If the observable Universe is our world, the Local Group of galaxies our neighborhood, and the Milky Way our house, the Virgo Supercluster is our city. The “city” has more than 700 galaxies in 100 Local Group “neighborhoods”, and stretches 110 million light years across. To put that in perspective, if the observable Universe is a sphere with a diameter of 1 km, large enough to contain the tallest skyscrapers, the Virgo Supercluster is a sphere 1.47 m across, about the height of a child. On that scale, the Milky Way is a tiny disk 2 mm across.
Baderon, proprietor of the Drowning Wench, wants you to perform three tasks that will help you learn the fundamentals of adventuring.
Baderon: Right, then. Let’s start ye off nice an’ easy with three tasks what’ll ‘elp ye get used to life ‘ere in Limsa. Baderon: Firstly, if ye ‘ead down a floor then point yer nose to the west, ye’ll get an eyeful o’ the great glowin’ crystal in the middle o’ the courtyard. Baderon: That’s an aetheryte─a device what can move ye from one place to another in the blink of an eye. Ain’t no swifter way to travel─providin’ there’s an aetheryte where ye want to go, o’ course. Baderon: ‘Ave a chat with the Yellowjacket on guard down there an’ ye’ll be treated to a lecture on the workin’s o’ the device. ‘Fore ye do that, though, remember to touch the thing. Strange as it sounds, it won’t work till you ‘ave. Baderon: Second on the list is the marketplace. Ye’ll find weapons and armor and all yer ‘venturin’ bits and pieces fer sale in the district what lies beyond the aetheryte. Baderon: Don’t go throwin’ yer gil around just yet, though, or ye’ll get fleeced quicker’n ye can say, “Why’s me coinpurse so light?” ‘Ave a word with Swozblaet, instead. ‘E’s the ‘ead o’ the Merchants’ League, by the way. Baderon: Give ‘im this old octant, an’ ‘e’ll treat ye well. Baderon: Fer the last o’ me ‘elpful ‘ints, I suggest ye meet some fellow spell-slingers at the Arcanists’ Guild. Baderon: I guarantee ye’ll learn a few new tricks fer yer tome if ye decide to join their crew. Murie at the front desk is the one to get ye started. Baderon: Got all that, lass? Seein’ to them three tasks’ll take ye on a little jaunt ’round the city, an’ ‘elp ye work out where everythin’ is. Now, I’ve best be gettin’ on. Run along, eh? Baderon: Bugger it! There I go, sendin’ ye off without tellin’ ye summat crucial. That bloody Calamity’s made a right mess o’ me memory, I swear. Well, that or the ale… Anyroad, while yer out, if ye ‘appen to pass any poor sods what look like they might need yer ‘elp, consider givin’ their tale o’ woe a listen, eh? Baderon: Sounds like a chore, I admit, but ye never know what interestin’ opportunities could be lurkin’ out there, just waitin’ fer ye to stumble on ’em. Fer example, Niniya over yonder’s been castin’ glances at ye since ye waltzed in. Why not lend an ear an’ see what she ‘as to say? Aye, yer like to find yerself runnin’ odd errands in the beginnin’, but once ye build a reputation as a woman folk can trust, the jobs’ll get ‘arder an’ the rewards more generous. Baderon: If ye’ve the time, I’d also seek the advice o’ the Smith ‘ere in the Wench. The lads as bear that title ‘ave some fine advice fer them what’re just startin’ out in the profession. An’ that, my girl, is ‘ow ye go about becomin’ a legend among ‘venturers.
Skaenrael: Heading down so soon? Best you sort out your affairs here before you start gallivanting about. I’ll let you use the lift soon enough.
Niniya: Well, would you look at this─a shiny, new adventurer. Listen close, lass, I’ve some information that might just help put you on the map here in Limsa. Niniya: I was passing through Bulwark Hall below not long ago, and saw a bunch of herbs just scattered about on the ground. Now, I’m not entirely certain, but I think they might’ve been the black market wares known as “dream flowers.” Niniya: Limsa Lominsa is a busy port, and not all the merchants that blow in across the Strait are above board, if you know what I mean. How’d the plants end up in the Mizzenmast? Who knows─might’ve been a deal gone bad. The important thing is you make a name for yourself by handing them in. Niniya: Speak to Skaenrael, and she’ll get you down to the first floor. Then all you have to do is pick up the herbs, and take them to Ahldskyf at the Octant. Being a worldly captain, he knows a thing or two about such shady goods.
