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Listen to this chapter. (Temporary TTS William voice; narration by PringleWings coming soon!)
Vol #2 | Chapter 2 – Part 3 Summary
You explored the flora and fauna found in the three regions of the land: lush Junderell, temperate Andis, and dry Gantansu, all separated by the volcanic Ishkar range. In the geology exhibit, you found junior staff member Ray, who, after giving his opinion of Silas’ stone and suggesting it might be rare, flagged down senior staff member Professor Morandu for his opinion. Morandu rejected the notion of it being anything but a regular diamond and chided you both for thinking otherwise. After his departure, Ray quietly suggested you come back another time and speak to Dr. Zenkolia instead.
~~~Originally published on the 1st of December, 2025. ~~~
You tuck the pendant away securely. At this point, you’re pretty convinced it is a diamond, but you might as well go for one final opinion. Just to be sure. Dr Zenkolia can be the deciding factor. According the Ray, she’ll be busy with lectures tomorrow as well, but the day after that, Shiday, she should be here in the museum for a time, doing admin and helping with research. That would be the best time to have a quick word with her.
You think forward; so far, you don’t have anything planned for the rest of the week save for some shifts at Stardust, perhaps, but then you remember the timetable from The Warrior’s Edge; there’s an archery class in the afternoon on Shiday as well. Looks like your day might be fully booked after all.
But, speaking of things to be done, you do still have to get back in time to start your shift at Stardust, so you’d better get a move on and finish viewing the rest of the exhibits here.
You press on to a hall of orange hues, the “Origins of History” exhibit, where the displays feature a variety of people, from prehistoric groups of hunter-gatherers who roamed the great forests of Junderell, to more recent civilisations whose great cities rose, thrived and fell more than 3,000 years ago. There are images and artifacts from ruined cities in Cabria, Turtin, and Morka, with illustrations imagining what these centres looked like in their prime. Their temples and fortresses, markets and walls, roads snaking through their sprawling housing districts, and their unique and plentiful decorative structures. Only a handful of their great works have survived to this day, and even those haven’t escaped the ravages of time.
Moving on, you see the fall of Akcretia, the scattering of its people, and the eventual growth of those who would become the ancestors of the modern Dernans. The exhibit describes ancient relics and ruins in the region, showing the heights the ancient people reached, then the lows of the people when the old empire fell. But now, after hundreds and thousands of years, their descendants have reached a strength and size that would place them at the same or even higher rank than those who came before. While Derna’s structures may be a little less grandiose, the advancements in technology are what set them apart.
In the red “Hall of the Future”, the exhibit features far fewer objects to view, but a lot more images and descriptions. A few small-scale models are on display, showcasing some of the greatest inventions across the Region, particularly those that come from Derna and the surrounding area. However, the descriptions invite the viewers to visit the sister sites around the city to learn more on that front; the science and nautical museums, the observatory, the coal and steel-work museums, to name a few. Additionally, a series of paintings and photographs show the humble rural beginnings of the city, right through to its rapid growth and industrialisation. Before and after images show farm and woodland over sprawling hills, now replaced with dense buildings. There are images of the large, spacious, affluent areas that bring to mind the structures from the past, as well as the more crowded ‘common’ areas of the city. You notice there aren’t any images of the likes of Reddbarrow or Chinminton, though Blackminster is shown directly.
As you slowly meander through the hall on your way towards the exit up ahead, among the other visitors, you notice a group that catches your eye. They wear mostly formal clothes, but a couple are dressed in foreign attire in surprisingly bold colours. However, it is not the clothes or unfamiliar language that caught your attention, but a particular woman; her long, pale hair, and her blue-grey skin. You watch her as she discusses a model with her companions, but quickly turn away to not be caught staring. Aside from her unexpected colour, you noticed that her face is slightly elongated, with her nose and mouth set much further out than you’d expect, almost like the slightest snout or muzzle.
You think for a moment, recalling odd tales you had heard during your travels. Could she be a Prede woman? You glance over, but she and her group are now partially obscured by another display. You opt not to go sneaking around after them for another look and instead make your way towards the exit. At a stop at a busy adventurer’s tavern along the way earlier in your journey, you had heard tales from a more travelled individual about a clan of people known as the “Prede” who came from far to the south in Gantansu, and were unlike those found anywhere else. He described them as having skin like the deep sea or a man starved for air, long, unusual faces, webbed hands and feet, and antennae. Antennae? He also described them using some… expressive words, including “grotesque”, and said that they are an aggressive bunch who are frequently at odds with the people in the neighbouring lands. Now that you think about it, whether he had a personal grudge against them or if he was just spreading rumours was unclear, but he certainly seemed happy to tell the tale that the Prede are not actually human, but are the result of some very drunken antics between a human and a… not human… An amusing tale for the tavern audience, but how much of any of that was true?
