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Approved Location [Netherworld] Masque, the Great Shifting Bazaar

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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: Masque, aka the Great Shifting Bazaar
  • Classification: High Sanctum (Shadow Terminology)
  • Location: Somewhere within the Netherworld of the Force
  • Affiliation: The Covens, among them Greystone Mercantile
  • Population: Moderate; while subject to significant fluctuations, Masque's population is usually quite significant by Netherworld standards.
  • Demographics: Everyone and everything can be found in Masque, from living visitors to the loitering shades of the dead to the spirits that call it home. Some mortals have even taken up permanent residence, albeit usually Force Users of a mystical disposition. Power is held primarily by the Shadows for the simple reason that it was they who first brought some measure of stability to the city, or so they say.
  • Wealth: Wealthy; strange relics and mystical currencies flow through Masque like water, but conventional wealth also abounds, wealth often received in barter from Realspace-dwellers eager to avail themselves of the countless wonders of this strange place. Fools may enter a pauper and leave a king, but rarely do they depart without giving up something more valuable in turn - a firstborn child, perhaps, or their very soul.
  • Stability: Medium; to the Shadows whose gathering forged Masque from the tumultuous essence of the Nether, the Great Shifting Bazaar is as safe as they come, but those less savvy to the ways of the Nether may find themselves stuck in a neverending loop or devoured alive by a living back alley if attempting to navigate its less hospitable parts without a guide. The Covens form a stable, if largely unseen, presence.
  • Freedom & Oppression: Laissez-faire almost to the point of absurdity, Masque has only a handful of rules beyond the freedom of contract; individuals may sell themselves into slavery with minimal governmental oversight, duels to the death are legal "if a bit gauche", and anyone may freely live in Masque without needing to affiliate themselves with a Coven, though they, in turn, will feel no obligation to protect them. Bringing Void Stoneor the like into Masque (not that bringing it to Nether is at all easy) is considered grounds for summary execution.
    • Pax Umbra: The Peace of the Shadows reigns supreme and all grudges and conflicts must (in theory) be left behind at the door; overt violence will usually be met by stern censure. An attack upon one Coven is an attack upon them all and will be dealt with accordingly.
    • Crimen Falsi: Violating the sanctity of one's word, breaking a contract, or attempting to forge a contract is beyond taboo. Don't.
    • Ex Fida Bona: A certain degree of good business practice is expected of any who wish to trade within the city; among other things, one cannot be mind-controlled or coerced into entering a contract (though threats that one doesn't actually intend to act on are technically permitted), at least in theory. In practice, this is somewhat loosely enforced, especially in the shadier parts like the Warrens.
  • Description: Mortal cities are places of commerce, industry, recreation, habitation, and the rearing of young; Masque is the first three, barely qualifies as the fourth, and conventional wisdom dictates that only the insane bring their offspring to the Netherworld - ironic, really, since the Shadows tend to care a great deal more about the well-being of children than that of fools and power-hungry cretins. Due to of its position within the Netherworld, Masque is less than consistent, its more stable sections held in place less by physics and more by force of will.
    • Names and Faces: Before the coming of the Shadows, Masque was a small crossroads-cum-marketplace terrorised by face-stealing demons that could be staved off by wearing masks, thus its name. These fiends were expelled "by the grace of the Covens", but many still cling to the old ways, hiding their visage behind elaborate masks or the stolen faces of others. As with faces, so with Names; there are many among Masque's residents that refuse to share names and identities without good reason - monikers are common.
    • Covens and Clients: The Covens govern Masque, but most of its residents are not counted among their number; those who wish to remain within the city are wise to seek out a patron from among their number, for though it brings with it its own share of obligations dependent on the Coven/Patron in question, the safety offered by clientship is generally well worth it. Greystone Mercantile is perhaps the most popular source of such relationships, as it has been known to accept purely financial tribute in exchange for protection.
NETHERWORLD INFORMATION
  • Lucidity: At a glance, Masque could be confused for Realspace; time flows as normal, which way is up tends to remain constant, and most of the city is perceptible to the eyes of unaltered organics. There is, however, significant room for confusion, especially for outsiders not able to connect with the Force in any meaningful capacity - reality here is at least partially shaped by applications of willpower.
  • Hostility: Masque is unusually welcoming to outsiders, especially those who come to trade. Overt violence is rare within the city proper and those who keep their heads cool can generally expect to depart unharmed - assuming, of course, that they manage to avoid bad deals. At the urging of the Covens, Masque itself can lash out at trespassers, e.g., shifting its streets to cause confusion or even harm directly.