Ahldskyf: Yes, I am Ahldskyf. You have some herbs you wish me to examine? Ahldskyf: …Yes. As you suspected, these are the highly illegal blooms known as dream flowers. They are the prime ingredient in the creation of “somnus”─a substance whose fragrance is said to lull the sniffer’s mind into the sleep of death. Ahldskyf: …Forgive me, I could not resist the jest! These herbs are naught more than Althyk lavender, a common enough export from Limsa Lominsa. In fact, these probably spilled from crates that were loaded onto my very own ship. Ahldskyf: I think someone has been having a bit of fun with you, miss. But not to worry! You’ve learned a few things, and made a new acquaintance. Well met!
???: Ah, another novice adventurer. Aye, Baderon has sent more than a few of your kind this way of late. Sundhimal: I am Sundhimal, one of the Yellowjackets tasked with keeping the peace in the city. It is also my charge to provide guidance in the use of this device. Fear not, I shall be brief. Sundhimal: Aetherytes are crystalline structures that tap into aetherial energies. They are primarily used as a means to travel swiftly from one place to another. Sundhimal: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether. Sundhimal: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune herself to each one. Sundhimal: Once you have expanded your horizons beyond the walls of the city, you will soon find yourself performing the act of attunement as a matter of course. Sundhimal: There is, however, no need for unseemly haste. The aetherytes found in and around the city will be sufficient for the present, I assure you. Sundhimal: Should you wish to learn more about aetherytes or transportation magic, I will be here to answer your questions.
Swozblaet: A fine day to you, madam! Welcome to the most replete marketplace in the grand realm of Eorzea, where every shelf groans under the weight of wonders borne from all four corners of the world! Swozblaet: Pray browse the stalls until your eyeballs ache from ogling the overabundance of unbelievable bargains! Now, as much as I would love to elaborate upon the unrivaled quality of our merchandise, I must tend to some cargo but recently arrived at the docks─ Swozblaet: Hm? You bear a gift from Baderon? Whatever could it─ Ah! My octant! By the Navigator, I must have left it behind in the Wench─along with a week’s pay and several bells’ worth of intoxicated memories! Swozblaet: I am most grateful to have it back! This tool is a keepsake from my days as a ship captain, you see. Needless to say, your good deed must be repaid, and what better recompense than the wisdom of a master merchant? Swozblaet: If it is simple and sturdy adventuring equipment you seek, you need look no further than the East and West arms of Hawkers’ Alley. Swozblaet: Lest you doubt, each gil you invest in arms and armor will be money well spent. Adventuring is, after all, a dangerous profession by its very nature. Swozblaet: It goes without saying that Hawkers’ Alley boasts stalls specializing in the tools of every martial discipline imaginable. Swozblaet: And within but a few steps are bazaars and apothecaries that will most amply supply all your potion and perishable needs. Swozblaet: Our keen-eyed agents procure a frankly befuddling range of wares during their sojourns to distant shores, so it pays to become familiar with the type─and price─of the goods offered by each stall. Swozblaet: Such knowledge will serve you well if your purse is light or your time is short. Swozblaet: Ah, but verbal instruction of this kind will only profit you so much. Experience has ever been the surest teacher─if not the kindest. I invite you to explore the markets for yourself.
Murie: Welcome to the Arcanists’ Guild. It is here that we research and develop the field of arcanima. Murie: Arcanima is the science of employing “arcane geometries”─intricate patterns that map the unlocked mysteries of existence─to draw forth and manipulate the body’s aetheric energies. Murie: Ah, but if I am not mistaken, you already possess some rudimentary understanding of the craft. Shall I deepen your knowledge of our history, as well? Murie: The roots of arcanima can be traced back to the esoteric calculations practiced by the people of the south sea isles. It was these island folk that first discovered a method to express natural phenomena in mathematical terms. Murie: Building on this process, the existing mathematical formulae were further developed into arcane geometries─precise patterns that allowed a practitioner to weave aether into specific magical effects. The mages who invoked this new form of magic became known as “arcanists,” and the school of arcanima was born. Murie: Many such mages, wishing to expand their understanding of the world, took to the seas aboard trading vessels. Upon their arrival in Limsa Lominsa, arcanists found themselves welcomed into the academic elite, and soon secured positions in the realms of governance and counsel. Murie: The knowledge of an arcanist, however, is traditionally passed on from master to chosen disciple. As such, Admiral Merlwyb, counting several wielders of arcanima among her personal staff, became concerned that this exclusionary practice would lead to the eventual extinction of the art. Murie: So, at the Admiral’s express orders, an official Arcanists’ Guild was established, and funding was provided for research and training. Murie: The complex and demanding nature of arcanima, however, remains the greatest threat to its own future. If you would continue your study of this challenging discipline, then I must insist that you indicate your commitment to joining our guild.
