Entry tags:
locations.
LOCATIONS
LUMENWOOD
CASSANDRA
WILLFUL MACHINE
GAZE
CELLAR DOOR
PRUFROCK
CRENSHAW
DARCMOUTH
OTHER
SEWER SYSTEM
Running beneath the city is a complex maze of stone passages that help transport sewage throughout the city. Most sewage is carried out to the Pthumerian Ocean while some sewage seems to wind up in foul pits that are dotted throughout Trenchwood. The sewage system is a popular place for beasts to live and lurk. If you hear growling coming from your drain, it really might be exactly what you think it is: a threat. Due to the dangers of the sewage system, it actually can be quite dangerous to go near plumbing in your house unless you take care to keep protective spells/enchantments/incense in place nearby. There are plenty of stories of people being murdered by a monster that comes out of their pipes abruptly or by monsters who yank someone down into the sewer system. Avoid gutters, avoid the things that lurk in the dripping dark.
SLEEPY TOWN
Sleepy Town is considered a holy, forbidden place to the natives of Deer Country. This is the graveyard of all the worlds that have ever been or ever were and natives believe only Sleepers should be allowed to walk its streets. Sleepy Town is a relic of what once was the heart of Deerington. One can still find the familiar streets and eroded buildings that Once Were, but changed by warped reality and centuries that have passed. One may find old, depleted buildings from their own worlds throughout Sleepy Town. A strange quality about this location is that whenever you leave, Sleepy Town rearranges itself.
Buildings change spots, that old spaceship you found is suddenly no longer anywhere at all. Many mysteries of the multi universes lurk within Sleepy Town and there are no defined locations or lamps available in this area. Trying to set up a lamp in this area will result in the lamp merely appearing outside of Sleepy Town's limits. Sleepy Town is kept behind a massive wall made out of heavy dark wood. It is shut off by enormous gates. All across the walls and on the gates are intricately carved depictions of thousands of unique-looking deer. Sometimes, if you stand around quiet and still enough, you may still hear the cries of a familiar young girl.
To those familiar with Deerington's setting, characters may be able to see relics of the town they are used to in this space. There will be almost nothing to salvage from this version of Deerington since it technically is aged/warped so heavily but one might be able to find the remains of their old home. Players may choose to have characters find "aged" goods that had been in their original character homes from Deerington Chapter 1. Characters cannot stay long in Sleepy Town as it eventually lulls them to sleep and they wind up back in their own homes in Trench. It can take anywhere from 24-72 hours for this trance to happen. It is largely regarded as a pocket of space that still exists in Sodder's old dream rules and may be exceptionally dangerous during some events...
TRENCHWOOD
The wild is the ultimate domain of beasts and monsters and many who venture into Trenchwood don't come back. It is imperative to stick to the path. There aren't enough resources to be found in Trenchwood for it to be worth trying to explore. Most of the small standing pools of water are poisonous to drink; there's blood splattered among the leaves and roots from hunting beasts. If you don't get lost by the gnarled trees, you're bound to go mad, likely to become a beast. If you're lucky enough to avoid all of that, then you'll probably just be hunted. There are smart and dangerous things in these woods and they are motivated to capture you. Hunters have done a decent job of keeping the roads in the woods relatively safe, but it's still wisest to travel with companions. One must travel through Trenchwood to get to and from the farmlands so it's a necessary evil, but thankfully most horses and canines have been bred to make the journey easier. Trenchwood is much safer during the day. Try not to travel through the woods at night, and do whatever you can to avoid traveling through them during the full moon. While it is usually a good thing, the moon seems to enhance the madness among beasts and you don't want to be around when they're beefed up on lunar energy.
FEED
Feed is one of the micro-Districts beyond the core city of Trench and it is known primarily for its production of meats and dairy. It's difficult to raise animals for such means in this kind of world and as such meat and dairy can be expensive and in high demand. Chickens and goats are the easiest of the animals to keep alive in this place. Cows and pigs can at times be too loud and too slow to escape the beasts of the night. There are several mushroom farms between the various micro-distrcts in Trenchwood, but Feed has the biggest mushroom farms yet. Many civilians grow mushrooms within the city to save on resources in having to trade for meat products. There are hundreds of mushroom species in Deer Country, plenty of which are fatal or dangerous, but most are nutritional and help the people of Deer Country survive. Next to fish, they're the most accessible form of protein.
ACHE
This farming district is filled with a variety of useful herbs and crops. Many of its herbs are used for ointments, salves, and the such, and many consider Ache to be a source of old-world healing that doesn't rely on blood magic the same way Blood Ministers do. This is where most spices come from, though their growth rates and seasons are unreliable. Rare flowers can be found in some small plots of land here and there, but they are highly sought after and are often imported into Cellar Door. Flowers in the old-world might have been a commonplace gift, but in this world, finding a rose or a lily is a genuine treat unless you have a greenhouse yourself or some other means of finding flowers. It is said that flowers can be used to create various potions that lull beasts and corrupted souls into calmer states of mind. It might not be the worst thing to get a bunch of sunflowers and such even if it isn't really your type of thing. Despite being rich in flowers, lumenflowers cannot be found in Ache. They are exclusively found in Lumenwood. This might just be the most aesthetically gentle and pleasing of the natural locations you can visit, fields of flowers, cozy patches of gardens...But some do say one can lose their way and isolate forever in Ache, never to return to their loved ones.
SHIVER
A land that is perpetually cold and challenging to live in and navigate. This place is the most difficult to live in during the winter, but it never seems to warm up even during the summer. Nothing can grow in this land, but they do keep sheep and other such animals, helping to produce most of Trench's cotton and textiles. They are experts at dying fabrics, weaving together unique materials, and can make bolts of fabric to ship out to Trench. Looks like they at least know how to stay warm out in Shiver. The land is stained with dyes that are irresponsibly recycled in the small rivers that cut through the area. This makes the land infertile and keeps beasts and animals alike away. The sheep are fed water circulated in from Ache - though some believe that Blood Ministers have played a part in why the sheep are so unusually hardy in this part of Trench. Along with sheep, Shiver has the biggest production of horses. They believe the atmosphere has made horses ready for the violence and terror of Trench. A Shivering Horse, they say, is a horse that won't startle over anything at all and can thrive on a small amount of food, and doesn't seem to feel the sting of cold or much else.
WAYSTATION
The Waystation is easy to see from a long way off as it is identified by its massive stone windmill. This windmill lazily rotates day in and day out, helping to maintain electricity for its immediate area. It's one of the few places that doesn't have any lunar orbs around, but it seems to do just fine. This is a temporary safe resting spot for those who are traveling out in Trenchwood. There are usually a few Hunters stationed at Waystation as they explore the woods to look for resources. Hay beds are rented out and you'll have plenty of neighbors to cuddle up to. Or maybe you'll get lucky and not too many people will be around to get cozy with you. This is where the Dog Keeper lives now and he tries to keep the inside of the windmill as warm and comfortable as possible. He keeps a well-stocked source of food on hand, though never as much as he'd like, and he has fresh drinking water for any wanderers. He has bred new hounds that seek lost people in the woods and help bring them either to the Waystation or back to Trench - depending on how close they are to either. The Dog Keeper's hounds keep the immediate area extremely safe from beasts and it has been a large reason why some have chosen to take up residence by the Waystation. There are civilians who are dedicated to helping the Dog Keeper and who enjoy the companionship of his massive amount of dogs. For those who seem kind, he might even be willing to part with one of his dogs and entrust you with it.
SALT LAKE
This strange lake is bright pink and vibrant with life under moonlight. They say beneath the full moon it provides incredible healing properties, soothes the soul, and restores sanity. Many believe that this might have once been the lake where the great Pthumerian Queen gave birth to Moon Presence, and where the Pthumerian Queen died. This lake is a literal beacon of light in the dark and has saved many when people have wandered from the Staggering Path. Some believe it is a mirage until they reach its shores. Drinking the water can restore energy and there is plenty of healthy fish to eat, with edible, protein-heavy mushrooms growing all around the edges of the lake. Some beasts have been seen crawling into the lake, howling with relief as they are restored to a regular state of animality or humanity. It truly is a miracle lake...But only under the full moon. When there is no full moon and during the day, this lake turns frigid and black. Dead fish rot in its waters, salt crusting along the edge. This salt is fantastic to mine for preservations and flavor, but never drink the Salt Lake water for it will immediately dehydrate you and if you're suffering any wounds or poisoning, it will make them far worse. Thankfully, the Salt Lake water can be stored in bottles, and as long as it is exposed to full moonlight, it will turn pink and regain its healing properties.
Unfathomable Mass
You hear it and smell it before you see it. A gurgling, wet sucking noise, look boots pulling through thick mud. Ripe crunching, like melons being cracked open, and the smell...The smell alone would be enough to drive anyone mad. It's putrid and worse than the rot of death or things molded over. It's the stench of sickness and depravity, the reek of unwashed flesh, of musky sweat and infection. The air is thick with noxious fumes that can make you stumble and faint if you don't have your face properly covered. When you finally see it, you can scarcely tell what it is exactly you're seeing. It's a behemoth: not quite big enough to reach the clouds, but taller than the neighboring trees and is a few miles wide (it seems to shrink and grow depending on its mood). If you cut pieces off of it, it gives a tremendous booming roar, but it does nothing to stop you. It doesn't really have to. Whatever you cut off immediately burns through your hands, like acid. Clever people have learned to use enchanted goods or those with poison immunity can handle the bits and pieces of the mass safely. This stuff is highly valued and is used primarily for weapons. Some will put it in special sacks that you can whirl into a fight and the acid from this creature will burn through just about anything. Eating it will kill you within seconds - even if you are immune to poison. No one really knows what this is, but it is rumored to be a Pthumerian...But some believe it is something even older and more unusual. It apparently lives off of the hatred and fear of the land and is both creature and plant, rooted deep, soaking up all of the spilled blood, all of the wasted life, all of the hopelessness...Thank God it never actually seems to move. For now.
PTHUMERIAN SKIES
The skies above Deer Country are just about as dangerous as the Pthumerian Oceans. It’s rare to have a clear blue sky in Trench: most days are overcast with hazy, grey clouds rolling through the sky with a higher chance of drizzling and storms. It is said that there are more Pthumerians in the sky than anywhere else and occasionally, you can catch bizarre shapes and shadows moving among the clouds. Was it a trick of your eye, a flash of lightning, or is it true what they say? Occasionally a tentacle or eye has been known to flicker through the clouds before vanishing altogether. If you stand completely still and really listen, you may even be able to hear the distant cries and roars of Pthumerians and sky-beasts. To those who can fly, you can certainly try your best to fly through the Pthumerian Skies, but it’s dangerous work and most Sleepers don’t even make it five minutes before they are killed (rather brutally).
This is where Pthumerians seem to be most territorial and most sky Pthumerians seem to have little interest in connecting positively with Sleepers. They culturally seem to be different from their sea-loving sisters, colder, and more emotionally removed from the world their queen led them to. Deerians also believe the sky is filled with Half-Pthumerians who have gone mad and never learned to control their abilities, much like Julia Sodder, and therefore are far more threatening than your average monster. These skies combined with the Pthumerian Ocean make for some intense storms. Sometimes naturally occurring thunderstorms or hurricanes happen, but other times there will be storms inspired by Pthumerian abilities and you’ll really want to run for cover during a Pthumerian storm. Good luck and rest in fucking pieces, my friend. You’re gonna hate it.
CODING
Welcome to Trench. A sprawling post-apocalypse city filled with unique architecture and technology both old and otherworldly meant to withstand all of the terrors and blood of the night. Where will you wander?
Every district has a lamp location that can be identified on the map by the buttons. You can find out more about these central teleportation locations below.
Every district has a lamp location that can be identified on the map by the buttons. You can find out more about these central teleportation locations below.
[NAVIGATION]
[Trench Map] • [Trenchwood Map]
Lumenwood • Cassandra • Willful Machine • Gaze • Cellar Door • Prufrock • Crenshaw • Darcmouth • Other
Housing • Character Businesses
[Questions]
[Trench Map] • [Trenchwood Map]
Lumenwood • Cassandra • Willful Machine • Gaze • Cellar Door • Prufrock • Crenshaw • Darcmouth • Other
Housing • Character Businesses
District: Healing District
Lamp Location: The Lumenarium
Most Common Job: Blood Ministers
Lamp Location: The Lumenarium
Most Common Job: Blood Ministers
The Healing District is where most blood ministration takes place. This is the primary working and living location for Blood Ministers. This is arguably the most blood-soaked district due to the nature of the work done and therefore can be the most dangerous to travel through. However, many Blood Ministers make sure the sick and injured can safely make it to the Lumenarium or one of the many privately owned clinics. There are many valuable resources in this district centric to various types of healing.
There always seems to be a fine, red fog in mist, presumably from blood, and if you breathe in too deeply, you'll get a taste of it too. Blood Ministers have planted lumenflowers throughout the entire district and these giant flowers give off a thick, sweet smell and are an attempt to suffocate the blood stench. What works for some definitely doesn't work for others. This makes for an eerily beautiful district but it can be hard to enjoy the flora when you can occasionally hear the pained screams from some of the clinics.
THE LUMENARIUM 💡LAMP LOCATION 💡
Trench's equivalent of a hospital and an invaluable resource for blood ministration and healing magic. Those who have been critically injured are often brought to the Lumenarium as it has an abundance of life-saving resources. Blood ministers work day and night to try and keep the citizens of Trench alive. This is the most reliable place to salvage lost limbs, repair shattered bones, replace lost blood, and other intensive surgeries. It is also a place of long-term healing and can provide both physical and mental therapy for those who need it though it specializes in the former. The Lumenarium has a pale greenhouse in the center that relies heavily on blood magic and Lunar Orbs to maintain the medicinal plants within. Not every Blood Minister works at the Lumenarium but almost every Blood Minister is at least familiar with its halls. New Blood Ministers typically learn the art of the Lumenarium by becoming apprentices to established Blood Ministers. Since Trench has a high violence rate, Blood Ministers are always glad to take on an apprentice - no matter how hopeless they may be.
BLOOD BANK
Blood Ministers and Sleepers alike are always in desperate need of viable blood. The Blood Bank provides an invaluable resource for all residents of Trench. Sleepers can come to donate their unique blood types or come to gather vials for their own needs whether it's to heal themselves on the go or for nutritional value. One can also get a blood transfusion at the Blood Bank. Many will come to donate their blood as in exchange for something a Blood Minister needs from them such as weapons or food or other such goods. While anyone could technically learn how to take and give Sleeper Blood, it is a learned practice considering the various types of Sleeper Blood, and typically Blood Ministers master the skill.
URSULA'S INK
Known for its large, octopus-skull sign hanging over its door, Ursula's Ink is a tattoo parlor that incorporates Sleeper blood into most of its tattoos. People will come through thick and thin to get ink at this place and not just for the aesthetic. The ink has protective properties that can help repel madness and beasthood as it permanently implants unique Sleeper blood types into your skin. Ursula's gets its blood from the Blood Bank or...other ways. Despite being in Lumenwood, Ursula's is primarily run by Architects and independent artists. To get a job here, you simply need an impressive art portfolio to prove your worth. While most of the ink has components of blood in it, there are traditional ink tattoos you can get too. Artists will readily design things for you or you can bring your own design.
SOMA
When someone cannot be saved, they are brought to Soma. This inconspicuous building sits at the edge of Lumenwood and reeks of foul blood and madness. The casual visitor would be wise to avoid going to Soma if at all possible. One can hear screams of agony and pain from within. The windows are all fogged for the privacy of the suffering. One cannot casually enter the building for the likelihood of infection or madness is extremely high. Blood Ministers keep the doors locked but will speak to you through the door if you stop by. They may let you in to say goodbye to a loved one or if you are bringing someone their way.
Inside, the hopeless are subjected to morally questionable tests. They were deemed too far gone and some Blood Ministers had been known to perform sadistic tests on them. Mostly, however, Blood Ministers will put the hopeless out of their misery by putting a drug known as "Soma" into their system. This is a heavy sedative drug that often brings intense feelings of joy and peace. It can help with sleep, but if enough is administered, it will provide a painless death. Bodies from Soma are sent to the Sanguine Graveyard through an underground canal system. Many bodies are drained of blood and organs before they are sent away. These blood and organs are kept by Blood Ministers for their work and are typically stored among the shelves within Soma and serve as a valuable resource.
PEGGY'S AID
In a world filled with beasts and dangers of the extreme, it isn't uncommon for people to lose a limb or two along the way. Prosthetics are almost as commonplace in this world as glasses, and you can find both and more at Peggy's! This prosthetic and accessibility store is run by one of the original Wastes from Deerington, a woman named Peggy who used to be a scientist and an artist before she was subjected to the nightmare. Now that she's alive and knowing all of the good Sleepers had done for Wastes and each other, she wants to return the favor. Peggy's is stocked with prosthetics for arms, legs, fingers, fake eyes, and more. You can have something fit for your body. There are cheaper prosthetics made out of simple wooden materials and more extravagant prosthetics made out of sturdy metals. While Peggy isn't capable of blood magic, she does regularly employ both Architects and Blood Ministers to help work on prosthetics for those who are looking for something with a bit more oomph. You can also find things like eyeglasses, wheelchairs, canes, crutches, braces, hearing aids, and other accessible items at Peggy's.
There always seems to be a fine, red fog in mist, presumably from blood, and if you breathe in too deeply, you'll get a taste of it too. Blood Ministers have planted lumenflowers throughout the entire district and these giant flowers give off a thick, sweet smell and are an attempt to suffocate the blood stench. What works for some definitely doesn't work for others. This makes for an eerily beautiful district but it can be hard to enjoy the flora when you can occasionally hear the pained screams from some of the clinics.

