation, until they could be talked down from possessing us. We have noted that there are several rifts which exist between the spirits, the most obvious one being between those of light and dark, fire and water, and earth and wind. Twila now remains a part of the enclosure, while we still are trying to learn more about the causes -- and implications -- of that situation.


    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. 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.


    • The SOS-Brigade - 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.


    • The Art Club - Hosted by Ikki and Rapunzel, this club is a way for those artistically inclined to meet up if they so choose, on the second Sunday of every month. Most meetings usually have a theme, but they're a good way to relax, and if you so choose, donate to the art gallery.


    SECTION XV: Closing Notes



    Thank you for 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 12/november/cy7]