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chain of apothecaries with locations in the Warrens, Ashmarket, and the Annex, selling alchemical preparations, herbal remedies, and low-grade arcane consumables. The quality is consistent, the prices are fair, and the staff are knowledgeable enough to be useful without being knowledgeable enough to be dangerous. The Hospitallers refer patients to the Boon for supplies they cannot provide directly.",[421,422,423,424,425],"apothecary","alchemy","warrens","ashmarket","annex",{"title":164,"path":165,"stem":427,"visibility":410,"description":428,"tags":429,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fashmarket","The commercial heart of the city, where the Merchants Guild maintains its principal trading halls alongside hundreds of independent vendors, importers, and fences. Ashmarket earned its name centuries ago when a fire gutted the original market square and the replacement was built on the ashes before they cooled. Goods from Earth and from other Domains change hands here: bulk electronics stripped for parts, canned food by the pallet, arcane components in lead-lined containers, counterfeit pharmaceuticals, stolen art, and occasionally something no one in the market can identify being sold by someone who won't explain where they got it. The market runs on noddish coin, barter, service contracts, and debt. Shipping containers repurposed as shopfronts sit alongside stalls that have occupied the same ground for centuries. A skilled trader can acquire almost anything in Ashmarket, and an unskilled one can acquire most of it at a worse price.",[430,431,432,433,434,435],"district","market","trade","merchants-guild","bethier-portal","commerce",{"title":53,"path":54,"stem":437,"visibility":410,"description":438,"tags":439,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fculture-and-society\u002Fcab-seven","There is a cab (always numbered seven) that appears when it should not. It does not belong to any company. Its driver changes, or seems to. The cab arrives at moments of crisis, transition, or desperate need, and its passengers do not arrive where they expected.",[440,441,442,443,444],"cab-seven","transport","veil","entry","recruitment",{"title":269,"path":270,"stem":446,"visibility":410,"description":447,"tags":448,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fcarceri","The Carceri are living architecture. Whether they are beings that became structures or structures that became beings is a question without a satisfying answer and the creatures themselves seem unable to answer.",[449,450,451,452,453],"species","carceri","architecture","living-buildings","transformation",{"title":167,"path":168,"stem":455,"visibility":410,"description":456,"tags":457,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fchuan-fengs","A curiosity shop in Ashmarket that has been operating under the same name for centuries, though whether the current proprietor is the original Chuan Feng, a descendant, or something else is unclear. The shop deals in rare artifacts, arcane components, and items whose provenance is complicated. Chuan Feng's is the kind of establishment where you can find what you need if you know how to ask, and where asking the wrong way means you leave with nothing and a strong sense that you should not come back.",[458,424,459,460],"curiosity-shop","artifacts","arcane",{"title":56,"path":57,"stem":462,"visibility":410,"description":463,"tags":464,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fculture-and-society\u002Ftensions","Nod holds together through inertia, mutual dependence, and the shared understanding that open warfare is worse than the status quo. The status quo is bad. What follows are the fault lines that define the city's current political and social landscape.",[465,466,467,468],"conflict","politics","tensions","nod",{"title":170,"path":171,"stem":470,"visibility":410,"description":471,"tags":472,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fdark-sand","A stretch of black-grained beach on the shore of the endless ocean, south of the Dockyards. The sand is warm regardless of ambient temperature and produces a faint luminescence at irregular intervals. Nothing grows on Dark Sand and animals avoid it. The Theriae who have attempted to settle the area report persistent unease and dreams of submersion. The beach is used primarily by travellers passing through to the southern Deadlands roads and by individuals who want to be alone badly enough to tolerate the discomfort.",[473,474,475,476,477],"edge","mystery","ocean","beach","anomalous",{"title":173,"path":174,"stem":479,"visibility":410,"description":480,"tags":481,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fdockyards","On the shores of the endless ocean at the mouth of the Lotan River is a broad complex of docks, warehouses, dry berths, and other structures that support the maritime business of Nod. Three types of ship dock here: trade vessels that use arcane methods to cross to Earth's oceans, trade vessels that travel between Nod and other Domains by similar means, and fishing ships crewed by bold and often slightly unhinged folk dedicated to pulling up nets of strange lifeforms from the deep to feed the city. Here, Origin Shipping, the largest docking company, manages berths and cargo logistics for the Merchants Guild and independent captains alike.",[482,483,475,432,484],"key-area","docks","shipping",{"title":35,"path":36,"stem":486,"visibility":410,"description":487,"tags":488,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcosmology\u002Fdomains","Aeons do not fully exist in material reality as mortals understand it. Some characterize their embodiments more like protrusions into reality from somewhere else. In most cases, from a Domain.",[489,490,413,491],"domains","realms","topography",{"title":176,"path":177,"stem":493,"visibility":410,"description":494,"tags":495,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fgenesis-research","A research firm operating from K-Town under Kuron Inc.'s umbrella, focused on the intersection of arcane phenomena and systematic methodology. Genesis employs Scribes, Shapers, and a small number of Seers, and its work ranges from the analysis of Domain-origin materials to the development of new applications for existing magical disciplines. The firm's output is proprietary and its relationship with the Council is the subject of