  • IC Rules: Inherently tied to the concept of commerce, visitors may find themselves able to understand each other even if they do not share a language. Likewise, deals struck here may hold mystical significance even without the involvement of artefacts. Reality here is at least partially "open to interpretation", albeit in more subtle ways - powerful locals may, for example, cross the city in mere seconds as if by force of will.
    • The Outskirts: The further one departs from the city proper, the more ill-defined reality becomes; much of the Mirror Marches is, for example, all but incomprehensible to mortal minds - space twists in on itself in labyrinthian ways, the very land lashes out against the bold souls that dare cross it, and time itself turns especially fickle, usually at the detriment of those who dare traverse it unguided.
  • Accessibility: As befits a hub of commerce, Masque is surprisingly accessible; it stands as a crossroads in the Netherworld and can even be reached through a variety of passages from Realspace, most of which are fairly small and/or temporary. Individuals can find their way here easily enough, especially with a guide, but large groups would likely need to make use of a Gate of some kind.
POINTS OF INTEREST
  • The Great Bazaar: The very heart of Masque is the sprawling bazaar at its centre, a colourful gathering of the wealthy and those in possession of something worth selling. Permanent establishments and travelling traders vie for attention, each offering a cornucopia of the fantastical for potential customers to inspect. In between mercantile establishments, great banks and gleaming auction houses offer further opportunities. Of all of Masque's districts, the Great Bazaar is the most receptive to visitors - would-be muggers and the like tend to vanish without a trace.
    • The Grand Mercantile: A towering monument to commerce erected from what resembles marble and obsidian but is in actuality the nebulous stuff of the Netherworld given a more concrete form by force of will, the Grand Mercantile serves as the headquarters of the eponymous Greystone Mercantile, the site of exclusive auctions, and the closest thing Masque has to a centre of government. Pristine halls and cavernous chambers are patrolled by chromium-clad Silent Knights as a potent deterrent to all but the boldest of invaders.
    • The Brimstone Bank: Determined to collect outstanding debts even from the dead, this branch office of the InterGalactic Banking Clan is hosted in a structure that resembles a gilded black stone monolith more than a mortal bank. It is presided over by a sour-faced Muun and staffed by Shades, Bureaucrat Demons, and the occasional Shadow. Oathbreakers are cast into the depths of Chaos.
    • The Flesh Market: A grand marketplace of the living, both animals and sentients are sold in the sprawling Flesh Market; a number of idiosyncratic rules separate it from the slave markets of pirate outposts and Sith Warlords, however. By decree of the Covens, none may be sold without their consent, typically in the form of a binding contract - this is not necessarily absolute, however, as one can gain the rights to another under certain circumstances, most notably as reparation for crimes against Masque and its people.
    • The Cat's Paw: One of the more exotic establishments found within the Grand Bazaar, the unintentionally ominous-sounding Cat's Paw can be described as a pet store/antique shop hybrid with a healthy dose of mysticism sprinkled on top. Toys, books, strange clothing, and all manner of uniquely obscure or obscurely unique devices and artefacts can be found for sale here. Profit is a secondary concern.
  • The Heights: Safest and most stable of all the districts in Masque, the Heights can be described as a posh residential district if one is willing to overlook the fact that many of its residents have no need for food or sleep. Only those affiliated with a Coven or a Patron thereof may reside here, though the small number of exclusive establishments that dot it may have more liberal policies - notably the Palace. Violence is unheard of, with any who dare violate the peace being handled with due promptness. No such protection exists to ward off bad deals, of course.
    • Memorial Park: One of Masque's stranger Landmarks, Memorial Park is filled with old, time-worn statues whose faces have universally been worn away by the elements or, in a few cases, intentionally destroyed by, e.g., blunt instruments or blaster bolts. No answer has ever been given as to its true purpose that is both clear and believable and none of the "memorials" actually feature names/identities.
    • Club Obsidian: An exclusive social club of sorts known for its stringent entrance criteria, the inner workings of Club Obsidian remains a mystery for the average tourist; no amount of wealth or strength of arms will buy entrance for those who lack the right connections. All who are tuned into the politics of Masque know it to be second only to the Grand Mercantile as far as backroom deals are concerned.
    • Greyhouse: Distinctly out-of-place in the nebulous vibrancy of the Great Shifting Bazaar, the grey duracrete monolith known simply as Greyhouse (internally as Ineditorum Netherworld Compound Aurek, or INCA) serves as a research outpost for the Ineditorum. Lacking any windows or "unnecessary frills", it is entirely featureless but for a single turadium door and an attached keycard scanner.
    • The Palace: Officially known as the Palace of a Thousand Pleasures, the Palace is dedicated to the fulfilment of every possible desire, no matter how mundane or obscure. Customers are placed within individual "dream-pockets" that simulate their greatest desires, which to exactly no one's surprise can be quite addictive. Over the years, this House of Lies has landed numerous poor sods in bottomless debt.