Trench's equivalent of a hospital and an invaluable resource for blood ministration and healing magic. Those who have been critically injured are often brought to the Lumenarium as it has an abundance of life-saving resources. Blood ministers work day and night to try and keep the citizens of Trench alive. This is the most reliable place to salvage lost limbs, repair shattered bones, replace lost blood, and other intensive surgeries. It is also a place of long-term healing and can provide both physical and mental therapy for those who need it though it specializes in the former. The Lumenarium has a pale greenhouse in the center that relies heavily on blood magic and Lunar Orbs to maintain the medicinal plants within. Not every Blood Minister works at the Lumenarium but almost every Blood Minister is at least familiar with its halls. New Blood Ministers typically learn the art of the Lumenarium by becoming apprentices to established Blood Ministers. Since Trench has a high violence rate, Blood Ministers are always glad to take on an apprentice - no matter how hopeless they may be.

Blood Ministers and Sleepers alike are always in desperate need of viable blood. The Blood Bank provides an invaluable resource for all residents of Trench. Sleepers can come to donate their unique blood types or come to gather vials for their own needs whether it's to heal themselves on the go or for nutritional value. One can also get a blood transfusion at the Blood Bank. Many will come to donate their blood as in exchange for something a Blood Minister needs from them such as weapons or food or other such goods. While anyone could technically learn how to take and give Sleeper Blood, it is a learned practice considering the various types of Sleeper Blood, and typically Blood Ministers master the skill.

Known for its large, octopus-skull sign hanging over its door, Ursula's Ink is a tattoo parlor that incorporates Sleeper blood into most of its tattoos. People will come through thick and thin to get ink at this place and not just for the aesthetic. The ink has protective properties that can help repel madness and beasthood as it permanently implants unique Sleeper blood types into your skin. Ursula's gets its blood from the Blood Bank or...other ways. Despite being in Lumenwood, Ursula's is primarily run by Architects and independent artists. To get a job here, you simply need an impressive art portfolio to prove your worth. While most of the ink has components of blood in it, there are traditional ink tattoos you can get too. Artists will readily design things for you or you can bring your own design.

When someone cannot be saved, they are brought to Soma. This inconspicuous building sits at the edge of Lumenwood and reeks of foul blood and madness. The casual visitor would be wise to avoid going to Soma if at all possible. One can hear screams of agony and pain from within. The windows are all fogged for the privacy of the suffering. One cannot casually enter the building for the likelihood of infection or madness is extremely high. Blood Ministers keep the doors locked but will speak to you through the door if you stop by. They may let you in to say goodbye to a loved one or if you are bringing someone their way.
Inside, the hopeless are subjected to morally questionable tests. They were deemed too far gone and some Blood Ministers had been known to perform sadistic tests on them. Mostly, however, Blood Ministers will put the hopeless out of their misery by putting a drug known as "Soma" into their system. This is a heavy sedative drug that often brings intense feelings of joy and peace. It can help with sleep, but if enough is administered, it will provide a painless death. Bodies from Soma are sent to the Sanguine Graveyard through an underground canal system. Many bodies are drained of blood and organs before they are sent away. These blood and organs are kept by Blood Ministers for their work and are typically stored among the shelves within Soma and serve as a valuable resource.

In a world filled with beasts and dangers of the extreme, it isn't uncommon for people to lose a limb or two along the way. Prosthetics are almost as commonplace in this world as glasses, and you can find both and more at Peggy's! This prosthetic and accessibility store is run by one of the original Wastes from Deerington, a woman named Peggy who used to be a scientist and an artist before she was subjected to the nightmare. Now that she's alive and knowing all of the good Sleepers had done for Wastes and each other, she wants to return the favor. Peggy's is stocked with prosthetics for arms, legs, fingers, fake eyes, and more. You can have something fit for your body. There are cheaper prosthetics made out of simple wooden materials and more extravagant prosthetics made out of sturdy metals. While Peggy isn't capable of blood magic, she does regularly employ both Architects and Blood Ministers to help work on prosthetics for those who are looking for something with a bit more oomph. You can also find things like eyeglasses, wheelchairs, canes, crutches, braces, hearing aids, and other accessible items at Peggy's.
District: Sacred District
Lamp Location: The Pale Sanctuary
Most Common Job: Disciples
Lamp Location: The Pale Sanctuary
Most Common Job: Disciples
This is where citizens of Trench can find spiritual healing, comfort, and sanctuary. Cassandra produces the largest amount of incense and beast-repellent goods and is generally considered one of the safest places to be next to Crenshaw. Disciples typically live here and either worship at the Pale Sanctuary or create their own temples and shrines. Statues of Pthumerians and other eldritch creatures line the streets and decorate most of the architecture in Cassandra. Massive thuribles hang from posts around Cassandra that Disciples keep burning indefinitely.
While beasts may not roam these streets, other creatures certainly do and some feel more threatening than the beast plague. Many believe that the Disciples have unknowingly invited far worse evils into this world through prayer and incantations hummed in the dozens of shrines. Cassandra was named after a Disciple that was believed to have gone too far in her faith. She is said to have invoked the attention of Old Ones incomprehensible to human understanding. "We are Disciples, not Scholars, for a reason. Faith is admiration. Knowledge is a violation."
THE PALE SANCTUARY 💡LAMP LOCATION 💡
This blood-bloated tree doesn't look like a location, but Disciples have been drawn inexplicably to it for generations and for good reason. Among its roots is a doorway and inside a narrow staircase that leads to an underground sanctuary. Despite how uncomfortable the surface may look, this is one of the most sacred and well-protected places in Trench. The blood magic combined with the tree continually soaking up lunar energy makes it a micro-fortress. The actual underground sanctuary is made from paleblood stones and is always lit up like the moon. Disiciples flock to the Pale Sanctuary to pray and to hopefully see visions influenced by the paleblood surroundings. There are dozens of marble statues throughout the sanctuary carved into the likenesses of various Patron Pthumerians. It has also been said that the Pale Sanctuary can help alleviate symptoms of corruption but that seems to depend on the corrupt individual. Some have become even more corrupt by lingering too long in the Pale Sanctuary.
DISCIPLE'S DEFENSE
Sometimes a good offense is a great defense. Incense is known to keep beasts at bay and is said to have soothing properties that can diminish the effects of corruption. While incense can be homemade, Cassandra is known to have the largest manufacture of incense and incense products such as holders in its local shop: Disciple's Defense. Many local Disciples work at the Defense to create and sell incense all throughout Trench. They will bring a cart of their supplies to the Architect Market and occasionally travel out beyond Trenchwood to the Wayward Station to help supply farmers with incense as a charitable act. Many Disciples who work at the Disciple's Defense also work on keeping incense lit throughout Trench but the most incense can be found burning throughout the streets of Cassandra. This shop sells a huge variety of scents and different types of incense and is always open to commissioning unique smells/types of incense. Most of the incense is used with regular earth materials, but a handful is made more effective with certain blood magic harvested by those who have willingly donated...Or not. Disciples aren't always as pure as they suggest.
ODD END
This dusty little shop is tucked into the corner of the Sacred District and might have something useful for everyone. This is one of the few ethically sourced odd-ends shops. You can find goods brought in by farmers, Hunters, and others who have ventured into the greater world or maybe just got lucky. The shop sells things like candles, feathers, gems/crystals, plants with certain magical properties, unique pieces of wood, glass balls, and other such items that might be useful for a variety of rituals. Odd End prides itself in being one of the few shops in all of Trench that does not cater to blood magic but instead caters to other kinds of magic and powers. Since blood magic is so powerful in Deer Country, many consider Odd End to be superstitious and many even think of it as a hoax shop. However, those with unique abilities have found that many of Odd End's stock can greatly help enhance abilities. Many of the salts still help repel certain monsters and it's one of the few places where you can still buy rare antlers which are known for being good for fighting just about any kind of monster out there.
While beasts may not roam these streets, other creatures certainly do and some feel more threatening than the beast plague. Many believe that the Disciples have unknowingly invited far worse evils into this world through prayer and incantations hummed in the dozens of shrines. Cassandra was named after a Disciple that was believed to have gone too far in her faith. She is said to have invoked the attention of Old Ones incomprehensible to human understanding. "We are Disciples, not Scholars, for a reason. Faith is admiration. Knowledge is a violation."