speculation.",[496,497,498,460,499],"research","k-town","kuron-inc","scribe",{"title":179,"path":180,"stem":501,"visibility":410,"description":502,"tags":503,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fgrand-central","The city has a transit system. It has had one for a while. No one knows who built it or how. One morning the residents woke up and it was there, stations and tracks and rolling stock, as though the infrastructure had grown overnight. A significant number of people believed it was a trap. It took time before anyone used it.",[482,504,505,506,507],"transit","trains","grand-central","infrastructure",{"title":182,"path":183,"stem":509,"visibility":410,"description":510,"tags":511,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fgrigori-fortress","An abandoned fortress built on the cliffs at the edge of the endless ocean, constructed to Kaarn scale but never claimed by them. The architecture is massive, angular, and produce an anxiety that is difficult to express. Interior geometry does not match exterior dimensions. Stairways lead to rooms that should not fit within the walls that contain them. People who attempt to settle in the fortress disappear. They are not found dead, they are simply not found. The fortress has been explored, mapped, abandoned, re-explored, and re-abandoned in a cycle that the Chroniclers have documented with increasing discomfort over the centuries. The maps produced by successive expeditions do not agree with each other.",[430,512,474,475,477],"fortress",{"title":185,"path":186,"stem":514,"visibility":410,"description":515,"tags":516,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fhelstone","A massive standing stone in the Deadlands, roughly three days' travel south of the city. The stone is featureless, dark grey, and warm to the touch. It is approximately forty feet tall and irregularly shaped. No one knows what it is, who put it there, or what purpose it serves. The area surrounding Helstone is unusually quiet, both acoustically and in terms of Shadow activity. Caravans passing near it report that compasses behave strangely and that Seers experience a temporary blindness in their extended perceptions.",[473,474,517,518,477],"deadlands","standing-stone",{"title":188,"path":189,"stem":520,"visibility":410,"description":521,"tags":522,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fhoward-and-williams","The largest independent trading house in Nod, operating from Ashmarket. Howard and Williams deals in volume, moving bulk goods between Domains and maintaining long-term supply contracts with the Cardinal Boroughs, the Fields, and several Warrens-based manufacturers. They are not Guild members, which produces ongoing friction with the Merchants Guild over market access and pricing.",[523,424,524,435],"trading-house","merchants",{"title":272,"path":273,"stem":526,"visibility":410,"description":527,"tags":528,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fhumans","The most numerous species in Nod and the most vulnerable. Humans have no innate magical ability, no natural weapons, no biological advantages beyond adaptability and sheer reproductive tenacity. The only things preventing their extinction are their ingenuity and their numbers. They survive everywhere, including places some of the other species would not willingly go.",[449,529,530,453],"humans","earth",{"title":191,"path":192,"stem":532,"visibility":410,"description":533,"tags":534,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fk-town","A burgeoning district and de facto company town controlled by Kuron Incorporated. Bethier Kuron's commercial empire has grown large enough to require its own infrastructure, and K-Town is the result. The district houses Kuron Inc. employees, research facilities, and the corporate headquarters, all built to standards that are conspicuously higher than the surrounding neighborhoods. The architecture is modern by Nod's standards: clean-lined concrete and glass, reliable electrical power from Kuron's own generators, climate control, functional plumbing, and a Wire connection fast and stable enough that Kuron-Mobile devices actually work as advertised within the district's boundaries. Relations with neighboring districts are strained by the perception that Kuron is buying territory and converting it, and by the more concrete grievance that K-Town's private security forces operate with an authority that the Prefex have not formally granted.",[430,535,536,497],"kuron","corporate",{"title":275,"path":276,"stem":538,"visibility":410,"description":539,"tags":540,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fkaarn","The Kaarn are not from Earth. They originated in a prehistoric Domain whose name, if they ever had one for it, has been lost. They are among Nod's oldest immigrant populations and what rare members dwelled on Earth for any length of time are the origin of myths regarding giants, ogres, and trolls.",[449,541,453,542],"kaarn","growth",{"title":194,"path":195,"stem":544,"visibility":410,"description":545,"tags":546,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Flake-enoch","The tower emerges from a perfectly circular body of water at its base. The lake appears to descend infinitely around the circumference of the tower, whose submerged walls are equally endless. The shoreline is an abrupt circle of Noddish stone, a greyer, less unsettling material than the tower itself, nearly as durable but permeable with the right tools. The general effect is a bottomless well with a pillar at its center.",[482,547,548,549],"lake","water","tower",{"title":197,"path":198,"stem":551,"visibility":410,"description":552,"tags":553,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Flotan-river","What starts as a perfectly straight channel from Lake Enoch quickly splits and begins to wind west like a natural river. Roads trace the edges of the water and a collection of districts and communities have grown up along the length of it, the largest being Riverhold. Travel the river far enough and it splits again, with branches weaving in every direction. Following the main channel leads to the shore of the western sea, variously called the Vast, the Ending Water, or simply the endless ocean. The Dockyards are built at its mouth.",[482,554,555,556],"river","waterway","geography",{"title":38,"path":39,"stem":558,"visibility":410,"description":559,"tags":560,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcosmology\u002Fmagic","Magic is a property of reality that the Veil normally suppresses. On the