TRAVAILS
ANONYMOUS
DEEPPOCKETS
TEMPERANCE
UHLSGOUT
NATURE'S CALM
LABYRINTH
GRAVE WISDOM
LINKS
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Character: Everyone is nobody here. Names are only a method of pointing blame and causing strife. Once names are overlooked, everyone can get on with more important business. You came here for a reason, and so did everyone else, so respect their right and they’ll do the same. If some basher comes looking for someone here, help give him the laugh - you should expect the same from others.
Ruler: The common will of the people is the only official ruler of the town. Even if someone was more active and directed others, she still wouldn’t have a title. That would be downright insulting and would garner no respect from any townsperson. Still, it has been tried by some, but the post never lasts too long.
Behind the Throne: Sure, there are some bloods amongst the crowd that move others, that guide things to keep the town running and as secretive as it is. But they are some of the most discreet personas one would ever meet. Masters of deception and diplomacy, one can never be sure who’s behind the actions of the town. Best way to get a feel for it is to stick around for a while, watch and learn.
Description: Anonymous, the town in which nobody knows your name.
Nestled in the twisting tunnels of Cocytus, it is a place few would believe to exist. The wailing winds of this layer drive off most anyone sane enough to travel in Pandemonium in the first place. This fact makes it the ideal home for Anonymous.
See, this burg is populated primarily by cutters who want to lose themselves. They’re the berks hunted by Proxies, societies of assassins, or powerful factioneers who know they don’t have a chance on the outside. Not everyone on the run makes it to Sigil,and not every hunted basher there lives out his days. But occasionally those with the need will hear of Anonymous. If they’re canny enough to locate this town and survive the horrors of the plane, they’re welcomed in.
There are a few tricks to life in Anonymous though, and failure to realize this is quick to put a berk in the dead-book. First off is the obvious lack of names. People there never introduce themselves and reply with stony glances when their names are asked. It is considered bad form to introduce one’s self by name. Any mage can tell you, names are power, and the inhabitants of Anonymous don’t want that power held over their heads.
Militia: There is no formal militia in Anonymous. Odd thing is, there is a strong sense of camaraderie amongst the nameless of the town. Bounty hunters and similar bloods who come to town looking for someone will hit the blinds, with resistance ranging from simple misdirection to harsh force depending on the situation. These paranoid bashers will band together against any threat to the town, because it’s all they’ve got left. And it’s no joke, if their powerful enough to maintain this refuge, there’s little that’s going to break their will.
Services: The best thing Anonymous has to offer is its refuge. Long
ago, specially constructed magical windchimes were put up by some blood. They hang from the stalactites, drawing in the wind and wailing noise and reducing most of its effect. This will not shield a basher totally from the wind or the ensuing madness, but it’s enough to make life bearable for the inhabitants. The town is a great place to hideout, but it’s more like a permanent stop for most. The locals don’t like too many bashers coming and going simply because it increases the chances of some force of retribution coming down on the town.
Anyone looking to learn the secrets of disguise should come here. It’s not odd for a regular inhabitant to adopt some change to their appearance every so often. No one is that secure here. It’s believed that some of the greatest spies and assassins have made their kips here to avoid their enemies. If one is lucky enough to discover one and survive, he or she could gain great knowledge.
There is a crusty surgeon who specializes in post-mortem disguises. He knows tricks that can make a body totally unrecognizable with minimal damage to the features. These jobs won’t fool a priest who can commune with the dead, but it’s gathered that you could find that here as well if you look hard enough.
The most costly service available in town is that by a mage in the heart of the town. Chant is that he’s tumbled onto magic that can change a blood’s true name - the name that recognizes him from anyone else in the multiverse. A disguise of this nature is costly indeed, for it can even throw proxies off of a berk’s trail. There is always some service involved as part of the price, for a gift of this nature is not to be given lightly. It is speculated by some that this wizard has uses for those discarded identities, but that could be just so much screed.
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