This blood-bloated tree doesn't look like a location, but Disciples have been drawn inexplicably to it for generations and for good reason. Among its roots is a doorway and inside a narrow staircase that leads to an underground sanctuary. Despite how uncomfortable the surface may look, this is one of the most sacred and well-protected places in Trench. The blood magic combined with the tree continually soaking up lunar energy makes it a micro-fortress. The actual underground sanctuary is made from paleblood stones and is always lit up like the moon. Disiciples flock to the Pale Sanctuary to pray and to hopefully see visions influenced by the paleblood surroundings. There are dozens of marble statues throughout the sanctuary carved into the likenesses of various Patron Pthumerians. It has also been said that the Pale Sanctuary can help alleviate symptoms of corruption but that seems to depend on the corrupt individual. Some have become even more corrupt by lingering too long in the Pale Sanctuary.

Sometimes a good offense is a great defense. Incense is known to keep beasts at bay and is said to have soothing properties that can diminish the effects of corruption. While incense can be homemade, Cassandra is known to have the largest manufacture of incense and incense products such as holders in its local shop: Disciple's Defense. Many local Disciples work at the Defense to create and sell incense all throughout Trench. They will bring a cart of their supplies to the Architect Market and occasionally travel out beyond Trenchwood to the Wayward Station to help supply farmers with incense as a charitable act. Many Disciples who work at the Disciple's Defense also work on keeping incense lit throughout Trench but the most incense can be found burning throughout the streets of Cassandra. This shop sells a huge variety of scents and different types of incense and is always open to commissioning unique smells/types of incense. Most of the incense is used with regular earth materials, but a handful is made more effective with certain blood magic harvested by those who have willingly donated...Or not. Disciples aren't always as pure as they suggest.

This dusty little shop is tucked into the corner of the Sacred District and might have something useful for everyone. This is one of the few ethically sourced odd-ends shops. You can find goods brought in by farmers, Hunters, and others who have ventured into the greater world or maybe just got lucky. The shop sells things like candles, feathers, gems/crystals, plants with certain magical properties, unique pieces of wood, glass balls, and other such items that might be useful for a variety of rituals. Odd End prides itself in being one of the few shops in all of Trench that does not cater to blood magic but instead caters to other kinds of magic and powers. Since blood magic is so powerful in Deer Country, many consider Odd End to be superstitious and many even think of it as a hoax shop. However, those with unique abilities have found that many of Odd End's stock can greatly help enhance abilities. Many of the salts still help repel certain monsters and it's one of the few places where you can still buy rare antlers which are known for being good for fighting just about any kind of monster out there.
District: Trading District
Lamp Location: The Canals*
Most Common Job: Architects
Lamp Location: The Canals*
Most Common Job: Architects
The majority of this district is populated by booths, stalls, shops, markets, and traveling merchants. You can find just about anything in the Willful Machine and it is considered to be the best place to start a business due to the foot traffic. This place can be a breeding ground for corruption and theft is high, whether it's stealing food or stealing jewels. But if you're smart on your feet and aware of your surroundings, you can have a successful trip to the Willful Machine. It's highly recommended to go during the day when it's easier to plainly see people picking each other's pockets.
It's a vibrant and loud place that never sleeps, and is always bustling and loud. Most people don't live in the Willful Machine but the majority of civilians work here. Despite the high corruption, it's low on beasthood. But watch out - this place can be a real bloodfest if other events occur. The Willful Machine has exploded into chaos several times over the years and can cause mass panic because of its frequently high population. Trench isn't exactly the kind of place you want a high concentration of bodies anywhere at any given time, after all.
THE CANALS 💡LAMP LOCATION 💡
Wide canals spread throughout Trench and are regarded as both a safe and convenient way to travel. You can either build your own boat and rent out a small dock or go to the heart of the Architect Market and rent out a boat for your personal needs. They offer a taxi-like boat service where a single person will boat you to wherever you need to be. All boats have a small oil lamp at the head and an incense burner in the back. There's a main dock system that can provide independent boats or boats for groups. While the canals are extremely useful, you never want to drink from these things. They're extremely polluted and not just from blood. There's quite a bit of trash and natural filth in these canals and the average citizen doesn't even seem to notice. Maybe someone could try and clean the place up...The Lamp location here is in the middle of the docks. You'll be teleported into the heart of the action.
THE STABLES
The safest and most reliable form of travel in Trench is by horseback and horse-drawn carriages. Understandably, there's a push in the city for a steady supply. The Stables provides carriages to rent and purchase as well as supplies for taking care of horses whether it's the feed, saddles, horseshoes, bits, and other necessary goods. One can buy and rent horses at the Stable and some civilians have been known to take jobs driving carriages around Trench to act as a taxi service to those who need it. Horses are quieter than cars could be, don't require precious gasoline, are aware of incoming beasts, and able to make instinctual decisions. While horses are vulnerable to attacks, they have also infamously avoided violent situations by backing up in time and saving a rider. Most Trenchies firmly believe in trusting an animal's instinct and if horses are getting riled up, they know to start feeling wary too. The Stables are open to the public 24/7. Hunters regularly protect the Stables for the sake of both the animals and the people who rely on them.
It's a vibrant and loud place that never sleeps, and is always bustling and loud. Most people don't live in the Willful Machine but the majority of civilians work here. Despite the high corruption, it's low on beasthood. But watch out - this place can be a real bloodfest if other events occur. The Willful Machine has exploded into chaos several times over the years and can cause mass panic because of its frequently high population. Trench isn't exactly the kind of place you want a high concentration of bodies anywhere at any given time, after all.

Wide canals spread throughout Trench and are regarded as both a safe and convenient way to travel. You can either build your own boat and rent out a small dock or go to the heart of the Architect Market and rent out a boat for your personal needs. They offer a taxi-like boat service where a single person will boat you to wherever you need to be. All boats have a small oil lamp at the head and an incense burner in the back. There's a main dock system that can provide independent boats or boats for groups. While the canals are extremely useful, you never want to drink from these things. They're extremely polluted and not just from blood. There's quite a bit of trash and natural filth in these canals and the average citizen doesn't even seem to notice. Maybe someone could try and clean the place up...The Lamp location here is in the middle of the docks. You'll be teleported into the heart of the action.

The safest and most reliable form of travel in Trench is by horseback and horse-drawn carriages. Understandably, there's a push in the city for a steady supply. The Stables provides carriages to rent and purchase as well as supplies for taking care of horses whether it's the feed, saddles, horseshoes, bits, and other necessary goods. One can buy and rent horses at the Stable and some civilians have been known to take jobs driving carriages around Trench to act as a taxi service to those who need it. Horses are quieter than cars could be, don't require precious gasoline, are aware of incoming beasts, and able to make instinctual decisions. While horses are vulnerable to attacks, they have also infamously avoided violent situations by backing up in time and saving a rider. Most Trenchies firmly believe in trusting an animal's instinct and if horses are getting riled up, they know to start feeling wary too. The Stables are open to the public 24/7. Hunters regularly protect the Stables for the sake of both the animals and the people who rely on them.
District: Education District
Lamp Location: School of Mutter
Most Common Job: Arcane Scholars
Lamp Location: School of Mutter
Most Common Job: Arcane Scholars
The Arcane Scholars who created Gaze wanted the district to be difficult to access. Most of the district is surrounded by false entrances, some that lead to brick walls, others that have fatal drops down into the sewer system of Trench. However, if you ask kinder Arcane Scholars or follow the ravens, you will find some of the actual passageways into the area. This complex system keeps most beasts out but has been known to invite plenty of other nefarious sorts inside. Corruption is high in Gaze and it isn't uncommon to run across corrupt souls rambling away in the streets.
Gaze is appropriately named as the moment you enter, you feel watched no matter where you go. Statues of eyes, stained glass pieces of eyes, carvings of eyes on doors, and lamp posts that look like eyes line the streets. Privacy isn't much of a luxury in this place, but they abide by the idea that once you enter Gaze, you enter an open world where everything you know should be everything everyone else knows. The air in Gaze smells strongly of ink and wax and seems to cling to whoever lives in the district.
SCHOOL OF MUTTER 💡LAMP LOCATION 💡
The School of Mutter can be identified throughout Trench by its iconic giant clocktower. This clocktower serves as a literal and metaphorical beacon during dark times. The face of its clock is permanently lit by stored lunar energy. The actual mechanics of the clock are maintained by the Arcane Scholars who treat the building as their meeting place to discuss academia. The rest of the building is filled with classrooms and meeting chambers often clustered with books and tools of education. While Arcane Scholars are known for lecturing classes as well as taking them, they invite the rest of Trench to attend the School of Mutter as either students or professors. The School of Mutter's "dean" is Never Mind. Never Mind is known for eagerly accepting new students and encouraging all Sleepers to stop by the School of Mutter once in a while to help "awaken their minds." This school provides education for all ages and grades though they do not have classic levels. Depending on your estimated intelligence, you will be grouped in whatever classes seem to best fit your current level. School of Mutter does not believe age or time rules knowledge. There is no true "graduation" as most Arcane Scholars do not believe you can truly master any subject, but there are "graduation ceremonies" held for those who have advanced past a certain point.
ARCHAIC ARCHIVES
Arcane Scholars have been cultivating artifacts for generations now and have carefully compiled them into the Archaic Archives. This is a blended location that is both a museum and a library; it pays an homage to the pursuit of knowledge. There are some questionable artifacts on display in some of the dustier corners, like the fetus of monsters from unknown worlds and stolen books from old-world cults that may or may not open the vortex to terrifying timelines. Anyone can access the archives, but there are some hallways completely locked off. Arcane Scholars are encouraged to find their own artifacts to put on display. The library is a maze interwoven throughout the displays of strange items and there doesn't seem to be any real "order" or typical Dewey Decimal System. Instead, you have to navigate the library based on "gut instinct." This is probably just some ornate mind game of Never Mind's but at least it seems to work. You can find most published books in the Archives but for fourth-walling purposes, canon books may be heavily distorted so as to not give away the story. Non-distorted copies of popular series can be available if players consent to fourth-walling. If not, please respectfully handwave and generalize vague allusions to certain canons (ie; "A book about some kid who finds out he's a wizard" rather than "Harry Potter"). It is unknown how big the Archives actually are. The building seems small on the outside, but the inside is massive. Darkblood was used in the construction of the building and many believe that the properties of the blood have expanded its internal size indefinitely.
Gaze is appropriately named as the moment you enter, you feel watched no matter where you go. Statues of eyes, stained glass pieces of eyes, carvings of eyes on doors, and lamp posts that look like eyes line the streets. Privacy isn't much of a luxury in this place, but they abide by the idea that once you enter Gaze, you enter an open world where everything you know should be everything everyone else knows. The air in Gaze smells strongly of ink and wax and seems to cling to whoever lives in the district.