other side of the Veil, in the Shadow, in Domains, in Nod, it is ambient.",[561,442,562,563],"magic","eldritch-language","ambient",{"title":278,"path":279,"stem":565,"visibility":410,"description":566,"tags":567,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fmasques","The Masque's defining ability is perceptual manipulation. They do not shapeshift in the physical sense. They project a glamour, a filter layered over the observer's perception that makes the Masque appear as whatever the Masque wants them to see. A Masque can look like a specific person, an idealized stranger, or something totally unique. The projection is convincing but not omnipotent. It affects sight, hearing, and even touch, but it does not fool cameras or mirrors reliably. And it requires conscious effort, which means a sleeping or unconscious Masque is seen as it actually is. In their natural form Masques are difficult to describe; observation seems to slip off their unhidden form, causing a sort of exhaustion and mild confusion. Concerted attempts to observe Masques without their glamour generally create a sense of unease due to their generally incomprehensible appearance.",[449,568,569,570,453],"masques","glamour","melody",{"title":77,"path":78,"stem":572,"visibility":410,"description":573,"tags":574,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002F_menshen-cabriolet","The operator of Nod's Red Cab service, the only organized surface transit alternative to the underground trains. Red Cabs range from horse-drawn carriages in the old districts to sputtering combustion vehicles running on thaumic capacitors to the occasional Earth-made car that someone drove through a gate and never drove back. The fleet's uniformity is limited to the red paint. Drivers know the city's streets with the granular familiarity of people whose livelihood (and lives) depend on never getting lost. Menshen operates from a depot in the Warrens and maintains stands in every major district. The company's relationship with the transit system is one of mutual disregard.",[575,504,576,423,441],"establishment","red-cab",{"title":23,"path":24,"stem":578,"visibility":410,"description":579,"tags":580,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcharacters\u002Fnemo","The ruler of Nod. They are not elected, not appointed, and not answerable to anyone. Nemo does not govern, legislate, or negotiate in any meaningful way. On the rare occasions when it acts, the action is immediate, overwhelming, and final. The few times Nemo or its agents have intervened in the affairs of the Council, the replacement council's first order of business was cleaning the remains of the previous one off the walls.",[581,415,582],"nemo","governance",{"title":71,"path":72,"stem":584,"visibility":410,"description":585,"tags":586,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Feconomics\u002Fnoddish-coin","Nod mints its own currency, though no one has ever located a mint and even the Council doesn't seem to know the origins of them. New coins enter circulation bearing symbols that no living resident recognizes, appearing in caches or fed into the system by some means no one can seem to trace. Simultaneously, old coins occasionally vanish from purses and strongboxes without evidence of theft. The Merchants Guild has attempted to standardize the currency four times but each attempt produced a new denomination that the existing coins seemed to absorb into their own system within months. In the absence of a stock market, central bank, or any substantial economic superstructure the general consensus on coin value has held for centuries among the broader public. Groups like the Merchants Guild and Kuron Inc. have recently developed exchanges for Earth currencies, and even tried importing them as new standards, but no change has endured.",[587],"money",{"title":59,"path":60,"stem":589,"visibility":410,"description":590,"tags":416,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fculture-and-society\u002Foddities","The Moons: Nod has moons but nobody agrees on how many. Ask ten residents and you'll get answers ranging from two to six. The moons are pale, featureless, and do not appear to orbit anything. Attempts to count them systematically have produced inconsistent results even when conducted simultaneously by multiple observers standing next to each other. Looking directly at them for too long tends to create a deep discomfort in the viewer. The Chroniclers stopped trying to maintain an official count three centuries ago.",{"title":152,"path":153,"stem":592,"visibility":410,"description":411,"tags":593,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002Fpax-noctis-summary",[594,595,596,597],"pax-noctis","midway","germaine","brotherhood",{"title":200,"path":201,"stem":599,"visibility":410,"description":600,"tags":601,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fringhollow","A vertical district carved in a semicircular ring around the southern portion of the city. Ringhollow occupies a valley-like series of deep shafts and excavated chambers that descend well below the surface. The Woven who live here prefer the enclosed spaces, and several Carceri structures form the load-bearing walls of the deepest chambers in ways that make the distinction between district engineering and biology difficult to maintain.",[430,602,603,450,604,605],"underground","woven","industry","ringhollow",{"title":203,"path":204,"stem":607,"visibility":410,"description":608,"tags":609,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Friverhold","The largest settlement along the Lotan River, built where the river's first major fork creates a triangular spit of land wide enough to support a sizable community. Riverhold is a trade town in character, sustained by river traffic between Lake Enoch and the Dockyards. Warehouses, taverns, repair yards, and the offices of independent shipping companies line the waterfront. The population is mixed but trends toward species comfortable with damp air and the particular rhythms of river life. Riverhold maintains its own local customs and governance, and the Council's authority is acknowledged but rarely tested here because the distance from the Annex makes enforcement impractical.",[430,554,432,610,611],"lotan-river","waterfront",{"title":62,"path":63,"stem":613,"visibility":410,"description":614,"tags":615,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fculture-and-society\u002Fscribe-tattoos","Scribes who work their magic through