  • The Warrens: In stark contrast to the more stable central regions, the vastness of the Warrens is an eternally shifting death trap for the fools that attempt to traverse it without a guide; it is said that the streets flow like water, on occasion, and that certain alleys can swallow a dozen men whole. The few wayward souls that somehow make it out of the Garden of the Lost often end up drifting aimlessly through this place.
    • House of Repose: A beacon of hope in a place of chaos, the House of Repose is a gathering place of Jedi spirits seeking to guide the lost back to the Light; some few may be able to travel to Realspace and interact with the living, but most are simply selfless souls that delay their own transition into the oneness of the Force in order to guide others back on the right path. The Darksiders of Tyrants' Row have repeatedly petitioned to have them expelled, but the Covens seem to afford them great respect, despite their unprofitable nature.
    • Ring of Bone: The semi-legitimate arena known as the Ring of Bones operates out of a great underground compound accessible by way of a variety of hidden (and not-so-hidden) passages. Combatants (at least the sentient ones) are generally willing, but oversight can be a bit lacking. Strange fights are commonplace and the house takes a portion of every bet, bets that often include various oddities.
    • Tyrants' Row: Power always comes at a price and nowhere is this more apparent than in Tyrants' Row, a great winding street flanked by a veritable cornucopia of shady establishments. Sith, Witches, and every manner of dubious occultist can be found buying or selling a vast array of products, which can range from relatively harmless baubles to custom-made alchemical weapons or cursed objects.
    • The Maw: A few alleys eat people, that much is known to most residents - only a few know that these are but the feeding method of a great stationary anomaly or perhaps spirit-creature dwelling "beneath and beyond" the city proper. All such alleys are "clearly marked to those with the Sight to See", but foolish tourists and lost souls are semi-regularly consumed. Better bring a guide.
  • The Garden of the Lost: Beyond the city proper lies the vast expanse of the Garden of the Lost, misty wilds that range from untamed forests to neat gardens. It is frequented by those barely self-aware spirits of the dead that lack the strength of will to pierce its veil and reach Masque. It can induce memory loss and confusion in spirits and the living alike - many Shadows hide their personal sanctuaries here.
    • The Home of the Brave: A fortified outpost of the Valkyrja, the Home of the Brave doubles as a tavern/cantina of sorts, a place of merriment and occasional conflict where the bold and adventurous converge, at least some of which tend to be available for hire.
    • The High Wardhouse: Among the greatest fortresses maintained by the Warders of the Ways, the High Wardhouse of Masque sits at the aperture of several notable Umbral Paths (hidden paths the Shadows maintain in the Nether), as Masque itself does. Housing a full dozen Warders on a semi-regular basis, it is one of the greatest gathering places of their order - woe to those that would assail it.
    • The Unseen Archives: Hidden somewhere beneath the vastness of the Garden above is the Unseen Archives, the greatest collection of knowledge maintained by the Shadows. Winding hallways packed with lore and relics are maintained by dedicated Archivists.
    • The Mirror Marches: The deadly borderlands of the Garden, known as the Mirror Marches, is a horrible maze where reality is fraying at the edges. It is filled with spatial loops, death traps, temporal anomalies, and starving Shrouds. While at times it may vaguely resemble the firmly defined reality of Realspace, such is not its true nature - it is the Netherworld at its most chaotic and only fools dare traverse it without good reason or a firm understanding of its ever-shifting nature. It earns its name from the odd way distance works within.
SECURITY
  • Security Rating: High
  • Internal Defences: Masque is policed - sort of - by the Shadows, their Shades, and a wide variety of subservient spirits (prominently Hounds) and constructs (prominently Silent Knights). In an emergency situation, the Warders are likely to intervene, though they cannot be directed by the Covens nor be relied upon to assist in any capacity but the protection of the Shadows and their most vital pathways.
  • External Defences: Hordes of Shrouds and the like scour the exterior for trespassers, see the Mirror Marches.
  • The Netherworld: Assaulting anything in the Netherworld is, for obvious reasons, a logistical challenge.
HISTORICAL INFORMATION
For longer than all but the most ancient spirits can remember, Masque has been a crossroads, a gathering place, a place of commerce - for most of its history it was also fairly small and haunted by face-stealing demons expelled by the coming of the Shadows. Whatever these fiends were, they no longer hold dominion over what would become the Great Shifting Bazaar. Indeed, whether their ilk is even still extant is an open question.

Regardless of what truly transpired, the Shadows now hold Masque and under their rule it has blossomed, central districts solidifying into something resembling consistency even as its fortified borders expanded and contorted, monstrous fiends now haunting its ever-shifting horizon.

The very character of the city, too, has changed - its bustling markets now (more or less) follow a sort of good business practice, its residents now fear to steal, coerce, and murder and small enclaves of flesh-and-blood mortals have popped up, finding passage in the wake of the Netherworld Crisis and the previously unheard of ease-of-access it provided to the land of the dead. Most such visitors are powerful, wealthy... or desperate.

As Masque has recently found itself within the contentious region of Oblivion, the Covens will be looking to further strengthen their position. ​
 
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