The School of Mutter can be identified throughout Trench by its iconic giant clocktower. This clocktower serves as a literal and metaphorical beacon during dark times. The face of its clock is permanently lit by stored lunar energy. The actual mechanics of the clock are maintained by the Arcane Scholars who treat the building as their meeting place to discuss academia. The rest of the building is filled with classrooms and meeting chambers often clustered with books and tools of education. While Arcane Scholars are known for lecturing classes as well as taking them, they invite the rest of Trench to attend the School of Mutter as either students or professors. The School of Mutter's "dean" is Never Mind. Never Mind is known for eagerly accepting new students and encouraging all Sleepers to stop by the School of Mutter once in a while to help "awaken their minds." This school provides education for all ages and grades though they do not have classic levels. Depending on your estimated intelligence, you will be grouped in whatever classes seem to best fit your current level. School of Mutter does not believe age or time rules knowledge. There is no true "graduation" as most Arcane Scholars do not believe you can truly master any subject, but there are "graduation ceremonies" held for those who have advanced past a certain point.

Arcane Scholars have been cultivating artifacts for generations now and have carefully compiled them into the Archaic Archives. This is a blended location that is both a museum and a library; it pays an homage to the pursuit of knowledge. There are some questionable artifacts on display in some of the dustier corners, like the fetus of monsters from unknown worlds and stolen books from old-world cults that may or may not open the vortex to terrifying timelines. Anyone can access the archives, but there are some hallways completely locked off. Arcane Scholars are encouraged to find their own artifacts to put on display. The library is a maze interwoven throughout the displays of strange items and there doesn't seem to be any real "order" or typical Dewey Decimal System. Instead, you have to navigate the library based on "gut instinct." This is probably just some ornate mind game of Never Mind's but at least it seems to work. You can find most published books in the Archives but for fourth-walling purposes, canon books may be heavily distorted so as to not give away the story. Non-distorted copies of popular series can be available if players consent to fourth-walling. If not, please respectfully handwave and generalize vague allusions to certain canons (ie; "A book about some kid who finds out he's a wizard" rather than "Harry Potter"). It is unknown how big the Archives actually are. The building seems small on the outside, but the inside is massive. Darkblood was used in the construction of the building and many believe that the properties of the blood have expanded its internal size indefinitely.
District: Entertainment District
Lamp Location: The Red
Most Common Job: Night Walkers
Lamp Location: The Red
Most Common Job: Night Walkers
Just like the Willful Machine, Cellar Door has a high population count no matter the time of day. Something is always open and there's always something to do. This is the most contemporary feeling of the districts with a variety of entertainment at your disposal. There are many corrupt souls who go to Cellar Door, but work with enough Night Walkers and you'll find yourself feeling less corrupt by the time you leave. Beasthood is uncommon here, but not a complete impossibility and some believe Cellar Door is one of the safer places trying to find a humane way to treat it.
Cellar Door is the most beautifully designed district, prioritizing pleasure above all else. No matter what part of Cellar Door you wind up in, you will notice that the architecture here is especially magnificent and unique. Artistic statues can be found throughout the area and people walk around in incredible outfits with bright flashes of color and glittering jewels. It's the best place to go for some stress relief in Trench. You can forget your troubles for a little while...Just be careful to remember reality while you're here.
THE RED 💡LAMP LOCATION 💡
The Red is the pinnacle of luxury and pleasure in Trench and is regarded as the gold standard - or should we say red standard? Its exterior architect is famous throughout Trench due to the massive bloodstone used in the forehead of the octopus centered on its entrance. This bloodstone is made from a mixture of blood types and some believe it is made out of Pthumerian blood. The inside is just as stunning: bloodstone flooring and walls make the entire place live up to its simplistic namesake. Enchanted white roses hang in waves from the ceiling, filling the air with the scent of flowers. There are multiple rooms with a wide variety of purposes: elaborate hotel rooms, large stages to perform full productions on, and theaters perfect for instrumental performances. The Red always has the best shows going on and is generally considered to be the ultimate goal for Night Walkers. Performing at the Red is Trench's version of performing on Broadway. The Red has been known to host several bizarre, exciting parties and just about everyone in Trench hopes to make it to a Red party at least once in their lives. They say a Red party is absolutely to die for!
EARWORM
The Red Stage might be Cellar Door's crowning glory but Earworm is a club that has been serving the entirety of Trench for as long as Trench has existed. On the outside, this looks like about every seedy bar you have ever avoided. Sleazy neon signs of ladies kicking their legs are accompanied by an unusual, giant neon worm bobbing its head up and down. Enter the club and you're hit with uncomfortable humidity. Burly Hunters stand guard at the door and are happy to throw out anyone causing any sort of trouble or people who don't look like they should be hanging around the club in the first place. While there are no real age laws in Trench, if the guards at the door feel you're a little too immature to be sulking around this place - you're out, buddy. The inside of the club is about ten miles underground which makes it one of the coolest places to be - physically. The club is basically a giant dirt hole in the ground with the Pthumerian Lady Bop hosting every single waking moment of her life. She can replicate any song in existence and does so gladly. You'll never feel like a giant worm monster is performing for you - instead, the music seems to always be the perfect volume and bass. It changes depending on who is listening to it, softening for people who are trying to have a conversation and blasting for those who want to get crazy. For those who can't hear too well, the music comes to them in bright color and vibration. A bar sits in the corner served by half-Pthumerian worm-humanoid creatures. The booze is cheap and probably made from whatever secretion is leaking out of those worm-creatures but like, it gets the job done and somehow never gives anyone a hangover. This place is also a popular location to get hallucinogenic mushrooms that come in a variety of colors and have different effects. It seems to be a popular treat in Trench that's not frowned upon and instead a fun way to let go for a night.
There are some backrooms you can venture to where you'll find a slightly more mature form of entertainment via small stages stocked with poles. These are intended for small, private parties or one-on-one sessions. Attractive humanoid-creatures parade around in these rooms and it seems to be one of the few locations in Trench where partial-beasthood seems both embraced and controlled. It isn't uncommon to see a woman sprout feline features or a steamy twink grow a reptilian tale while performing. Some believe it is Lady Bop's presence that makes it so the place allows people to get in touch with their beasty side safely and without consequence. Earworm is open 24/7 and is always a rager no matter what's going on in Trench. It's easy to throw your whole life away in this place if you're not careful.
GOAT TURNING
One of the oldest forms of entertainment has been the tried and true gambling. While many places have had a history of attempting to try and regulate or outlaw gambling, Trench has decided to embrace it entirely. There is no better place to win some unique items and prizes than Goat Turning. The location is known for being in a stone building with a massive goat sculpted into the side of it, its eyes made out of onyx. The interior is made out of sleek black onyx and stone. The drinks are some of the best on this side of town and it's arguably the loudest place you can be with all of the excited yelling going on. Classic gambling tables are set up all throughout. Try your hand at poker, blackjack, roulette, baccarat, pai gow, mahjong, or any other variety of traditional games. This place doesn't have slot machines, but you don't really need it given everything else it provides. There's an old wooden stage propped in the middle of the place and local musicians usually swing by to play while people lose their life savings. In the basement of Goat Turning, you can try your hand at cage fighting for some blood prizes, but most people know better than to go around advertising that sort of thing. Any cheaters are dealt with by other angry patrons. If the crowd decides you've been cheating, god help your soul - who knows what they might do to you. Some people get off easy with just simply being thrown out but others have been shot over a lost game. Keep your head cool, everyone, or you might lose it. Literally.
Cellar Door is the most beautifully designed district, prioritizing pleasure above all else. No matter what part of Cellar Door you wind up in, you will notice that the architecture here is especially magnificent and unique. Artistic statues can be found throughout the area and people walk around in incredible outfits with bright flashes of color and glittering jewels. It's the best place to go for some stress relief in Trench. You can forget your troubles for a little while...Just be careful to remember reality while you're here.

The Red is the pinnacle of luxury and pleasure in Trench and is regarded as the gold standard - or should we say red standard? Its exterior architect is famous throughout Trench due to the massive bloodstone used in the forehead of the octopus centered on its entrance. This bloodstone is made from a mixture of blood types and some believe it is made out of Pthumerian blood. The inside is just as stunning: bloodstone flooring and walls make the entire place live up to its simplistic namesake. Enchanted white roses hang in waves from the ceiling, filling the air with the scent of flowers. There are multiple rooms with a wide variety of purposes: elaborate hotel rooms, large stages to perform full productions on, and theaters perfect for instrumental performances. The Red always has the best shows going on and is generally considered to be the ultimate goal for Night Walkers. Performing at the Red is Trench's version of performing on Broadway. The Red has been known to host several bizarre, exciting parties and just about everyone in Trench hopes to make it to a Red party at least once in their lives. They say a Red party is absolutely to die for!

The Red Stage might be Cellar Door's crowning glory but Earworm is a club that has been serving the entirety of Trench for as long as Trench has existed. On the outside, this looks like about every seedy bar you have ever avoided. Sleazy neon signs of ladies kicking their legs are accompanied by an unusual, giant neon worm bobbing its head up and down. Enter the club and you're hit with uncomfortable humidity. Burly Hunters stand guard at the door and are happy to throw out anyone causing any sort of trouble or people who don't look like they should be hanging around the club in the first place. While there are no real age laws in Trench, if the guards at the door feel you're a little too immature to be sulking around this place - you're out, buddy. The inside of the club is about ten miles underground which makes it one of the coolest places to be - physically. The club is basically a giant dirt hole in the ground with the Pthumerian Lady Bop hosting every single waking moment of her life. She can replicate any song in existence and does so gladly. You'll never feel like a giant worm monster is performing for you - instead, the music seems to always be the perfect volume and bass. It changes depending on who is listening to it, softening for people who are trying to have a conversation and blasting for those who want to get crazy. For those who can't hear too well, the music comes to them in bright color and vibration. A bar sits in the corner served by half-Pthumerian worm-humanoid creatures. The booze is cheap and probably made from whatever secretion is leaking out of those worm-creatures but like, it gets the job done and somehow never gives anyone a hangover. This place is also a popular location to get hallucinogenic mushrooms that come in a variety of colors and have different effects. It seems to be a popular treat in Trench that's not frowned upon and instead a fun way to let go for a night.
There are some backrooms you can venture to where you'll find a slightly more mature form of entertainment via small stages stocked with poles. These are intended for small, private parties or one-on-one sessions. Attractive humanoid-creatures parade around in these rooms and it seems to be one of the few locations in Trench where partial-beasthood seems both embraced and controlled. It isn't uncommon to see a woman sprout feline features or a steamy twink grow a reptilian tale while performing. Some believe it is Lady Bop's presence that makes it so the place allows people to get in touch with their beasty side safely and without consequence. Earworm is open 24/7 and is always a rager no matter what's going on in Trench. It's easy to throw your whole life away in this place if you're not careful.