ink and skin are sometimes known as 'Chimori'. Their art is the most common means of deliberate transit across the Veil, and the difference between being trapped in the shadow city and having a way home.",[616,499],"tattoo",{"title":281,"path":282,"stem":618,"visibility":410,"description":619,"tags":620,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fskulks","Skulks are small. The tallest stand perhaps four feet; the shortest are half that. Beyond their diminutive size, the species displays considerable variety. Some are wiry, sharp-featured, and quick, the sort of creature that might inspire stories about clever brownies or helpful kobolds. Others are hunched, greasy, and foul-smelling, the sort that inspired stories about gremlins, goblins, and the things that live in the walls and steal your children. The difference is largely environmental. Skulks who live in reasonable conditions look reasonable. Skulks who live in the Middens look like the Middens.",[449,621,622,623,453],"skulk","middens","scavengers",{"title":296,"path":297,"stem":625,"visibility":410,"description":411,"tags":626,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ftechnology\u002Fstreets-and-vehicles",[507,627],"transportation",{"title":284,"path":285,"stem":629,"visibility":410,"description":630,"tags":631,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fsub-sapient-species","Not all named creatures in Nod's ecosystem are sapient species. Some are entities from specific Domains or products of ambient magic:",[449,632],"taxonomy",{"title":206,"path":207,"stem":634,"visibility":410,"description":635,"tags":636,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-boneyards","Nod's border with the Shadow is thinner in some places than others. The Boneyards are the worst of these. A district of abandoned structures at the city's northern edge where the buildings have a grey, drained quality, as if the color has been pulled out of the stone. Ghasts drift through the streets at all hours. The living avoid the Boneyards unless their business requires proximity to the Shadow, which means the district's remaining population consists of practitioners whose work demands access to things that should stay dead. The Pallbearers maintain their headquarters here, and several independent necromantic practitioners operate workshops in the district's more stable buildings. Some residents have taken to calling the area the Necropolis, a name the Pallbearers consider melodramatic but have stopped correcting. E. As if \"Boneyards\" is less dramatic",[430,637,638,639,640,641],"shadow","undead","pallbearers","necromancy","boneyards",{"title":80,"path":81,"stem":643,"visibility":410,"description":644,"tags":645,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fbrotherhood-of-diocletian","Military-religious. Founded circa 305 CE.",[530,646,647,648],"organizations","military","religious",{"title":209,"path":210,"stem":650,"visibility":410,"description":651,"tags":652,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fcardinal-boroughs","Protected complexes where humans have established self-governing communities, defended by concrete barriers, razor wire, armed patrols, floodlights, and whatever friendly non-humans they can recruit. The largest, Bastion, occupies a walled compound in the city's southern reaches and is the most visibly modern settlement in Nod outside K-Town, with reliable electrical power, functional sanitation, and enough Earth-imported equipment to make it feel like a military installation that has grown a civilian population. Large boroughs exist in every cardinal direction from the Tower. The Order enforces its particular brand of human supremacy in and around these districts, though not all human communities welcome their protection. Several smaller boroughs refuse Order presence entirely, preferring to negotiate their own arrangements with non-human neighbors.",[430,653,654,655,656],"human","boroughs","the-order","bastion",{"title":212,"path":213,"stem":658,"visibility":410,"description":659,"tags":660,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-catacombs","A network of passages and chambers beneath the oldest portions of the city, predating the Kaarn Crossing and possibly the arrival of any sapient species other than the Carceri. The Catacombs are not fully mapped. They connect to Ringhollow, to the foundations of the Annex, and to locations that should not be accessible from their apparent starting points. The Chroniclers maintain partial records of expeditions into the Catacombs, and the consistent observation across centuries of documentation is that the passages change between visits. It is, perhaps ironically, one of the few places where the dead seem incapable of rising. That does not make them safe; there are plenty of living things lurking in the dark of the deepest tunnels just as dangerous as any ghast.",[473,474,602,661,450],"ancient",{"title":83,"path":84,"stem":663,"visibility":410,"description":664,"tags":665,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fchroniclers","The Chroniclers are a loose fellowship of scribes, historians, archivists, and obsessives who maintain the closest thing the city has to institutional memory. They operate from a library in the Annex known as the Residuum, a vast and slumbering Carceri. They collect, copy, and preserve documents ranging from Council decrees to personal correspondence to Merchant Guild manifests that no one has looked at in four hundred years.",[646,507,666,667],"records","knowledge",{"title":215,"path":216,"stem":669,"visibility":410,"description":670,"tags":671,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-coliseum","Nod's bloodsport venue, located in the Redlight District. Organized combat between willing participants, between participants and beasts, and between participants whose willingness is a matter of contractual interpretation. The Coliseum operates under its own local customs, and the savvy ownership sells subscription viewing to fights broadcast on the Wire, making it one of the network's few reliable revenue sources. The fighters who survive long enough to develop a reputation can earn substantial income. The crowd is mixed-species and enthusiastic. The Mercenaries Guild recruits from the Coliseum's survivors. The Slavers Guild supplies some of its combatants. E. Who operates it?",[575,672,673,674,675],"combat","redlight","mercenaries-guild","slavers-guild",{"title":86,"path":87,"stem":677,"visibility":410,"description":678,"tags":679,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fcouncil","Seven