Realist Guide
Myriad Worlds: The Circumvexing Hill
Of all the known residences of Insect-folk, the Circumvexing Hill is perhaps the most notorious, and certainly the most confusing to outsiders. Hidden within its choking depths and dizzying heights, the Circumvexing Hill is known both for its complex and downright obtuse hierarchy, and its overly intricate design.
Perhaps the most interesting and enigmatic aspect of the Circumvexing Hill is its connection between prestige and location. Some may find this awkward or clumsy to maneuver, but rest assured that the Insect-folk of the Circumvexing Hill find the more common practice of wearing one’s honors, such as on a uniform, sash, head, or belt, no less confusing.
Myriad Worlds: The Sibilants
Excerpt from The Dreams of Harrison Peak, by Gomph Uspleki:
It hangs there, in the empty velvet, a chain wrapped around its ankle, hanging from an ice-crystal too far away to be seen. Its arm outstretched, its lipless mouth open in delight, or pain, or song. What once might have been wings now dangle uselessly. Its broiling corpus now full of a thousand souls, living or hoping to live as one does, full of shattered dreams and hopeless futures.
Myriad Worlds: The Dworgs
Dworgs, also known as Earth-Children, Keepers of the Emerald Path, Twig-beards, Masons, and more derogatorily, Dogs, are an ancient people, perhaps the oldest beings among the Myriad Worlds.
The first mention of the Dworg people is carved into the Plinth of Uilyll, the seventh facet. There, the eponymous Uilyll comes across an ancient ruin who provides them with the secret of the enduring name. (It is presumed this is a perhaps metaphorical explanation for the carving of the Plinth itself. As a people, Dworgs are known for their reverence towards stonework and its enduring nature. The ‘Secret of the Enduring Name’ may simply be a reference to carving Uilyll’s story in stone.) While the debate over the age of the Plinth is ongoing, there are few who challenge the sentiment that Dworgs have existed since before travel between the Myriad Worlds was first attempted.
Myriad Worlds: The History of the Grand Junction
The Grand Junction is perhaps unique in that its origin is not only known to multiple different cultures and peoples across the Myriad Worlds, but also that this origin is agreed upon. There are few such structures across the Velvet, as most are either attended to by a single culture, or are hotly contested about their origins (e.g. the Sibilants, Orwltown, and The Dworgs)
Grand Junction was created by a unified force of Zyth, Dworgs, a single Aspanighoraji, and a team of Ogres bearing a symbol described as “A single sign” on their backs. Construction was completed centuries before the first Golden Howdah sailed the velvet, and as such, every people has a legend or record of discovering the Grand Junction. These records usually include an introduction to the Grand Junction’s history, as told by an ancient Zyth or discovered on the Mural of History.
Myriad Worlds: Grand Junction
For any traveler of the Myraid Worlds, the first consideration must always be transport.
This is not new. Since time immemorial, the folk of the Myriad Worlds have found ingenious and irregular means of traveling the Velvet between worlds. The Rim-runners are known for the practices of Skipper-riding, the Gilbrim for their Ripjins, and few are the folk who have not witnessed the eerie sight of a band of Yattrinti setting off in their pearlescent spheres. Even purchasing your own yacht from any number of reputable (or otherwise) merchants is a perfectly acceptable method of traveling through the Velvet.
When choosing your first vessel, there are a remarkable number of options to consider; the first and foremost for the inexperienced traveler should be Availability. While the Byways Guild is a powerful and productive institution, the Myraid Worlds are numerous and wide, with millions of towns and villages beyond their immediate grasp.
Eddling: The Sharigg of Gouli-Fen
Gouli-Fen is one of the more difficult places to reach in Eddling, largely because of the regions’ steadfast resistance to infrastructure. Tourists would do best to find a train or bus to nearby Proosh, and then charter a carriage to Kch’lori’s Rest, a small outpost on the edge of Gouli-Fen. There, you will be able to find guides, carts, and Murkmuckers who will be willing to ferry you throughout the region.
Please beware! The locals know the region far better than any foreigner; it may be alluring to hike out into the wild to travel between some of the closer towns, but this is an incredibly risky choice to make. Even when paths are well signed and supported by wooden planks or even stone bridges, the swamps of Gouli-Fen are harsh and unforgiving to novices. Even people who have lived most of their lives in the swamps can fall prey to the shifting bogs.
Conclusion
As I sit here, putting the finishing touches on this extensive book of marvelous places I have been, I find myself at a bit of a curious loss.
I have never been very good at languages. For all my traveling, I have constantly relied on locals, guides, and books to communicate with people who don’t speak my language. Translation is a difficult thing for me, and in writing this book I have been made painfully aware that the very act of writing is a kind of translation itself.
Windawill: The Seeing Mirror of Evenfarther
Windawill: The People of the Lane
The Lane is one of the several wandering locations of Windawill. You will rarely find it in the same place twice, and you will likely only fall upon it by random chance.
If you want to seek out the Lane, you should wander the backstreets and alleyways of Yopshim, Dimasi, or Almeda. If this is your first time visiting, be sure to close your eyes tightly every few minutes, just to be sure you haven’t stumbled across it by accident; many tourists reach the Lane only to wander out again without noticing.