<em>Even having seen images and projections of what Creation was like, the prospect of actually going there was exciting, and full of wonder. You were all informed of the risks - at least, the risks that were known. The world was completely unlike what had been seen before Autochthonia shut itself away. With the corrupting spread of the Wyld, and fae creatures willing to exert their influence on the world, mutant monsters roamed free and those free of corruption were still deep in conflict. There were small settlements with constant raids and skirmishes, and there were the few places that had been warded - some by circles of moonsilver and magic, some by woven fate, some by both.<br/><br/>Your team would be one of the first dedicated teams sent out to fix things. As it stood, there was only one entry point, and Lord's Dominion Crossing, though there were a few other small settlements that had been formed. There were supplies and helpers, but the fact was, a lot of the time, you would be cut off from support, out in the wild lands and needing to complete objectives on your own - and make it back alive. That much was made clear: that short of a threat that would imperil Autochthonia, your own lives were valued more than any assets on Creation. From a utilitarian perspective alone, failing a mission by retreating, letting an area be claimed by the Wyld, was an acceptable loss if necessary for your own survival - all areas are effectively considered to be lost already, and this team of individuals had enough potential to actually make a difference repeatedly... but only if alive.<br/><br/>Travel through the Gate was almost mundane by comparison to the destination. To think that the process of changing worlds through a massive artefact would be less bizarre than returning to the world that your kind used to be part of. And once there...</em><br/><br/>The Gate is central to the base of operations. It is massive, and an important target, so it makes sense for it to be the centre. There are buildings constructed around it, mostly from the materials of Autochthonia, though some simple wood-and-iron (and even bamboo-and-paper) huts and similar have been set up here and there. The boundary is clearly defined: rings of moonsilver surround the base, with stone pylons set up at regular intervals with adamant lenses that project a high-essence energy barrier over the moonsilver. Towers were also set up, with Onslaught Crossbows manned by mortal guards. It's clear that the base is able to withstand anything defined as a "raid", and even the attacks of a small or poorly-equipped army, but a serious sustained assault would topple it. Similarly, tainted creatures won't be a problem, but true monsters of the Wyld are another matter. There is no question as to your value here.<br/><br/>Even as you step through, the commander of the base, Captain Shahaxo, is there to greet you. She's a mortal, clad in thick full-body clothes of grey and bright orange. It looks like they're designed to withstand chemical hazards and possibly corruption, rather than blades, essence and crossbow bolts. She does remove her helmet, however, and looks over you.<br/><br/>"I was expecting your arrival, though I didn't realise you'd be kitted up so well. From the look of it, I'm guessing you're pretty skilled. We're waiting for some scouts to return so I can put forward the ideas for what might be your best first move, so in the meantime, do you guys want the tour?"