sorcerers govern Nod in practice. They represent every major school of magic and come from backgrounds as varied as the city they rule. They are feared, loathed, and for most practical purposes, the law, at least until the Nemo decides otherwise.",[680,582,681,466],"council","sorcery",{"title":218,"path":219,"stem":683,"visibility":410,"description":684,"tags":685,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-deadlands","Not a district but the barren wilderness beyond the city's outermost southern edges, where Nod gives way to an incoherent mix of desert, savannah, and tundra. As in the east, many roads extend into these lands, connecting to other Domains. The Deadlands are not empty. They contain ruins from abandoned settlements, remnants of millennia of attempts to live beyond the borders, Carceri that departed the city for unknown reasons, and things that live in the gaps between civilized spaces. Caravans venture into the Deadlands to acquire artifacts and materials, escorted by Mercenaries Guild soldiers. The Arsenal, a broken remnant of an ancient fortress from some forgotten war, sits on the Deadlands border, home to a diverse population drawn by cheap shelter and proximity to the caravan routes.",[430,686,517,687,688],"wilderness","caravans","the-arsenal",{"title":89,"path":90,"stem":690,"visibility":410,"description":691,"tags":692,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fdockmasters","Trade enters and leaves Nod through its gates, the Dockyards on the endless ocean, the roads leading out through the Deadlands and the Weald, and the work of Striders and Scribes who maintain transit connections with Earth and other Domains. The Dockmasters manage the logistics of this traffic at the city's major entry points.",[646,507,432,693],"customs",{"title":92,"path":93,"stem":695,"visibility":410,"description":696,"tags":697,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fferrymen","Nod's waterways are older than most of its streets. Canals, flooded underpasses, underground rivers, and the brackish channels beneath the Stilts form a secondary transit network that is faster than surface travel for anyone willing to share the water with Merrow and worse.",[646,507,555,504],{"title":221,"path":222,"stem":699,"visibility":410,"description":700,"tags":701,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-fields","Wide tracts of agricultural land on the city's eastern side, carved from the edge of the Weald where the forest thins enough to permit cultivation. The Fields grow Nod's native crops under arcane lights and stranger methods of fertilization, producing food that is available nowhere else and that constitutes a significant portion of the city's caloric supply. What cannot be grown is imported from Earth or other Domains through the Merchants Guild, but the Fields provide the staples. The work is hard, the pay is poor, and the workers are predominantly human and Skulk, with a scattering of Theriae whose lineages incline toward patience and manual labor. The eastern edge of the Fields borders the Weald directly, and the forest has a tendency to reclaim cleared land if the workers stop pushing it back.",[430,702,703,704,705],"agriculture","farming","weald","eastern",{"title":224,"path":225,"stem":707,"visibility":410,"description":708,"tags":709,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-garden","The city's most notorious nightclub and bordello. The main floor is a large open dancehall with a bar and a staircase leading to the upper floors where the actual business is conducted. Many of its dancers are Masques, their glamour tuned to the desires of whoever is watching. The air is thick with incense, alcohol, and the particular atmosphere that Masques generate when they stop trying to look like anything specific and simply project want. The Garden is located in the Redlight District and has been operating for longer than most of the district's other establishments have existed.",[575,710,711,568,673],"nightclub","bordello",{"title":95,"path":96,"stem":713,"visibility":410,"description":714,"tags":715,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fgermaine-foundation","Private. Founded circa 18th century.",[530,646,716,717],"investigation","classification",{"title":227,"path":228,"stem":719,"visibility":410,"description":720,"tags":721,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fglass-district","Named for the Slavers Guild's headquarters, a compound of pale stone and vitrum windows that catches the moonlight like a lantern. The district surrounding it has the tense, watched quality of a place where powerful people conduct business they would prefer not to be interrupted. The Slavers Guild operates openly here under Council protection, and the Prefex maintain a visible presence. Security cameras, imported from Earth and supplemented with arcane monitoring, cover the compound's perimeter and the surrounding blocks. It is one of the few locations in Nod where systematic surveillance is operational. Attacks on the compound by abolitionists and resistance groups have never made it past the districts substantial defensive infrastructure.",[430,675,722,723],"glass-district","prefex",{"title":230,"path":231,"stem":725,"visibility":410,"description":726,"tags":727,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-green-path","On the eastern side of Lake Enoch, a swath of forest grows under Nod's sunless sky. How it sustains itself without a sun is yet another of the city's unanswered questions. Much like the Lotan River, this forest channel extends east before splitting into smaller trails that lead to various copses and parks around the city. Following its densest width leads to the Weald, an endless forest that marks the eastern boundary of Nod. The Weald has many roads and paths leading into it from districts and communities across the city, each connecting to other Domains or emerging into the shadow of forested areas on Earth.",[482,728,704,729,730],"forest","nature","green-path",{"title":98,"path":99,"stem":732,"visibility":410,"description":733,"tags":734,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fmercenaries-guild","The simplest of the guilds in concept. Payment in exchange for martial service. Contracts range from guarding a shopfront to waging war on rival communities. The guild also maintains contracts that extend