One of the oldest forms of entertainment has been the tried and true gambling. While many places have had a history of attempting to try and regulate or outlaw gambling, Trench has decided to embrace it entirely. There is no better place to win some unique items and prizes than Goat Turning. The location is known for being in a stone building with a massive goat sculpted into the side of it, its eyes made out of onyx. The interior is made out of sleek black onyx and stone. The drinks are some of the best on this side of town and it's arguably the loudest place you can be with all of the excited yelling going on. Classic gambling tables are set up all throughout. Try your hand at poker, blackjack, roulette, baccarat, pai gow, mahjong, or any other variety of traditional games. This place doesn't have slot machines, but you don't really need it given everything else it provides. There's an old wooden stage propped in the middle of the place and local musicians usually swing by to play while people lose their life savings. In the basement of Goat Turning, you can try your hand at cage fighting for some blood prizes, but most people know better than to go around advertising that sort of thing. Any cheaters are dealt with by other angry patrons. If the crowd decides you've been cheating, god help your soul - who knows what they might do to you. Some people get off easy with just simply being thrown out but others have been shot over a lost game. Keep your head cool, everyone, or you might lose it. Literally.
District: Hunter's District
Lamp Location: The Gate
Most Common Job: Hunters
Lamp Location: The Gate
Most Common Job: Hunters
Otherwise known as the spine of Trench, Prufrock supplies the city with its protectors and soldier-types. Prufrock is the primary location for Hunters to work out of and live out of, and most people who have a problem wind up in Prufrock. Hunters frequent the streets which makes it easy to find someone willing to chase off that beast who has been terrorizing you. It's not an especially inviting place as Prufrock was designed entirely with practicality in mind, not pleasure. Things in this district were designed to last against anything and everything.
Which is a good thing considering the high rate of corruption and beasthood that happens in Prufrock. Hunters live some of the roughest lives in Trench and for good reason. Most of the ones who come home after a long night of hunting are on the verge of madness. It's a grim place to be, the stench of blood strong in the streets, and the danger high. But it's also considered the number one place to go to learn combat skills, even if you're not a hunter. This isn't a half-bad place for resources either since most Hunters gain some serious loot after a kill.
THE GATE 💡LAMP LOCATION 💡
An indestructible stone pit carved into the heart of Prufrock. This masonry masterpiece has hundreds of seats carved from stone surround a massive, deep stone stadium. The Gate has generations worth of bloodshed embedded into its stones and feels as powerful as it does threatening. Monsters are kept in stone cells and taken out for Hunters to practice against to hone their skill. When monsters aren't being used for practice, they're being slaughtered for entertainment for the masses. When the Gate isn't being used for entertainment, it's considered the main training grounds for Hunters as there is plenty of practice equipment stored inside the Gate's walls. No power or monster is great enough to destroy the Gate which makes it ideal for learning your own limitations. Once monsters are trapped in this hellhole, the only way out for them is death or by being freed by compassionate individuals. After all, not every monster is a bad monster, and some believe their loved ones who have turned into beasts have been taken to the Gate.
GLOVER LOVER
One of the most popular clothing items in Trench would be gloves, especially for Hunters. It's just plain smart to wear gloves in a world where blood is abundant and dangerous. It is both the more sterile and practical option to try and cover as much of your body as possible when slumming through the dangerous parts of Deer Country, and it keeps hands in better condition if you're wielding weapons all of the time. While almost anyone of any role has a need for gloves, Hunters go through them the most quickly and so of course this glove shop is located in the heart of Prufrock. Glover Lover also sells an array of similar accessory-based clothing that can help offer additional protection such as scarves, tights, socks, ties, headwraps, shoes, laces, undergarments, and other similar items. Everything is made in the basement beneath, most items treated with blood magic to be more resistant to corruption from bloodshed. Glover Lover is mostly for practical use which means most of its stock is made out of black materials, but you can find some colorful decorative pieces occasionally for a higher price. One could always bring material to the shop to have custom-made items. All kinds of materials are used to make gloves, but the most common are leather, latex, and wool.
SHAPE OF BLOOD
What is more essential to Hunters than the weapons they wield? Shape of Blood is known for creating simple weapons great for starters or those in training. They do a bit of blood magic in their weaponry to make them more durable than typical swords and such, but they won't have extreme enhancements unless you provide them with all the supplies. This place does excel in repairing destroyed items, even heavily enhanced items, and provides most of Trench with most of its metal. Shape of Water additionally provides plenty of decent starter armor, leathers, gauntlets, scabbards, and other similar weaponry accessories. They offer free sharpenings of any blades. Although this is located in Prufrock, Architects mainly work here despite its location, though experienced Hunters have been known to hang up their swords to take up blacksmithing.
SAPPHORA
This bar is nestled on the edge of Prufrock and is a destination location for the women of Trench. Men are not welcome in the space and will generally be asked to leave. Non-binary and gender fluid individuals are welcomed. This bar extends over a few different floors. The first floor looks perfectly suited to the average hunter: grimy, well-worn, with the clatter of pints hitting table and thick smoke filling the air. Pool tables and darts are set up for women to enjoy. A staircase leads up to a secondary bar, a bit more high classed and one of the only locations in Trench that serve any sort of wine. There are more private booths where women can have private conversations and interactions. The next floor up seems to be a lounge area where women can lay about on overstuffed velvet couches, admire the art on the walls - or each other - and enjoy feminine companionship. The floor above is broken off into different rooms where beds can be rented out to spend the night together. Hunting can be tough work and sometimes you just gotta take the edge off.
Which is a good thing considering the high rate of corruption and beasthood that happens in Prufrock. Hunters live some of the roughest lives in Trench and for good reason. Most of the ones who come home after a long night of hunting are on the verge of madness. It's a grim place to be, the stench of blood strong in the streets, and the danger high. But it's also considered the number one place to go to learn combat skills, even if you're not a hunter. This isn't a half-bad place for resources either since most Hunters gain some serious loot after a kill.

An indestructible stone pit carved into the heart of Prufrock. This masonry masterpiece has hundreds of seats carved from stone surround a massive, deep stone stadium. The Gate has generations worth of bloodshed embedded into its stones and feels as powerful as it does threatening. Monsters are kept in stone cells and taken out for Hunters to practice against to hone their skill. When monsters aren't being used for practice, they're being slaughtered for entertainment for the masses. When the Gate isn't being used for entertainment, it's considered the main training grounds for Hunters as there is plenty of practice equipment stored inside the Gate's walls. No power or monster is great enough to destroy the Gate which makes it ideal for learning your own limitations. Once monsters are trapped in this hellhole, the only way out for them is death or by being freed by compassionate individuals. After all, not every monster is a bad monster, and some believe their loved ones who have turned into beasts have been taken to the Gate.

One of the most popular clothing items in Trench would be gloves, especially for Hunters. It's just plain smart to wear gloves in a world where blood is abundant and dangerous. It is both the more sterile and practical option to try and cover as much of your body as possible when slumming through the dangerous parts of Deer Country, and it keeps hands in better condition if you're wielding weapons all of the time. While almost anyone of any role has a need for gloves, Hunters go through them the most quickly and so of course this glove shop is located in the heart of Prufrock. Glover Lover also sells an array of similar accessory-based clothing that can help offer additional protection such as scarves, tights, socks, ties, headwraps, shoes, laces, undergarments, and other similar items. Everything is made in the basement beneath, most items treated with blood magic to be more resistant to corruption from bloodshed. Glover Lover is mostly for practical use which means most of its stock is made out of black materials, but you can find some colorful decorative pieces occasionally for a higher price. One could always bring material to the shop to have custom-made items. All kinds of materials are used to make gloves, but the most common are leather, latex, and wool.

What is more essential to Hunters than the weapons they wield? Shape of Blood is known for creating simple weapons great for starters or those in training. They do a bit of blood magic in their weaponry to make them more durable than typical swords and such, but they won't have extreme enhancements unless you provide them with all the supplies. This place does excel in repairing destroyed items, even heavily enhanced items, and provides most of Trench with most of its metal. Shape of Water additionally provides plenty of decent starter armor, leathers, gauntlets, scabbards, and other similar weaponry accessories. They offer free sharpenings of any blades. Although this is located in Prufrock, Architects mainly work here despite its location, though experienced Hunters have been known to hang up their swords to take up blacksmithing.

This bar is nestled on the edge of Prufrock and is a destination location for the women of Trench. Men are not welcome in the space and will generally be asked to leave. Non-binary and gender fluid individuals are welcomed. This bar extends over a few different floors. The first floor looks perfectly suited to the average hunter: grimy, well-worn, with the clatter of pints hitting table and thick smoke filling the air. Pool tables and darts are set up for women to enjoy. A staircase leads up to a secondary bar, a bit more high classed and one of the only locations in Trench that serve any sort of wine. There are more private booths where women can have private conversations and interactions. The next floor up seems to be a lounge area where women can lay about on overstuffed velvet couches, admire the art on the walls - or each other - and enjoy feminine companionship. The floor above is broken off into different rooms where beds can be rented out to spend the night together. Hunting can be tough work and sometimes you just gotta take the edge off.
District: Residential District
Lamp Location: The Watchtower
Most Common Job: All jobs
Lamp Location: The Watchtower
Most Common Job: All jobs
Crenshaw is considered to be the most vulnerable district and the most thoroughly protected. It has the highest amount of families/children/non-fighter people living within its claw-shaped walls. There's a wide variety of real estate options ranging from townhomes to houses, the majority of which are stylized after homes from the Victorian/Edwardian period. There are other options, such as some more contemporary styles, as well as plots of land to build on. The average home doesn't have a big yard since this is stylized more after city living than suburban, but yards aren't impossible. If you want sprawling acres though, you'll have to live outside of Trench city limits entirely.
Crenshaw has the highest amount of Hunters protecting the area who keep the streets safe from beasts and corruption. Evil doesn't tend to last as long or do as much damage as in other districts since there are far more protections in place. Most people who live in Crenshaw work in other districts, so it is a relatively quiet area in comparison to the rest of Trench. Not a bad place to live for those who aren't dedicated to a specific job or who just want to get away from their job at the end of a long day.
THE WATCH TOWER 💡LAMP LOCATION 💡
This Watch Tower is one of the oldest buildings in all of Trench and probably one of the most secure. Blood magic has been built into its foundation and it serves the entire city, not just the Residential District. The massive rings will catch the wind and begin to hum loudly the higher the wind speed. This has served as an ample warning for Trench whenever terrible weather from the Pthumerian Ocean has come their way. It also picks up on intense blasts of magic felt from more threatening, dangerous monsters and beasts and will alert the city similarly. They were designed to work no matter who manned the Watch Tower and cannot be manipulated. The Watch Tower itself has a stocked kitchen and a few dusty beds to sleep in. Hunters and others regularly take shifts at the Watch Tower in order to keep an advantageous eye on the rest of the city, but more importantly Crenshaw, knowing it to be the most vulnerable of the districts. All of Trench can be seen from the Watch Tower which is a mixture of the building being at one of the highest points in the city and a bit of good old-fashioned blood magic. This can serve as a viable waystation for those lost in the night or with nowhere else to go for the time being.
KOZ ORPHANAGE
In a world as cruel as Deer Country, it should come as no surprise that there is an enormous amount of orphans made each year. A strange entity by the name of Koz created an impenetrable safe space for the lost children of Trench. This humble-looking building might be the greatest fortress in all of Trench, but then again, it does have this creature's heart and soul built into the foundation. Koz seeks abandoned children in the night and brings them to safety. If they are orphans if he gives them a warm bed. If they are merely lost, he helps them find their way home in the morning. The majority of rooms are filled with single beds with a desk beside each so children can have a place for their stuff. The orphanage houses anyone from ages 0-25 as Koz is an entity that doesn't quite understand human aging, but he does understand human suffering.
Abuse is not tolerated in the house and it is said that Koz will appear from the shadows to stop even mild bullying within seconds. It is said that if Koz comes across someone abusing a child, the things he does to the abuser are unspeakably horrific - but such a terrible actions deserves terrible consequences. There is a small library, a playroom, dining room, and kitchen, all well-stocked by donations from around the city. The house isn't especially big, but thankfully it is never overrun since there are just as many parents who lose children as children who lose parents. Children are quick to be adopted, and many come back to work at the house when they are older to help clean, cook, and keep everything in working condition. Anyone can work at the orphanage. Adults committed to the task may even be allowed to board in one of the small nearby cottages Koz owns. Do not let this dreary, dark place unnerve you - it truly is a safe space for children who need it.
Crenshaw has the highest amount of Hunters protecting the area who keep the streets safe from beasts and corruption. Evil doesn't tend to last as long or do as much damage as in other districts since there are far more protections in place. Most people who live in Crenshaw work in other districts, so it is a relatively quiet area in comparison to the rest of Trench. Not a bad place to live for those who aren't dedicated to a specific job or who just want to get away from their job at the end of a long day.

