Realist Guide

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

Set on the Rushblow cliffs overlooking the Sea of Crystal, the small town of Evenfarther is reachable only two ways. The first is to make your way to the Loplishy Prefecture, either by train, beetle-bus, or long-barge. Once in Loplishy, look for a small ramshackle storefront by the name of Tad’s Transit. Do not be put off by its awkward appearance, Tad is a professional and reliable pilot. You can then purchase a hot-air balloon ticket to Evenfather for only two canters. This is the safer method, if longer, and has the added benefit of being easy to access.

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.

Windawill: The Grayglass Domes

To get to the Grayglass Domes, one must first reach the Saltwater Plains. There are multiple ways of doing this, but the most reliable and comfortable way for most tourists is to reach either the town of Mémré or the city of Damasi.

Tours to the Grayglass Domes operate out of Damasi on a weekly basis, run by courteous and knowledgeable guides with years of experience. The Brushwik Tour Group is my preferred company, but I am also quite experienced as a tourist and don’t require much in the way of amenities or structure. Newcomers to the Grayglass Domes could instead opt for Anwyn Tours, a reasonably priced company that provides well curated tours that cover each of the Domes in full. Anwyn Tours is a good choice if you don’t want to miss anything.

If you don’t have much money, you can charter a flow-stone bus to the Alep Dome for the fairly cheap price of 4 dales, and wander the Domes yourself. This is a relatively safe option if you take reasonable precautions.

Windawill: The Land and Its People

I found myself considering whether or not to include the great land of Windawill in this book. While there are certainly less hospitable places for travelers to wander, there are few full of more mystery or strange ways. A small land, few travelers are allowed entry into the Conference’s territory. Fewer still return eager to tell tales of what they experienced. As such, the majority of what I will convey is a combination of rumor, hearsay, and subtle suggestion.

I myself have found travel to Windawill becoming more and more difficult. For any number of reasons, many points of access are becoming harder to access. Ports are closing, doors are locking, and the once friendly land has become colder to visitors these days. It has become more and more common for travelers to require native friends or known travelers to be accepted to Windawill.

Currently, there are five well known and reliable methods for reaching Windawill: (Editor’s Note: One week before the printing of this edition, the Administrators of Windawillian Travel (AWT) withdrew all envoys, embassies, and travel agencies. The remainder of this section is therefore likely inaccurate. Please check for recent events and laws surrounding Windawill before making any travel arrangements.)

The Grand Festivals of Humg, the Land of Many Corners

Humg is, of course, easily accessible by any major reputable airline. When I visited, I was able to purchase a discounted ticket to Humg Major International Airport for only 200£. The trip took only three hours, thanks to a steady tailwind, and baring the usual slight turbulence, was largely uneventful.

Once you have arrived at Humg, your next destination will depend entirely on the sort of experience you want to have. Those who enjoy throngs of people and an unending atmosphere of vibrancy will likely need only follow the throng of tourists to the mess of shuttle busses outside the main terminal which will take you to the thickly urban downtown neighborhoods.

Those who prefer more contemplative or spiritual festivals should instead look for the smaller but no less numerous Ripjin drivers. Once you find one and procure their services, you should tell them to take you to the quieter and humbler northern districts.

Travel through Humg is handled through taxi and bus services. During the Month of Grand Festivals, personal cars are prohibited, so please do not rent a car, even if you plan to travel outside the city.

Chikurry: The Upside-down Storm of Durandar

Being a natural phenomenon that stretches over twenty leagues, transit to the Upside-down Storm is accessible from multiple towns, cities, and locations across Chikurry. The most commonly visited location, and therefore the best equipped to handle large numbers of tourists, is Fulldin’s Point, a small bay that extends into the storm along its south-eastern edge. There are regular bus services to Fulldin’s Point from both nearby Klendin and Redgar’s Falls.

Travel from Klendin will take anywhere from three to four hours and will cost about 30 stone. A round-trip ticket from Redgar’s Falls will take an hour both ways by bus, and can be purchased for as little as 10 stone. Some locals offer horse-drawn carriage rides to Fulldin’s Point, which is well worth the 50 stone price-tag, if you have a half-day to spare.

If you want to longwalk to Fulldin’s Point, I’d suggest starting from Redgar’s Falls, though if you have a few days-worth of hiking in you, Klendin is not a terrible option.