into the mortal world, placing operatives in real-world military positions, a service that requires Striders or gate-marks.",[735,736,737],"guilds","mercenaries","economy",{"title":233,"path":234,"stem":739,"visibility":410,"description":740,"tags":741,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-hibernaculum","A sealed structure in the Boneyards whose doors have not opened in living memory. The Chroniclers' records describe it as a repository, though for what is unclear. The building resists physical damage and magical investigation with equal indifference. The Pallbearers, whose headquarters are nearby, maintain a respectful distance and a standing policy of not attempting entry. Whatever is inside has not attempted to come out.",[473,474,641,742,639],"sealed",{"title":101,"path":102,"stem":744,"visibility":410,"description":745,"tags":746,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fhospitallers","Medicine in Nod is complicated by the fact that seven sapient species have seven different biologies, none of which respond identically to the same treatments, and all of which can be further altered by Nod's transformative effects. The Hospitallers are the closest thing the city has to a medical establishment.",[646,507,747,748],"medicine","neutrality",{"title":104,"path":105,"stem":750,"visibility":410,"description":751,"tags":752,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Flamplighters","Nod has no sun. Without the Lamplighters, it would also have no light.",[646,507,753,637],"light",{"title":65,"path":66,"stem":755,"visibility":410,"description":756,"tags":757,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fculture-and-society\u002Fthe-laws","Nod has no legislature, no judiciary, and no constitution. What it has are customs old enough to have acquired the weight of law, enforced by the willingness of the powerful to punish those who violate them. The Council codifies and interprets. The Prefex enforce. But the laws themselves predate both institutions by millennia, and would survive their destruction.",[758,582,693,468],"laws",{"title":107,"path":108,"stem":760,"visibility":410,"description":761,"tags":762,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fmerchants-guild","Purely capitalist. The Merchants Guild procures items that are rare in Nod from the mortal world, and items that are rare in the mortal world from Nod, and sells both to the highest bidder. The guild maintains its principal trading halls in Ashmarket and operates on Earth under the cover of a false corporation called Retinue Inc., running supply chains through mortal shipping infrastructure and maintaining ties to real-world criminal organizations. Retinue Inc. has shell subsidiaries, freight contracts, and enough legitimate-looking paperwork to move containerized cargo through customs in a dozen countries. The volume of Earth-sourced goods flowing into Nod through the Guild's operations is large enough to shape the material culture of the city; the canned food, electronics, building materials, clothing, vehicles, pharmaceuticals, and industrial equipment that most residents encounter daily arrived through a Merchants Guild supply line, even if the end buyer has no idea where it originally came from. The Bethier Portal in Ashmarket has become the guild's preferred transit route for high-value shipments while the docks are preferred for high-volume. The reliance on Kuron Inc.'s infrastructure is a source of growing unease among the guild's leadership.",[735,524,737],{"title":236,"path":237,"stem":764,"visibility":410,"description":765,"tags":766,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-middens","Where Nod throws away what it cannot use. Vast heaps of scrap metal, spent batteries, broken electronics, plastic packaging, cracked arcane instruments, offal, and unidentifiable refuse from Domains whose waste products do not decompose in ways anyone can predict, piled in mounds that have become permanent topography.",[430,767,621,768,622],"waste","salvage",{"title":110,"path":111,"stem":770,"visibility":410,"description":771,"tags":772,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fthe-order","A sect of fanatical knights whose current leadership believe that Nod belongs to humanity and that every non-human creature within it is an infestation to be eradicated.",[773,653,774,647],"order","supremacist",{"title":239,"path":240,"stem":776,"visibility":410,"description":777,"tags":778,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fsilver-annex","The oldest inhabited center of the city and the closest thing Nod has to a capital district. The Silver Annex sits on the southern shore of Lake Enoch, growing upon and around the bridge that leads to the Tower like a barnacle on a pier. Stone-footed buildings here predate every other structure in the city. Some of them are Carceri. Some have had more modern structures grafted to them, glass towers and steel-framed additions rising from ancient foundations, while others remain exactly as they have always been.",[482,425,779,680,723,780],"government","noctis-gate",{"title":113,"path":114,"stem":782,"visibility":410,"description":783,"tags":784,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fpallbearers","Death is common in Nod. The disposal of the dead is a problem that most cities solve through municipal services. Nod solves it through the Pallbearers, a guild of morticians, body-handlers, and Speakers who manage the passage of the dead from the city into whatever comes after.",[646,507,785,748],"death",{"title":242,"path":243,"stem":787,"visibility":410,"description":788,"tags":789,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fredlight-district","The district with the thickest atmosphere and the shortest tempers. Nod's entertainment industry, such as it is, operates from Redlight's cramped blocks of theaters, gambling dens, fighting pits, and establishments of less categorizable purpose. The Garden, the city's most notorious nightclub and bordello, operates here alongside the Dead Disco, a Spectre-frequented club with a clientele that trends toward the unsettling end of undeath, and the Cyanide Club, a private establishment whose membership requirements and activities echo Earth's historical Hellfire Clubs. The Masques who work the district use their glamour openly, which gives the streets a disorienting quality; a face on a billboard changes depending on who's looking at it, and the music bleeding from basement