This Watch Tower is one of the oldest buildings in all of Trench and probably one of the most secure. Blood magic has been built into its foundation and it serves the entire city, not just the Residential District. The massive rings will catch the wind and begin to hum loudly the higher the wind speed. This has served as an ample warning for Trench whenever terrible weather from the Pthumerian Ocean has come their way. It also picks up on intense blasts of magic felt from more threatening, dangerous monsters and beasts and will alert the city similarly. They were designed to work no matter who manned the Watch Tower and cannot be manipulated. The Watch Tower itself has a stocked kitchen and a few dusty beds to sleep in. Hunters and others regularly take shifts at the Watch Tower in order to keep an advantageous eye on the rest of the city, but more importantly Crenshaw, knowing it to be the most vulnerable of the districts. All of Trench can be seen from the Watch Tower which is a mixture of the building being at one of the highest points in the city and a bit of good old-fashioned blood magic. This can serve as a viable waystation for those lost in the night or with nowhere else to go for the time being.

In a world as cruel as Deer Country, it should come as no surprise that there is an enormous amount of orphans made each year. A strange entity by the name of Koz created an impenetrable safe space for the lost children of Trench. This humble-looking building might be the greatest fortress in all of Trench, but then again, it does have this creature's heart and soul built into the foundation. Koz seeks abandoned children in the night and brings them to safety. If they are orphans if he gives them a warm bed. If they are merely lost, he helps them find their way home in the morning. The majority of rooms are filled with single beds with a desk beside each so children can have a place for their stuff. The orphanage houses anyone from ages 0-25 as Koz is an entity that doesn't quite understand human aging, but he does understand human suffering.
Abuse is not tolerated in the house and it is said that Koz will appear from the shadows to stop even mild bullying within seconds. It is said that if Koz comes across someone abusing a child, the things he does to the abuser are unspeakably horrific - but such a terrible actions deserves terrible consequences. There is a small library, a playroom, dining room, and kitchen, all well-stocked by donations from around the city. The house isn't especially big, but thankfully it is never overrun since there are just as many parents who lose children as children who lose parents. Children are quick to be adopted, and many come back to work at the house when they are older to help clean, cook, and keep everything in working condition. Anyone can work at the orphanage. Adults committed to the task may even be allowed to board in one of the small nearby cottages Koz owns. Do not let this dreary, dark place unnerve you - it truly is a safe space for children who need it.
District: Fishing District
Lamp Location: The Lighthouse, Sanguine Station, the Boardwalk
Most Common Job: Civilians/All Jobs
Lamp Location: The Lighthouse, Sanguine Station, the Boardwalk
Most Common Job: Civilians/All Jobs
Darcmouth isn't exactly a popular destination in Trench. The stench of fish guts in this area is almost more insufferable than the stench of blood in other districts. It's always muggy and damp here, the air heavy with fog and ocean mist, and the people who live in the area seem to be just as dreary. The people who live in Darcmouth are mostly sailors who prefer life on the sea. Most of them live in rough shacks since they care far more about the quality of ships than houses. Darcmouth produces the largest amount of meat to Trench via fishing, making it one of the most crucial locations in the city.
Say what you will about the area, but they are dedicated to their trade and make sure to keep the food coming into the city no matter the weather or time of year. It is also one of the most popular locations for trading beyond the shores. Things that can't be found or grown near Trench usually come from mysterious ships that drift in and out of Darcmouth. Don't bother trying to board any of these ships - you'll wind up confused and soaking wet on some lifeboat drifting back to Trench. Whoever these mystery traders are wants nothing to do with Trenchies. Maybe it's for the best.
THE LIGHTHOUSE 💡LAMP LOCATION 💡
They say the Keepers of the Lighthouse may be the most corrupt of Trench but only because they willingly sacrificed their minds to the madness. The Lighthouse is kept at the tip of a narrow cliff with waves constantly crashing up against the stony edges. It is a slippery business getting there and most citizens avoid the Lighthouse altogether. There is nothing for you here and yet without the Lighthouse, Trench would be consumed by the great monsters of the sea and beyond Trench. The ocean contains multitudes of evil that cannot be understood at a glance. The Lighthouse does not exist to caution boats away from the cliffside, but to keep unspeakable horrors away. The Lighthouse contains few supplies and only two beds. It's drafty, damp, and miserable. You'll hear terrible screams and moaning wails from the ocean and feel a creeping sense of isolation the longer you stay there...It is good to keep watch at the Lighthouse with a companion if you lose your way.
But there is good to be had. The Lighthouse is powered by giving blood to the eternal flame that powers the light cast upon the ocean. Keep it lit with a few drops of blood and they say the Old Ones may look favorably upon you. Who knows what may happen if that flame is ever put out. Good thing nothing seems to be able to put it out no matter how hard one may try. That's some strong blood magic.
THE DOCKS
All manner of raw trade and action happens here. You can see fish merchants and traders from far away bringing in crates of goods such as silks, chocolate, and other valuables one might not be able to find so readily in Trench. The entire area smells like fish and salt, but you can still find some beautiful ships tethered to the docks. You can build your own boat on these docks if you have the means or you can choose to rent from one of the people who own the ships. Most ships are intended solely for fishing or trade and you won't find luxury boats like yachts and certainly no speedboats. There are plenty of two-person boats to rent, but the ocean is merciless and you'd need some impressive strength to tame those waters...Unless you plan to just go out a few miles from the shore to do some lighter fishing, then you should be fine. Probably.
Be careful to keep an eye on your valuables in this area. It is known to be plagued with petty thieves who are skilled at taking the jewelry right off your neck while you're looking them right in the face. Many of the orphaned children who have lost parents to death or worse have wound up living around the docks since it's a reliable place for food and shelter. You can find stray animals and children sleeping in boats or among the many cargo shipments left tied up. Might not be a bad place for you if you're looking to keep off the radar. It's awfully easy to get lost in the maze of crooked board walkways and towering ships that cut through the hazy mists.
ACHELLIAC
Achelliac is probably the only "nice" place in Darcmouth and it is generally considered to be something of a gentleman's club - likely because of how many sailors tend to be men. Except that's not really why Achelliac is focused on a primarily masculine clientele. This luxurious bathhouse has healing hot springs that help to soothe the aches and pains from months spent on rocking boats - or that is the alleged intention of the location. Many guys from around Trench wind up in Achelliac when they want to find a variety of ways to relieve some stress whether from the hot water or each other. When you're done with a relaxing bath, you can wander to the bar for a hot drink, whether tasty beers or hot chocolate. There are both private and public baths. While women aren't banned from the location, they will get a few odd looks and it is generally considered in poor taste for women to invade the space. Non-binary and genderfluid folks are welcome. To those who really need a full night's rest, you can rent comfortable rooms. But of course, there's only one bed in each room, so you might have to cozy up to your roommate for the night if you've got one. The tragedy!!!
FARTHER SHORES
The Farther Shore stretches out for miles around the edge of Trench, bordering the Pthumerian Ocean. Its sands are fine and pure black, making for a stunning appearance against the dark gray ocean. This is the most comfortable sand you will ever walk on. Many believe the sand is made up of all of the sand from throughout the universe and Architects have been known to collect the sand for alchemic purposes. The sand is always comfortably warm to the touch, even in the dead of winter. Due to this unique quality, it is not uncommon to see animals burrowing into the sand to warm up in winter – especially since snow seems to immediately melt upon touching it.
This is generally considered a domain of Mariana’s and many believe she has enchanted the beaches. But others believe she has cursed them for it isn’t entirely uncommon for shipwrecks and sea animals (dead or alive) to wash up on the Farther Shores. This is also how many Sleepers get back items from home – things will wash up all the time, and it’s good to routinely check out the beach to see if anything interesting has shown up. Who knows? Maybe that missing engagement ring you had twelve years ago has finally decided to show up. Players do not need permission to have strange items from homeworlds/CRAU worlds show up on the beaches, but we do ask to keep the items to plain/unpowered things like standard jewelry, pictures, etc. More unusual/unique/and or powered items should be kept to Blessed Days and game events.
THE BOARDWALK 💡LAMP LOCATION 💡
This will usually be the first official location every Sleeper visits since it is the immediate location lining the Farther Shores. The Boardwalk is a stark contrast to most of Darcmouth since the Boardwalk is primarily maintained by Wakers who wish to invite Sleepers to Trench in a more comforting way. The Boardwalk is lined with small wooden booths that provide immediate goods any disoriented Sleeper could want – mostly standard clothing and food/drink. The Boardwalk’s food booths change seasonally and every TDM will clarify the kind of food they are serving for that month. You do not need to interact with a TDM in order to have your character enjoy seasonal snacks. This is the place you’ll most likely find familiar treats like candy-dipped apples in fall and hot chocolate in winter.
The Boardwalk is always warm and inviting with a web of fairy lights stretching across the wooden walkway. It’s not a particularly large area since Wakers didn’t want Sleepers to ever feel overwhelmed, but it should have a little bit of something for everyone and serves as the most comfortable introduction to Trench. You’ll never be asked for trade goods on the Boardwalk either as it’s largely seen as a voluntary effort. Sleepers can set up their own booths at the Boardwalk if they have a certain free service in mind that they would like to offer to other new Sleepers. It is uncommon to see monsters on the Boardwalk.
THE ROCKS
Arguably more dangerous than even Trenchwood are the Rocks that line the west of the Pthumerian Ocean. These cliffs are sharp drops, always slick and wet. The beaches below them are just as sharp and unreliable, dangerous to go afoot, and it might be a wonder why anyone would bother...Except there seem to be crevices and caves all against the Rocks and sometimes firelight can be seen flickering from within...Rumors have it that there may be cults who live among the Rocks, wanting to be close to the ocean where their gods live. For those who are brave and hardy, you can find yourself in dark caves filled with strange, glowing designs. One could certainly live in the caves...if you can get used to the constant roar of the Pthumerian Ocean echoing around you. It could be a pretty good place for a hideaway though...Might even be a safe place when the going gets rough. After all, there are never any beasts or monsters by the Rocks. Apparently, it's too dangerous even for them. With how many waves come crashing in against the side of the Rocks, it's simply not worth the risk. There's a benefit to exploring the Rocks though. There's an abundance of unique stones and metals to be cultivated. Strange fossils of ancient, unknown creatures can be found if you know where to look.
PTHUMERIAN OCEAN
There is no more mysterious and ominous place in all of Deer Country than the Pthumerian Ocean. The old world's oceans have been consumed by a new black, glittering ocean that seems to bring with all things good and evil. Sleepers, Pthumerians, and it is suggested some Old Ones, come directly from the ocean and as such the ocean is seen as the realm of gods and unlimited potential. The ocean is deeply sacred to the Natives of Deer Country, respected and feared in equal amounts. This is a stormy, dark ocean that has harsh, violent waves. Experienced sailors say that waves can get up to miles high and many say you can see strange, massive creatures within. Most ships that sail out to sea never come back and as such there are designated Fishing Zones that are verified as safe both for travel and safe to eat the fish that come out of it. Venturing into the Pthumerian Ocean can drive anyone to absolute madness. While Deer Country isn't particularly sunny, one can quickly become burnt and dehydrated.
Drinking the water from the Pthumerian Ocean rapidly poisons a person and can make anyone sick and delirious, though some religiously committed believe there are healing properties in Pthumerian Ocean water, and they aren't entirely off base. If an individual is already poisoned by something else, drinking Pthumerian Ocean water will purge them of any poison. It will be uncomfortable and you'll be sick for days or weeks but at least the poisons seem to null each other out. Sometimes you really do have to fight fire with fire. It is easy to get lost against the black ocean waves. With how overcast the Waking World typically is, it's impossible to try and depend on constellations to guide you. Storms are constant further out past the Fishing Zone. They say the storms are the births and deaths of Sleepers and Pthumerians, of their worlds beginning and ending anew. Who knows if that's actually true though.
SANGUINE STATION 💡LAMP LOCATION 💡
The closest thing to your typical fantasy inn. This place serves its purpose simply. It's a warm, safe place to grab a hot loaf of bread, some stew, fresh water or mead, and a small but comfortable bed. Despite the proximity to a graveyard, this place is remarkably safe, even by lamp location standards. It is known that a family filled with all of the different job-types created Sanguine Station as the perfect catch-all safehouse. It's small but sturdy. Many Wakers will bring new disoriented Sleepers to the Sanguine Station to help them find their bearings.
SANGUINE GRAVEYARD
One would imagine Trench to have a huge graveyard due to its high death rate. However, it is more customary for Trenchies to send their dead out to sea or to burn their bodies. Ground burial is relatively uncommon. Instead, the graveyard is instead treated like a place to pay tribute to those that have left. You will find plenty of headstones but no caskets. Of course, there are some caskets in the Sanguine Graveyard...Only you'll notice every casket buried in the Sanguine Graveyard is buried inside of an iron-wrought cage. Looks like Trench has a bit of an undead problem from time to time. But it looks like they know what they're doing! To be safe, you might just want to keep your distance. There are some available plots for those interested in burying their loved ones or setting up a headstone in their honor.
Say what you will about the area, but they are dedicated to their trade and make sure to keep the food coming into the city no matter the weather or time of year. It is also one of the most popular locations for trading beyond the shores. Things that can't be found or grown near Trench usually come from mysterious ships that drift in and out of Darcmouth. Don't bother trying to board any of these ships - you'll wind up confused and soaking wet on some lifeboat drifting back to Trench. Whoever these mystery traders are wants nothing to do with Trenchies. Maybe it's for the best.

