ATLOSCOPE CIRCUS

the group's logo, commonly found on playing cards or in their properties.

The Atloscope Circus (frequently shortened to the Circus) is a subgroup of the Undertow and the largest subgroup of the faction overall. They own and operate a large casino boat known as the Carcass, as well as several smaller boats used for fishing and expeditions. They are a firmly neutral territory known throughout southern Esora and sometimes beyond.

## General Information

The Circus' internal structure is similar to typical job hierarchy, and all members old enough to work are given roles best suited for them in order to provide for themselves and the rest of the group. Their near-impartial stance on other faction's reputations means that a large portion of the workers are refugees or transfers from other groups, and people are free to leave with prior notice.

Most Circus members live on the Carcass itself, and the around ~200 who don't are typically away at sea for up to months at a time.

Their main food supply comes from fishing, and whatever is left is usually gained through business exchanges, donations or rarely scavenging abandoned cities for canned goods. They are mostly kept running by their business practices, as resources other than food are difficult to come by without going further inland than most scavenging teams are comfortable with. Nearly all Circus members know how to fish in some capacity.

While advised not to involve themselves in conflicts for the sake of the faction's reputation, Circus members are entrusted to act with their best judgement and the faction's wellbeing in mind. If you do something dumb, it's ultimately regarded as your own fault. Additionally, only Hadal is allowed to authorize proper partnerships between groups, and frequently does so in order to raise the Circus' standard of living and outward presentation.

## Boats

### The Carcass

The Carcass is an extremely large, repurposed boat that has been turned into a casino by the Circus. It has been in operation for most of the faction's lifespan. It has a bar and restaurant, several rentable rooms, and a stage which is often used to play music when the boat is on open water. Its workers are given small personal bedrooms out of sight of the main attractions, and there are separate unique offices for more notable roles, including for the faction's leader.

Despite technically being in constant operation, the Carcass is frequently entirely offshore for up to a day at a time in order to avoid attracting the zombies on the mainland. For around a week out of every month, they take a looping path around part of the bottom side of the continent, only docking if an emergency occurs.

In an absence of proper currency, things like food, ammunition and antibiotics are used as payment instead. Paying with any form of medical supplies are seen as higher value, and people perceived as wealthy or important will often be given reduced prices in order to keep them coming back.

Any person, staff or otherwise, that threatens to start a physical fight on the Carcass is given varying amounts of warnings before being told to leave in order to keep the mood high spirited. This extends to a lesser degree with other issues, as sometimes drama makes for good entertainment or fuel for gossip. Depending on the severity, they may also be banned from returning.

Groups with known negative reputations, such as the Agency of Spectral Order and Syndicate of the Assimilated are not turned away from entry, though they are put on passive watch and given less "strikes" before being removed from the establishment. If they don't cause a ruckus, they are permitted to stay just as long as anyone else, though may become the new topic of conversation for staff and patrons.

While violence on the Carcass is forbidden, methods such as seduction are frequently used by the staff to get people to spend more, stay longer, or spill additional information.

Workers on the Carcass can be identified with a red and dark blue swirling wristband or choker, as well as a nametag for convenience unless they deliberately don't want one for whatever reason. There is no other dress code, besides needing to have the wristband/choker visible at all times so they can be properly identified as staff.

### The Challenger

The Challenger is the Circus' second-best kept vessel, aside from the Carcass. Originally a large vessel for some long dead billionaire, it has been reinforced and upgraded several times over the years to the point it's barely recognizable. The boat is used primarily for expeditions or especially long scavenging trips due to its high resilience. It has survived being hit dead on with a hurricane.

It is rarely ever docked at home, sometimes out for weeks or months at a time, occasionally even on the other side of the planet. The crew of the Challenger is very tight-knit, with anywhere from 30 to 40 people on it depending on what tasks it's being sent out to do.

It is named after the Challenger Deep, or the deepest point in the ocean.

### The Pequod

The Pequod was a small vessel used for fishing and scavenging supplies from uninhabited towns. It is no longer in service after being blown up in a confrontation with members from the Circle of Stars. All of its 26 crew are presumed dead, and searches and wreckage retrieval have been called off due to impracticality.

It was named after the vessel commanded by Captain Ahab from Moby Dick. The crew of this ship had all received nicknames based on characters from the book and were called those almost exclusively.[1]

### Other Boats

At least 5 other operational boats and a submersible are owned by the Circus, as well as several other crafts that are being used for parts. They are all named after famous ocean-based literature or achievements. They are sent out near constantly, with the exception of a period in the dead of winter where the water is too icy to be both safe and worthwhile.

## Partnerships

### Agency of Spectral Order

In exchange for the Circus being stocked with medical supplies, antibiotics and qualified doctors, information of value is being passed on to the ASO's Celestial Stronghold Unit in private. Doctors sent to the Carcass are provided alternative outfits and all the benefits a normal member would have in order to make them feel comfortable, including their own rooms.

This partnership is kept a closely guarded secret by all members of the Circus, as word of this getting out would damage the faction's reputation. Despite this, they have no plans to terminate the agreement anytime soon.

## Trivia

* They have their own branded playing cards and dice, which can be found worldwide due to frequently being given out as courtesy gifts at the casino itself and by sailors. The dice have blueish liquid inside of them meant to mimic the ocean.
* Due to their tendency to travel far distances, it's not unheard of to find Circus members on completely different continents, at least for a few days.
* A lot of Circus workers like dressing in over the top and flashy outfits. Several crew members of the Challenger are dressed in handcrafted (and obnoxious) sailor suits for their own amusement.
* There's sea shanties. A lot of sea shanties.
* The most popular card game on the Carcass is hold'em poker.
* It's considered bad luck to journey into the mainland without a compass. Similarly, it is considered an omen of death to have your compass break while on your person, or to have your boats compass malfunction.
* No voyages are to be started on Fridays, and the Carcass is not permitted to undock on that day unless it is necessary, as it is also considered bad luck. Most of them also believe in sea monsters and use the term Davey Jones' Locker completely unironically.