venues sounds different to every passerby.",[430,790,791,568,673],"entertainment","nightlife",{"title":309,"path":310,"stem":793,"visibility":410,"description":794,"tags":795,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fstories\u002Fdiegetic\u002Fthe-samatian-journal","Tribuni Angusticlavii of the Brotherhood of Diocletian -III-Transcribed in the first year of the rule of King Richard III.",[796,597,797,798,799],"samatian","diocletian","prodigium","diegetic",{"title":41,"path":42,"stem":801,"visibility":410,"description":802,"tags":803,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcosmology\u002Fthe-shadow","The Shadow is an eldritch wilderness that exists on the other side of the Veil. It looks like the mortal world, bears its structure, but is distorted by history and memory. Comparisons to the world through a looking glass or a warped mirror are apt.",[637,442,804,805],"ghast","geists",{"title":116,"path":117,"stem":807,"visibility":410,"description":808,"tags":809,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Fslavers-guild","The least pleasant guild and the most profitable. The Slavers Guild trades in sentient beings supplying Nod's powerful with laborers, servants, and worse. Humans are the most commonly enslaved species, lacking the natural defences or supernatural abilities that make other species harder to capture and hold.",[735,810,737],"slavers",{"title":245,"path":246,"stem":812,"visibility":410,"description":813,"tags":814,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-stilts","A district of elevated walkways and suspended structures built above flooded ground. The water beneath the Stilts is brackish, deep in places, and home to Merrow and things less identifiable. The buildings are connected by rope bridges, wooden causeways, corrugated metal walkways, and the occasional chain-link span that sways under traffic. Electrical cable and Wire conduit run along the undersides of the main causeways, stapled to the wood by Tinker contractors who service the district when the tide is low. The Stilts house a transient population: sailors, ferrymen, aquatic Theriae who prefer wet air, and anyone whose living depends on the waterways that thread through Nod's lower geography. The district smells of brine, tar, diesel, and fish guts.",[430,611,815,816,817],"stilts","merrow","aquatic",{"title":248,"path":249,"stem":819,"visibility":410,"description":820,"tags":821,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-stomping-steed","A tavern in the Warrens that leans into its own absurdity. The building is a Carceri, aware and apparently entertained by the role it has chosen for itself. The interior reconfigures to suit the mood of the evening. Drinks arrive at tables through mechanisms that were not there a moment ago. The furniture is comfortable in a way that suggests it is trying. The Steed has developed a reputation as a neutral meeting ground because the building itself seems to object to violence conducted within its walls by rearranging the floor plan to separate combatants.",[575,822,450,423,823],"tavern","neutral-ground",{"title":44,"path":45,"stem":825,"visibility":410,"description":826,"tags":827,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcosmology\u002Fthe-taxonomy","There are things that are more and less than human which dwell amongst us. They can change their shape, or change reality. They can shrug off injury and the weight of years. They can speak lost tongues and write in letters that twist the mind and coax the Veil to parting, and they have attended us through our history.",[632,828,829,830,831,832,499,833,834,835,836],"shaper","shifter","seers","speaker","summoner","strider","singer","spectre","stranger",{"title":251,"path":252,"stem":838,"visibility":410,"description":839,"tags":840,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-territories","The common name for districts where Theriae communities concentrate, usually organized by lineage under the terms of the Pact. Outsiders sometimes call such areas Kennels, a name that Theriae residents consider a slur. and older texts and lazy conversationalists call them the Packland, which is marginally less offensive but still supposes canid social structures for districts that contain serpentine enclaves, avian roosts, felid havens, and communities whose biology has nothing to do with pack behavior. Among themselves, the loosely connected districts are referred to collectively as the Territories, with individual areas named for the lineage group that holds them.",[430,841,842,843,844],"theriae","territories","territorial","lineages",{"title":119,"path":120,"stem":846,"visibility":410,"description":847,"tags":848,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ffactions\u002Ftinkers","The Middens gather waste. The Tinkers consume it. Where the Skulks scavenge raw materials from Nod's refuse, the Tinkers process those materials into something usable. They are metalworkers, artificers, repairers of broken things, and manufacturers of new things from old parts.",[646,507,849,621],"manufacturing",{"title":254,"path":255,"stem":851,"visibility":410,"description":852,"tags":853,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-tower","The nucleus at the center of Nod is a tower that stretches into a black sky with no visible summit. This pillar is the heart of the Domain, and depending on who you ask it is either nemo's dwelling or Nemo itself. The walls are made of a silver-veined black marble-like material, impervious to damage. Light near the stone produces a faint vapour that the surface seems to absorb.",[482,549,581,854,855],"lake-enoch","turonomers",{"title":26,"path":27,"stem":857,"visibility":410,"description":858,"tags":859,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcharacters\u002Fthe-usurper-king","The Aeon known as Elohim, also Jehova, Yahweh, and by many other names, currently holds more consumed power than any other Aeon. His dominion was built through centuries of systematic conquest, his Host hunting down rival Aeons and converting or destroying their mortal followers. Among the gods he has absorbed are Elementals like Fire and Blood, and Pantheons like Re, Horus, Quetzalcoatl, Baal, Ares, Cerridwen, and Myrddin, along with countless lesser deities whose names are no longer remembered.",[415,582,860,861,862],"christianity","jehova","elohim",{"title":47,"path":48,"stem":864,"visibility":410,"description":865,"tags":866,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fcosmology\u002Fthe-veil","The