Description
Upon entry, you will find yourself in a bustling market of all breeds. Wanderers selling almond water, partygoers selling conversions, Frowners giving free hugs, and the farther in you go, the shops become more... "tailored." While right near the consistent entrance you would mostly find wanderers selling basic supplies, by 10 miles out, it's hard to describe. Just a few examples seen on the outskirts: "Oil Pastel Emporium (all blue);" "Caricature Cabin," where they only draw you as a partygoer in a wig; "I Sell Weird Lemons;" "Your Kidneys;" "Dreadful Ennui;" "Anything but Paninis." Most shops have an middle eastern touch, though they vary wildly. Some are but a 7 year old faceling's limeade stand, while others are giant, multi-floor buildings that are on par with the Frontroom's Costco.
Entities
This is one of the rare levels that has a passive effect on most (though not all) entities. Most seem passive and often friendly to travelers, though maybe a bit bitter to some. Apparently Hounds are good at holding grudges. Partygoers, Facelings, Hounds, as well as Lighters are uniquely friendly and man many of the shops. The rest of this section includes all the exceptions to the general rule of being friendly to customers.
- Smilers
- Though not aggressive, they still do not want to be seen. If they aren't just hiding behind a vending machine, they usually sit in the dark room behind their stall, using a long stick or gripper to interact with their products. These stalls tend to be in dark back alleys to begin with.
- Shining a light on them is very likely to make them aggressive. They still do not want to be seen, even if they are willing to trade.
- They are ironically most commonly seen selling lamps, flashlights, jars of fireflies, and less ironically, dental hygiene products, particularly floss.
- Skin Stealers
- Particular passion for a specific style in almost all cases.
- Insult their style, you die. That's the deal.
- Peckers
- Do not appear :/
- In fact, most entities we don't have photos of aren't seen on this level.
Colonies/Outposts
By the nature of this level, colonies and outposts are very common. These are but the most notable ones.
- Merchants Majoris
- Located near the entrance, they are dedicated to dividing the level into districts, making shopping easier than ever.
- They were the ones to discover the slight hyperbolic geometry of the level, equivalent to a {4,5} tiling with side length roughly 1600 yards. this made making districts a headache.
- ~500 members, roughly 60% human, 20% partygoers, 15% facelings, and 5% minorities
- By far the largest colony on the level
- Them
- Feared by most.
- Leave trails of ransacked shops and dead bodies.
- Could be a fable though.
Entrances and Exits
Entances
- Has a door in the hub, though it seems like someone unscrewed the hinges. You just have to pick it up and lean it on the wall.
- Karens are sent here for eternal damnation (joke)
- Backdoor in The Snackrooms. The bartender is usually willing to show you, though you have to bring it up.
Exits
- No true exit
- Some places may send products that send you to various, even random levels.