Locco

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Attached to a small creek just southeast of the planet's north pole, this hideout is the mobility guild, Locco. After learning to navigate the convoluted series of girder-tunnels, its members are further pushed to develop their agility to become relatively untouchable.
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  • Bill Board
    Just where the entrance splits to the rest of the guild, there is a board where the Grigori and anyone whom xe permits may post bills for missions, requests, information, et cetera. This is one of the few forums in the universe that is conducted OOC.
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  • Grigori Alcove
    Located as far away from the entrance as possible, this is a well-decorated, yet humble and inexpensive abode for the Grigori. The Grigori pays no rent to reside and operate within this room, which comes with a neat, oak desk with a notepad for others to leave notes for an absent Grigori. The fold-out cot in the wall is more comfortable than it looks, though still not a choice bed. From here, the guild's intercom system can be utilized.
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  • Adrenaline Springs
    Keen to the name, the springs that are the outer portion of the guild (if the rest of it can even be called "inner") have an inexplicable ability to stimulate proper blood flow. Resting in here is a clear invitation to the guild's healers, too.
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  • Residences
    Many Loccans wouldn't mind sleeping on broken glass, but the guild provides better options, anyway. Each room is a gel sac (No, they're not transparent. They're not even translucent. They're also not slimy, are mostly solid, are clean, and are soundproof.) that's about the size of a decent condo. Much like insect larva in caves, the gel sacs are found in all sorts of orientations, with some straight on the ceilings, some on the floors, some on the walls, some in corners, et cetera. The Grigori allocates members' rings upon request to act as mental keys to get in and live in the areas.
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  • Subterrane Tomb
    These burial grounds are just northwest of Locco, almost at the north pole. While technically part of Locco's territory, the guild allows dead bodies from all over to be buried here. As with most cemeteries, there are plenty of ghost stories . . .
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  • Levelling Field
    What better place to run around and test each other than the valley field that's just to the south of the guild? The concept isn't exactly novel, but its effectiveness makes novelty unnecessary. Besides, around here, things seem to grow when you bleed all over the grass.
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