Veil is a barrier that separates the world as most mortals experience it from its arcane Shadow. Theologians call it the wall between the living and the dead, the border of heaven and hell. Scientists who stumble upon it describe it in terms of membranes and dimensional boundaries. All are incomplete descriptions of the same phenomenon: the wall between the world as mortals know it and a stranger world underneath.",[442,867,868,637],"barrier","crossing",{"title":257,"path":258,"stem":870,"visibility":410,"description":871,"tags":872,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fthe-warrens","A residential sprawl of stacked apartments, converted warehouses, and buildings that grew into each other over centuries until the original property lines became meaningless. The Warrens house most of Nod's working population, species mixed by proximity and economics rather than choice. A Kaarn metalworker might share a wall with a human cobbler and a Theriae family running a laundry service from their front room. The streets are narrow enough that opposing balconies nearly touch, strung with electrical cable, clotheslines, and the occasional Tinker-rigged data wire. Neon signage in competing scripts competes with the dim glow of the Lamplighters' wards for the right to illuminate the ground level. The air smells like cooking grease and ozone.",[430,873,423,874],"residential","mixed-species",{"title":299,"path":300,"stem":876,"visibility":410,"description":411,"tags":877,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Ftechnology\u002Fthe-wire",[878,507,879,880,881],"communications","tinkers","scribes","media",{"title":287,"path":288,"stem":883,"visibility":410,"description":884,"tags":885,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Ftheriae","Theriae are the truth behind every human myth about beast-folk. Kitsune, nagas, tengu, cat sìdhe, and a hundred other legends are distorted accounts of a single species: humanoids whose biology incorporates animal characteristics in ways that vary by lineage, individual, and circumstance.",[449,841,886,887,453,844],"beast-folk","wilds",{"title":260,"path":261,"stem":889,"visibility":410,"description":890,"tags":891,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fvansen-arms","A weapons dealer operating from the Warrens, specializing in modified firearms, arcane-edged blades, and custom equipment for mercenaries and private security. The proprietor, Marcus Vansen, sources from Earth and the Tinkers but is best known for his own special creations. The Mercenary's Guild supplies most of its customer, while members of the Order are banned.",[892,423,893,736],"weapons","arms-dealer",{"title":290,"path":291,"stem":895,"visibility":410,"description":896,"tags":897,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fspecies\u002Fwoven","A Woven is not an individual but a colony of thousands of small organisms cooperating to form a single coherent entity that walks, speaks, and by every observable measure, thinks. The component organisms are individually non-sapient, roughly analogous to insects in scale and complexity but diverse in their individual appearance. Sapience appears to emerge from their collective interaction, the same way a thought emerges from neurons that cannot individually think.",[449,603,898,899,453],"colony","swarm",{"title":263,"path":264,"stem":901,"visibility":410,"description":902,"tags":903,"image":416,"sort_order":416,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Flocations\u002Fthe-city-of-nod\u002Fwrongside","A collective term for the sprawling, unnamed stretches of urban density between the named districts. Travelling through Nod between the Annex and the Packs, or between Ringhollow and the Middens, means passing through Wrongside. The areas are not governed in any coherent sense, their character changes block by block, and the only consistent feature is that no one chose to live there so much as ended up there. Wrongside is where the city's gaps get filled by whatever fits: unlicensed workshops, squatter communities, informal markets, Wire pirate stations, chop shops for stolen Earth vehicles, and the kind of establishments that exist because no one has the authority or the interest to shut them down.",[430,904,905,906],"urban","ungoverned","wrongside",{"title":10,"path":11,"stem":908,"visibility":410,"description":909,"tags":910,"image":913,"sort_order":12,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":914},"somnos\u002Foverview","An intro to Somnos, a modern fantasy setting centered on two crossroads cities; Midway and Nod",[911,912],"folkpunk","modern-fantasy","\u002Fimages\u002Fdefault.png","setting-overview",{"title":125,"path":126,"stem":916,"visibility":410,"description":917,"tags":918,"image":416,"sort_order":12,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F01-the-founding","(Date Unknown)",[919,581,450,468],"founding",{"title":128,"path":129,"stem":921,"visibility":410,"description":922,"tags":923,"image":416,"sort_order":130,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F02-the-kaarn-crossing","(~5,000 Years Ago)",[541,868,924,468],"migration",{"title":132,"path":133,"stem":926,"visibility":410,"description":927,"tags":928,"image":416,"sort_order":134,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F03-the-ashmarket-fire","(~2,000 Years Ago)",[424,929,930,468],"fire","lamplighters",{"title":136,"path":137,"stem":932,"visibility":410,"description":933,"tags":934,"image":416,"sort_order":138,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F04-the-purge-of-the-third-council","(~1,200 Years Ago)",[935,680,581,468],"purge",{"title":140,"path":141,"stem":937,"visibility":410,"description":938,"tags":939,"image":416,"sort_order":142,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F05-the-theriae-wars","(~1,000 Years Ago)",[841,940,941,942,468],"wars","pact","kennels",{"title":144,"path":145,"stem":944,"visibility":410,"description":945,"tags":946,"image":416,"sort_order":146,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F06-the-founding-of-the-order","(~900 Years Ago)",[773,529,841,468],{"title":148,"path":149,"stem":948,"visibility":410,"description":949,"tags":950,"image":416,"sort_order":150,"corporation_type":416,"faction_type":416,"homeworld":416,"metadata_type":416},"somnos\u002Fsetting\u002Fhistory\u002F07-the-slavers-compact","(~500 Years Ago)",[810,951,952,680,468],"compact","guild",1776259778640]