Baderon: Ah, there ye are, Meredith. Enjoy yer jaunt ’round the city, did ye? Baderon: If ye mean to base yerself in Limsa Lominsa, that won’t be the last time ye’ll visit them three places. Baderon: An’ now ye’ve got some idea o’ what’s where, ye can start explorin’ the rest o’ the town. Baderon: Ye’ve shown a good ear fer listenin’, lass. Stick with ol’ Baderon, an’ ye’ll go far.
Space looks calm, but actually our own galaxy, the Milky Way, is traveling through the cosmos at 2.2 million km an hour. This is a bit of a mystery. According to our ideas about the Big Bang, everything in the Universe should be flying apart at similar speeds. If everything is moving at similar speeds, it should look like nothing is really moving at all. When some objects seem to be moving faster than others, it’s usually because clumps of matter like galaxy clusters are exerting an additional gravitational pull. But we know of nothing close to the Milky Way that explains its drift — we just know that something must be causing it. Astronomers named the mysterious clump of matter we haven’t found yet “The Great Attractor”.
Miounne, proprietress of the Carline Canopy, wants you to perform three tasks that will help you learn the fundamentals of adventuring.
Mother Miounne: Let us begin at the beginning, shall we? Now that you are a formal member of the Adventurers’ Guild, we must be sure you have a firm grasp of the fundamentals of adventuring. To that end, I have three tasks I wish you to perform. Mother Miounne: Your first task is to visit the aetheryte. This massive crystal stands in the middle of the aetheryte plaza, not far from the Carline Canopy. Mother Miounne: As a device that enables instantaneous transportation, the aetheryte plays a key role in the life of the ever-wandering adventurer. Mother Miounne: Once you have located the crystal, all you need do is touch its surface. A member of the Wood Wailers will be present to offer further instruction. Mother Miounne: For your second task, you are to visit the Archers’ Guild. Mother Miounne: There is no better place to learn the arts of the bow. Speak with Athelyna, and she will explain the benefits of joining the guild. Mother Miounne: For your third and final task, I would have you visit the markets at the heart of Old Gridania’s commercial district. There you shall find weapons and armor, and all the various items that an adventurer might need on his travels. Mother Miounne: There is, however, more to the markets than buying and selling goods. Speak with Parsemontret, and listen well to his counsel. Mother Miounne: The master merchant can be…uncooperative at times, so be sure to offer him one of my famous eel pies. Like so many men, he is much more charitable when his stomach is full. Here, I made a batch not long ago. Mother Miounne: You have your tasks, Mortimer. May Nophica guide your path. Mother Miounne: Ah, and one more thing: should you happen to come across any citizens in need, don’t be afraid to proffer a helping hand. I am certain they will be pleased to meet an adventurer in whom they can confide their woes. Mother Miounne: Granted, the work they offer is unlikely to be of realm-shattering importance─but prove your worth and build a reputation, and in time folk will be more inclined to entrust you with matters of moment. Mother Miounne: I also suggest that you lend an ear to the Smith here in the Canopy. The Smiths are trusted representatives of the Adventurers’ Guild, and are an invaluable source of advice for neophyte heroes seeking to attain greatness.
Nicia: Greetings, adventurer. I see you are faithfully following Mother Miounne’s instructions. Nicia: Allow me to offer you a bit of instruction myself. I am Nicia of the Wood Wailers, and I know a thing or two about the aetheryte─yes, that big crystal right there. Nicia: Aetherytes are devices that tap into aetherial energies, and are primarily used as a means to travel swiftly from one place to another. Nicia: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether. Nicia: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune himself to each one. Nicia: Truly, few things in this world are so useful to an intrepid explorer. Nicia: But you need not locate them all at once. Before rushing out into the wilds, I suggest you start with the aetherytes found here in Gridania. Nicia: Should you wish to learn more about the aetheryte or transportation magic, I am here to answer your questions.
Athelyna: Greetings, friend. You have found your way to the Archers’ Guild. Do you seek to uncover the secrets of our art? Athelyna: Ah, now that I think on it, you have the look of one who has received Mother Miounne’s “gentle” instruction. Very well, I shall give you a brief introduction to archery and the Archers’ Guild. Athelyna: The skills practiced by our archers allow them to gauge an enemy’s weaknesses from afar, and turn the tide of a battle with a single, well-placed arrow. Should you join us, you will be taught to do the same. Athelyna: Archery as practiced in Gridania was born of two distinct styles of bowmanship. Athelyna: The first was devised by the longbow sentries of the Elezen who once ruled the lowlands, while the second belonged to the shortbow hunters of the formerly nomadic Miqo’te. As you will doubtless be aware, both races ultimately came to call the Twelveswood home. Athelyna: Though the two peoples began as rivals, they gradually learned to live together in harmony. During this time, they learned from one another, their two schools of archery intermingling to give birth to the art as it is known today. Athelyna: For a time, the bow was used primarily for hunting. But as the hunters vied with one another to prove who was the better shot, there emerged a group of archers whose ultimate goal lay not in the practical pursuit of prey, but in perfection. Athelyna: Thus was the Archers’ Guild born from the ranks of the Trappers’ League. Athelyna: It is the way of the guild to promote greatness in archery through friendly competition. And the results of our methods can be seen in the vaunted archers of the Gods’ Quiver, many of whom spent their formative years loosing arrows at the guild’s practice butts. Athelyna: I hope this gives you a better idea of who we are, and what we do here. Oho, did I see the spark of ambition flare within your eyes? Athelyna: If you wish to draw a string with the finest archers in Eorzea, look no further than the Archers’ Guild. Athelyna: Before you can enlist, however, you must gain the approval of the guildmaster. Once you are ready to proceed, speak with me again and we can begin seeing about your enrollment.