With a final glance back at the group, you exit the museum, and with little time to spare, disregard the gift shop and make your way off campus.
It’s 18:22 by the time you reach Stardust, and after the usual check-in at the back door, you’re led through a service corridor and into a staff room to wait. After a moment, Omon arrives. He was wearing a demure business outfit earlier, but has switched to his usual white one, complete with gold buttons, his matching pocket watch and chain, and a rich blue tie and pocket square.
“Good evening, Ms Klane. How about we start with a grand tour?”
Omon shows you around the ground floor: the staff changing area, a manager’s office, the kitchen, storage, security room, and a handful of rooms for performers to rest, change their clothes, and wait for their performance slot.
In the main hall, which seems strange to be in now that it’s almost empty, he points out the lower bar, dance floor, stage, standard seating areas, public restrooms, and inconspicuous staff access doors. On the upper floor, the VIP seating, bar, restrooms, staff access doors, and private VIP rooms, some with speakers allowing the patrons to enjoy the show in seclusion, and others with soundproofing where clients can have important meetings in peace.
As you walk, Omon explains more about the role, what you’re expected to do, when, where and how. You will be stationed primarily in the VIP area and will be shadowing another, more experienced Sentinel for your first few shifts. Your job is to spot trouble early and resolve issues or alert the bouncers. Playing the role of a friendly, concerned or savvy bystander will allow you to interject when trouble seems like it’s brewing. Asking if people are alright, encouraging people to break it up, pointing out that trouble is not worth it, or suggesting that someone might’ve had enough to drink or need some fresh air are all valid options.
As for your own behaviour, you’re allowed to drink lightly, dance, mingle, and even flirt a little (as long as you can keep things under control). And, to defend yourself, you’ll be allowed to carry a light, concealable, plausible item such as a decorative sap, a reinforced hairpin, a metal hand fan, a sturdy reticule, or a short, heavy parasol.
“But please; refrain from beating the VIPs senseless, if you can help it,” Omon advises.
Back at the staff room, you change into your evening attire and put your clothes away in a staff locker. As you peruse the selection of fancy, pretty, dangerous weapons that Omon mentioned, he tells you that, assuming you, as a traveller, don’t happen to have an extensive array of fancy gowns to choose from in your travel pack, you are free to borrow some of the items available on a rail in the changing room, if you find any your size.
“As a VIP, it simply won’t do to be seen wearing the same outfit twice in a row!”
You briefly look over some of the options, and Rizha comes to mind. Maybe you’ll splash out and try one next time.
Now dressed and accessorised, it’s after 7, and more and more staff members are clocking in. Omon introduces you to them, from the cleaners and the kitchen staff, to the bartenders and some of the indoor security guards. They are your lifelines; they will look out for you, and you can report any trouble to them, so remember their faces.
As for the bar, you‘re entitled to free drinks and snacks, but mind you don’t spend most of the shift in the bathroom, and, while mocktails are not a problem, expect any of the alcoholic beverages you and the other Sentinels receive to be specifically watered down or substituted. It’s one thing to become friendly with a patron and have a few drinks at their insistence to blend in, but it’s another thing entirely to get drunk on the job; you’ll find yourself quickly out of it if that happens. As such, the bartenders are all made aware of who the Sentinels are, and will act accordingly.
Speaking of Sentinels, one other has arrived; Omon introduces him to you as Tansen Murrey, and tells you that you’ll be working with him tonight. Samuel Forne is expected soon, and two others, Sara Whistlow and Gene Hark, will arrive later in the night.
Tansen greets you, looking quite dapper with his embroidered waistcoat, rolled-up shirt sleeves, polished shoes, and suit jacket slung over his shoulder. Were he not indoors, he’d probably be wearing a top hat.
With the tour and the majority of the walk-through done, Omon hands you over to Tansen’s care; Omon has a few things he needs to take care of before the doors open at 8, but he’ll be around, and Tansen can answer any remaining questions you have. With the two of you happy to let him leave, he immediately makes his way over to the stage, where the opening act is preparing their equipment. Tansen watches him go, then turns to you.
“C’mon then, let’s get stuck in, yeah?”