They say the Keepers of the Lighthouse may be the most corrupt of Trench but only because they willingly sacrificed their minds to the madness. The Lighthouse is kept at the tip of a narrow cliff with waves constantly crashing up against the stony edges. It is a slippery business getting there and most citizens avoid the Lighthouse altogether. There is nothing for you here and yet without the Lighthouse, Trench would be consumed by the great monsters of the sea and beyond Trench. The ocean contains multitudes of evil that cannot be understood at a glance. The Lighthouse does not exist to caution boats away from the cliffside, but to keep unspeakable horrors away. The Lighthouse contains few supplies and only two beds. It's drafty, damp, and miserable. You'll hear terrible screams and moaning wails from the ocean and feel a creeping sense of isolation the longer you stay there...It is good to keep watch at the Lighthouse with a companion if you lose your way.
But there is good to be had. The Lighthouse is powered by giving blood to the eternal flame that powers the light cast upon the ocean. Keep it lit with a few drops of blood and they say the Old Ones may look favorably upon you. Who knows what may happen if that flame is ever put out. Good thing nothing seems to be able to put it out no matter how hard one may try. That's some strong blood magic.

All manner of raw trade and action happens here. You can see fish merchants and traders from far away bringing in crates of goods such as silks, chocolate, and other valuables one might not be able to find so readily in Trench. The entire area smells like fish and salt, but you can still find some beautiful ships tethered to the docks. You can build your own boat on these docks if you have the means or you can choose to rent from one of the people who own the ships. Most ships are intended solely for fishing or trade and you won't find luxury boats like yachts and certainly no speedboats. There are plenty of two-person boats to rent, but the ocean is merciless and you'd need some impressive strength to tame those waters...Unless you plan to just go out a few miles from the shore to do some lighter fishing, then you should be fine. Probably.
Be careful to keep an eye on your valuables in this area. It is known to be plagued with petty thieves who are skilled at taking the jewelry right off your neck while you're looking them right in the face. Many of the orphaned children who have lost parents to death or worse have wound up living around the docks since it's a reliable place for food and shelter. You can find stray animals and children sleeping in boats or among the many cargo shipments left tied up. Might not be a bad place for you if you're looking to keep off the radar. It's awfully easy to get lost in the maze of crooked board walkways and towering ships that cut through the hazy mists.

Achelliac is probably the only "nice" place in Darcmouth and it is generally considered to be something of a gentleman's club - likely because of how many sailors tend to be men. Except that's not really why Achelliac is focused on a primarily masculine clientele. This luxurious bathhouse has healing hot springs that help to soothe the aches and pains from months spent on rocking boats - or that is the alleged intention of the location. Many guys from around Trench wind up in Achelliac when they want to find a variety of ways to relieve some stress whether from the hot water or each other. When you're done with a relaxing bath, you can wander to the bar for a hot drink, whether tasty beers or hot chocolate. There are both private and public baths. While women aren't banned from the location, they will get a few odd looks and it is generally considered in poor taste for women to invade the space. Non-binary and genderfluid folks are welcome. To those who really need a full night's rest, you can rent comfortable rooms. But of course, there's only one bed in each room, so you might have to cozy up to your roommate for the night if you've got one. The tragedy!!!

The Farther Shore stretches out for miles around the edge of Trench, bordering the Pthumerian Ocean. Its sands are fine and pure black, making for a stunning appearance against the dark gray ocean. This is the most comfortable sand you will ever walk on. Many believe the sand is made up of all of the sand from throughout the universe and Architects have been known to collect the sand for alchemic purposes. The sand is always comfortably warm to the touch, even in the dead of winter. Due to this unique quality, it is not uncommon to see animals burrowing into the sand to warm up in winter – especially since snow seems to immediately melt upon touching it.
This is generally considered a domain of Mariana’s and many believe she has enchanted the beaches. But others believe she has cursed them for it isn’t entirely uncommon for shipwrecks and sea animals (dead or alive) to wash up on the Farther Shores. This is also how many Sleepers get back items from home – things will wash up all the time, and it’s good to routinely check out the beach to see if anything interesting has shown up. Who knows? Maybe that missing engagement ring you had twelve years ago has finally decided to show up. Players do not need permission to have strange items from homeworlds/CRAU worlds show up on the beaches, but we do ask to keep the items to plain/unpowered things like standard jewelry, pictures, etc. More unusual/unique/and or powered items should be kept to Blessed Days and game events.

This will usually be the first official location every Sleeper visits since it is the immediate location lining the Farther Shores. The Boardwalk is a stark contrast to most of Darcmouth since the Boardwalk is primarily maintained by Wakers who wish to invite Sleepers to Trench in a more comforting way. The Boardwalk is lined with small wooden booths that provide immediate goods any disoriented Sleeper could want – mostly standard clothing and food/drink. The Boardwalk’s food booths change seasonally and every TDM will clarify the kind of food they are serving for that month. You do not need to interact with a TDM in order to have your character enjoy seasonal snacks. This is the place you’ll most likely find familiar treats like candy-dipped apples in fall and hot chocolate in winter.
The Boardwalk is always warm and inviting with a web of fairy lights stretching across the wooden walkway. It’s not a particularly large area since Wakers didn’t want Sleepers to ever feel overwhelmed, but it should have a little bit of something for everyone and serves as the most comfortable introduction to Trench. You’ll never be asked for trade goods on the Boardwalk either as it’s largely seen as a voluntary effort. Sleepers can set up their own booths at the Boardwalk if they have a certain free service in mind that they would like to offer to other new Sleepers. It is uncommon to see monsters on the Boardwalk.

Arguably more dangerous than even Trenchwood are the Rocks that line the west of the Pthumerian Ocean. These cliffs are sharp drops, always slick and wet. The beaches below them are just as sharp and unreliable, dangerous to go afoot, and it might be a wonder why anyone would bother...Except there seem to be crevices and caves all against the Rocks and sometimes firelight can be seen flickering from within...Rumors have it that there may be cults who live among the Rocks, wanting to be close to the ocean where their gods live. For those who are brave and hardy, you can find yourself in dark caves filled with strange, glowing designs. One could certainly live in the caves...if you can get used to the constant roar of the Pthumerian Ocean echoing around you. It could be a pretty good place for a hideaway though...Might even be a safe place when the going gets rough. After all, there are never any beasts or monsters by the Rocks. Apparently, it's too dangerous even for them. With how many waves come crashing in against the side of the Rocks, it's simply not worth the risk. There's a benefit to exploring the Rocks though. There's an abundance of unique stones and metals to be cultivated. Strange fossils of ancient, unknown creatures can be found if you know where to look.

There is no more mysterious and ominous place in all of Deer Country than the Pthumerian Ocean. The old world's oceans have been consumed by a new black, glittering ocean that seems to bring with all things good and evil. Sleepers, Pthumerians, and it is suggested some Old Ones, come directly from the ocean and as such the ocean is seen as the realm of gods and unlimited potential. The ocean is deeply sacred to the Natives of Deer Country, respected and feared in equal amounts. This is a stormy, dark ocean that has harsh, violent waves. Experienced sailors say that waves can get up to miles high and many say you can see strange, massive creatures within. Most ships that sail out to sea never come back and as such there are designated Fishing Zones that are verified as safe both for travel and safe to eat the fish that come out of it. Venturing into the Pthumerian Ocean can drive anyone to absolute madness. While Deer Country isn't particularly sunny, one can quickly become burnt and dehydrated.
Drinking the water from the Pthumerian Ocean rapidly poisons a person and can make anyone sick and delirious, though some religiously committed believe there are healing properties in Pthumerian Ocean water, and they aren't entirely off base. If an individual is already poisoned by something else, drinking Pthumerian Ocean water will purge them of any poison. It will be uncomfortable and you'll be sick for days or weeks but at least the poisons seem to null each other out. Sometimes you really do have to fight fire with fire. It is easy to get lost against the black ocean waves. With how overcast the Waking World typically is, it's impossible to try and depend on constellations to guide you. Storms are constant further out past the Fishing Zone. They say the storms are the births and deaths of Sleepers and Pthumerians, of their worlds beginning and ending anew. Who knows if that's actually true though.

The closest thing to your typical fantasy inn. This place serves its purpose simply. It's a warm, safe place to grab a hot loaf of bread, some stew, fresh water or mead, and a small but comfortable bed. Despite the proximity to a graveyard, this place is remarkably safe, even by lamp location standards. It is known that a family filled with all of the different job-types created Sanguine Station as the perfect catch-all safehouse. It's small but sturdy. Many Wakers will bring new disoriented Sleepers to the Sanguine Station to help them find their bearings.

One would imagine Trench to have a huge graveyard due to its high death rate. However, it is more customary for Trenchies to send their dead out to sea or to burn their bodies. Ground burial is relatively uncommon. Instead, the graveyard is instead treated like a place to pay tribute to those that have left. You will find plenty of headstones but no caskets. Of course, there are some caskets in the Sanguine Graveyard...Only you'll notice every casket buried in the Sanguine Graveyard is buried inside of an iron-wrought cage. Looks like Trench has a bit of an undead problem from time to time. But it looks like they know what they're doing! To be safe, you might just want to keep your distance. There are some available plots for those interested in burying their loved ones or setting up a headstone in their honor.
District: These are micro-districts or the wilderness surrounding Trench.
Lamp Location: The Waystation
Most Common Job: Architects/Other
Lamp Location: The Waystation
Most Common Job: Architects/Other

Running beneath the city is a complex maze of stone passages that help transport sewage throughout the city. Most sewage is carried out to the Pthumerian Ocean while some sewage seems to wind up in foul pits that are dotted throughout Trenchwood. The sewage system is a popular place for beasts to live and lurk. If you hear growling coming from your drain, it really might be exactly what you think it is: a threat. Due to the dangers of the sewage system, it actually can be quite dangerous to go near plumbing in your house unless you take care to keep protective spells/enchantments/incense in place nearby. There are plenty of stories of people being murdered by a monster that comes out of their pipes abruptly or by monsters who yank someone down into the sewer system. Avoid gutters, avoid the things that lurk in the dripping dark.

Sleepy Town is considered a holy, forbidden place to the natives of Deer Country. This is the graveyard of all the worlds that have ever been or ever were and natives believe only Sleepers should be allowed to walk its streets. Sleepy Town is a relic of what once was the heart of Deerington. One can still find the familiar streets and eroded buildings that Once Were, but changed by warped reality and centuries that have passed. One may find old, depleted buildings from their own worlds throughout Sleepy Town. A strange quality about this location is that whenever you leave, Sleepy Town rearranges itself.
Buildings change spots, that old spaceship you found is suddenly no longer anywhere at all. Many mysteries of the multi universes lurk within Sleepy Town and there are no defined locations or lamps available in this area. Trying to set up a lamp in this area will result in the lamp merely appearing outside of Sleepy Town's limits. Sleepy Town is kept behind a massive wall made out of heavy dark wood. It is shut off by enormous gates. All across the walls and on the gates are intricately carved depictions of thousands of unique-looking deer. Sometimes, if you stand around quiet and still enough, you may still hear the cries of a familiar young girl.
To those familiar with Deerington's setting, characters may be able to see relics of the town they are used to in this space. There will be almost nothing to salvage from this version of Deerington since it technically is aged/warped so heavily but one might be able to find the remains of their old home. Players may choose to have characters find "aged" goods that had been in their original character homes from Deerington Chapter 1. Characters cannot stay long in Sleepy Town as it eventually lulls them to sleep and they wind up back in their own homes in Trench. It can take anywhere from 24-72 hours for this trance to happen. It is largely regarded as a pocket of space that still exists in Sodder's old dream rules and may be exceptionally dangerous during some events...

The wild is the ultimate domain of beasts and monsters and many who venture into Trenchwood don't come back. It is imperative to stick to the path. There aren't enough resources to be found in Trenchwood for it to be worth trying to explore. Most of the small standing pools of water are poisonous to drink; there's blood splattered among the leaves and roots from hunting beasts. If you don't get lost by the gnarled trees, you're bound to go mad, likely to become a beast. If you're lucky enough to avoid all of that, then you'll probably just be hunted. There are smart and dangerous things in these woods and they are motivated to capture you. Hunters have done a decent job of keeping the roads in the woods relatively safe, but it's still wisest to travel with companions. One must travel through Trenchwood to get to and from the farmlands so it's a necessary evil, but thankfully most horses and canines have been bred to make the journey easier. Trenchwood is much safer during the day. Try not to travel through the woods at night, and do whatever you can to avoid traveling through them during the full moon. While it is usually a good thing, the moon seems to enhance the madness among beasts and you don't want to be around when they're beefed up on lunar energy.

Feed is one of the micro-Districts beyond the core city of Trench and it is known primarily for its production of meats and dairy. It's difficult to raise animals for such means in this kind of world and as such meat and dairy can be expensive and in high demand. Chickens and goats are the easiest of the animals to keep alive in this place. Cows and pigs can at times be too loud and too slow to escape the beasts of the night. There are several mushroom farms between the various micro-distrcts in Trenchwood, but Feed has the biggest mushroom farms yet. Many civilians grow mushrooms within the city to save on resources in having to trade for meat products. There are hundreds of mushroom species in Deer Country, plenty of which are fatal or dangerous, but most are nutritional and help the people of Deer Country survive. Next to fish, they're the most accessible form of protein.

This farming district is filled with a variety of useful herbs and crops. Many of its herbs are used for ointments, salves, and the such, and many consider Ache to be a source of old-world healing that doesn't rely on blood magic the same way Blood Ministers do. This is where most spices come from, though their growth rates and seasons are unreliable. Rare flowers can be found in some small plots of land here and there, but they are highly sought after and are often imported into Cellar Door. Flowers in the old-world might have been a commonplace gift, but in this world, finding a rose or a lily is a genuine treat unless you have a greenhouse yourself or some other means of finding flowers. It is said that flowers can be used to create various potions that lull beasts and corrupted souls into calmer states of mind. It might not be the worst thing to get a bunch of sunflowers and such even if it isn't really your type of thing. Despite being rich in flowers, lumenflowers cannot be found in Ache. They are exclusively found in Lumenwood. This might just be the most aesthetically gentle and pleasing of the natural locations you can visit, fields of flowers, cozy patches of gardens...But some do say one can lose their way and isolate forever in Ache, never to return to their loved ones.

A land that is perpetually cold and challenging to live in and navigate. This place is the most difficult to live in during the winter, but it never seems to warm up even during the summer. Nothing can grow in this land, but they do keep sheep and other such animals, helping to produce most of Trench's cotton and textiles. They are experts at dying fabrics, weaving together unique materials, and can make bolts of fabric to ship out to Trench. Looks like they at least know how to stay warm out in Shiver. The land is stained with dyes that are irresponsibly recycled in the small rivers that cut through the area. This makes the land infertile and keeps beasts and animals alike away. The sheep are fed water circulated in from Ache - though some believe that Blood Ministers have played a part in why the sheep are so unusually hardy in this part of Trench. Along with sheep, Shiver has the biggest production of horses. They believe the atmosphere has made horses ready for the violence and terror of Trench. A Shivering Horse, they say, is a horse that won't startle over anything at all and can thrive on a small amount of food, and doesn't seem to feel the sting of cold or much else.

The Waystation is easy to see from a long way off as it is identified by its massive stone windmill. This windmill lazily rotates day in and day out, helping to maintain electricity for its immediate area. It's one of the few places that doesn't have any lunar orbs around, but it seems to do just fine. This is a temporary safe resting spot for those who are traveling out in Trenchwood. There are usually a few Hunters stationed at Waystation as they explore the woods to look for resources. Hay beds are rented out and you'll have plenty of neighbors to cuddle up to. Or maybe you'll get lucky and not too many people will be around to get cozy with you. This is where the Dog Keeper lives now and he tries to keep the inside of the windmill as warm and comfortable as possible. He keeps a well-stocked source of food on hand, though never as much as he'd like, and he has fresh drinking water for any wanderers. He has bred new hounds that seek lost people in the woods and help bring them either to the Waystation or back to Trench - depending on how close they are to either. The Dog Keeper's hounds keep the immediate area extremely safe from beasts and it has been a large reason why some have chosen to take up residence by the Waystation. There are civilians who are dedicated to helping the Dog Keeper and who enjoy the companionship of his massive amount of dogs. For those who seem kind, he might even be willing to part with one of his dogs and entrust you with it.

This strange lake is bright pink and vibrant with life under moonlight. They say beneath the full moon it provides incredible healing properties, soothes the soul, and restores sanity. Many believe that this might have once been the lake where the great Pthumerian Queen gave birth to Moon Presence, and where the Pthumerian Queen died. This lake is a literal beacon of light in the dark and has saved many when people have wandered from the Staggering Path. Some believe it is a mirage until they reach its shores. Drinking the water can restore energy and there is plenty of healthy fish to eat, with edible, protein-heavy mushrooms growing all around the edges of the lake. Some beasts have been seen crawling into the lake, howling with relief as they are restored to a regular state of animality or humanity. It truly is a miracle lake...But only under the full moon. When there is no full moon and during the day, this lake turns frigid and black. Dead fish rot in its waters, salt crusting along the edge. This salt is fantastic to mine for preservations and flavor, but never drink the Salt Lake water for it will immediately dehydrate you and if you're suffering any wounds or poisoning, it will make them far worse. Thankfully, the Salt Lake water can be stored in bottles, and as long as it is exposed to full moonlight, it will turn pink and regain its healing properties.

You hear it and smell it before you see it. A gurgling, wet sucking noise, look boots pulling through thick mud. Ripe crunching, like melons being cracked open, and the smell...The smell alone would be enough to drive anyone mad. It's putrid and worse than the rot of death or things molded over. It's the stench of sickness and depravity, the reek of unwashed flesh, of musky sweat and infection. The air is thick with noxious fumes that can make you stumble and faint if you don't have your face properly covered. When you finally see it, you can scarcely tell what it is exactly you're seeing. It's a behemoth: not quite big enough to reach the clouds, but taller than the neighboring trees and is a few miles wide (it seems to shrink and grow depending on its mood). If you cut pieces off of it, it gives a tremendous booming roar, but it does nothing to stop you. It doesn't really have to. Whatever you cut off immediately burns through your hands, like acid. Clever people have learned to use enchanted goods or those with poison immunity can handle the bits and pieces of the mass safely. This stuff is highly valued and is used primarily for weapons. Some will put it in special sacks that you can whirl into a fight and the acid from this creature will burn through just about anything. Eating it will kill you within seconds - even if you are immune to poison. No one really knows what this is, but it is rumored to be a Pthumerian...But some believe it is something even older and more unusual. It apparently lives off of the hatred and fear of the land and is both creature and plant, rooted deep, soaking up all of the spilled blood, all of the wasted life, all of the hopelessness...Thank God it never actually seems to move. For now.

The skies above Deer Country are just about as dangerous as the Pthumerian Oceans. It’s rare to have a clear blue sky in Trench: most days are overcast with hazy, grey clouds rolling through the sky with a higher chance of drizzling and storms. It is said that there are more Pthumerians in the sky than anywhere else and occasionally, you can catch bizarre shapes and shadows moving among the clouds. Was it a trick of your eye, a flash of lightning, or is it true what they say? Occasionally a tentacle or eye has been known to flicker through the clouds before vanishing altogether. If you stand completely still and really listen, you may even be able to hear the distant cries and roars of Pthumerians and sky-beasts. To those who can fly, you can certainly try your best to fly through the Pthumerian Skies, but it’s dangerous work and most Sleepers don’t even make it five minutes before they are killed (rather brutally).
This is where Pthumerians seem to be most territorial and most sky Pthumerians seem to have little interest in connecting positively with Sleepers. They culturally seem to be different from their sea-loving sisters, colder, and more emotionally removed from the world their queen led them to. Deerians also believe the sky is filled with Half-Pthumerians who have gone mad and never learned to control their abilities, much like Julia Sodder, and therefore are far more threatening than your average monster. These skies combined with the Pthumerian Ocean make for some intense storms. Sometimes naturally occurring thunderstorms or hurricanes happen, but other times there will be storms inspired by Pthumerian abilities and you’ll really want to run for cover during a Pthumerian storm. Good luck and rest in fucking pieces, my friend. You’re gonna hate it.
Questions
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Trenchwood is very dangerous with plenty of monsters. They would have to actively work on keeping their home safe. The benefit is that there is plenty of privacy and problems in the city don't usually reach those areas. A steady supply of incense would be important.
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actually in general are the beasts toxic to wolves?? lady should be able to smell that kind of thing
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Some of the beasts may be toxic, but not all of them! You can play this on your own terms or ask per events which beasts might be toxic to the wolves. Lady would definitely be able to smell if one of the beasts is toxic.
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1. What are some details about how they're kept? Especially how securely? Mostly in the sense of Sleepers wanting to break in... since it mentions they can be released sometimes by compassionate individuals.
2. Are there repercussions for Sleepers that are caught trying to release any of the monsters/beasts? Guards that would stop that? Patrons that'd be unhappy?
3. Would an individual be able to snoop around much back there, or would they have to be very secretive? Notably during the karate tournament.
4. ...could the structure containing all the monsters/beasts be sabotaged in a way where they wouldn't be able to house them there/use them for entertainment again for at least a while until repaired, if characters had the right powers?
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2. The Hunters would probably be the most pissed about having them taken out; there aren't repercussions since there aren't really laws, but the Hunters wouldn't be above trying to fight/kill someone who let the beasts they're trying to get rid of go. They'd have to catch them in the act, of course, or have some proof of it being that individual, but they would be far from happy. The Pthumerians probably would just find the whole thing funny.
3. You can go and take a look, it's fairly open to the public, but there would be a lot of Hunters/workers for the Gate around if you weren't sure to do it during a time when the Gate was practically empty/people were distracted. Major holidays and tournaments are definitely a good time to go if you want to be less noticed.
4. Yes and no. The right powers would have to be pretty intense, given that Darkblood has absolutely gone into the making of most of the structures to keep it extremely fortified and they were made by particularly skilled Architects. If this were to happen, it likely wouldn't impact things for too long, as the structures could be repaired within a couple of days at most with blood magic.
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His main plan involves using plants/effects that will reduce corruption (like Varre's blood roses), incense, warding magic as well as creating physical fortifications and places to stockpile supplies and house people in case of an emergency.
Is that something that would be viable even with the higher levels of corruption and rampant monster attacks or would it require constant guards/efforts to keep from being overrun and ruined as soon as people look away for any amount of time.
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