Parsemontret: By what right does a fledgling adventurer presume to address Parsemontret, master of the markets? Parsemontret: You think you can stroll in here, bold as you please, and demand my hard-earned knowledge? Hah! A merchant does naught for naught, especially when dealing with would-be heroes. Parsemontret: If, on the other hand, you had some tasty “morsel” to curry my favor, then I might reconsider your request. Parsemontret: Come now, this whole encounter reeks of Miounne’s handiwork─and more specifically her baking. Don’t look so surprised, son─I smelled that eel pie of yours a malm away. Hand it over! Parsemontret: Mmm, that flaky crust…just divine. Very well, I am a man of my word. Pay close attention, for I shall only explain this once. Parsemontret: The aspiring adventurer need look no further than the Rosewood and Ebony Stalls. Both are but a short stroll from where we stand. Parsemontret: If you mean to do battle, you’d best be prepared with a quality set of weapons and armor. Parsemontret: Such goods are the province of the Rosewood Stalls, directly south of here. You will be pleased to learn that the merchants of Gridania are exceedingly particular when it comes to craftsmanship, so you needn’t fear defective straps and the like. Parsemontret: If it is potions and paraphernalia you seek, head north to the Ebony Stalls. Parsemontret: The shelves there are lavishly stocked by widely traveled Ul’dahn merchants, and I may truly say that I have seen things amongst their myriad wares that I scarce knew existed. Parsemontret: Do you follow me thus far? The first step in any purchase is to select the stalls that meet your needs. Then you may concern yourself with price and profit. Parsemontret: There is little more I can teach you with mere words. Go, peruse the stalls, and see for yourself what wares they offer. There is no substitute for firsthand experience, after all, and I am weary of talking…unless you have another eel pie?
Mother Miounne: The conquering hero returns. You have completed my little tasks, I trust? Mother Miounne: The three locations you visited will feature prominently in your life as an adventurer─it is best you grow familiar with them as soon as possible. Mother Miounne: And you took the time to listen to the woes of the citizenry? I cannot emphasize enough how important it is to lend your talents to one and all, no matter how trivial the matter may seem. Mother Miounne: I am thankful that you are an obliging sort, Mortimer. It is adventurers like you who will win the hearts of the locals and pave the way for those who follow. I pray Gridania can rely on your aid in its struggles to come.
“The Great Nothing” is an enormous sphere in the Universe famous for containing a very sparse number of galaxies — space’s version of the Australian Outback.
No one knows for sure why the Great Nothing exists. The most fun (totally unfounded) hypothesis is that perhaps the void is created by an expanding Kardashev III scale civilization that has been around long enough to conquer a major region of the Universe and capture the energy of its galaxies.
Momodi, the proprietress of the Quicksand, wants you to perform three tasks that will help you learn the fundamentals of adventuring.
Momodi: Before you go chargin’ off to find your fortune, I’ve a few basic tasks I’d like you to perform so as to help you get to know the place. Momodi: First of all, I want you to visit the aetheryte plaza. To get there, head west from here till you reach Emerald Avenue, then look to the north. You should see a giant, floatin’ crystal called an aetheryte. Momodi: If it weren’t for aetherytes, travelin’ around Eorzea would be a damn sight more troublesome than it is. ‘Course, you still need to attune with ’em before you can use ’em, so be sure to do that with the one in the plaza. You ever attuned with an aetheryte before, Marion? If not, just lay your hand on the thing and you’ll see what I mean. Momodi: When you’ve done that, I want you to pay a visit to the Thaumaturges’ Guild, over at Arrzaneth Ossuary. Momodi: Assumin’ that scepter ain’t just for show, you might consider trainin’ there. Momodi: And finally, I want you to visit the Sapphire Avenue Exchange, over on the Steps of Thal. Momodi: Goods from all across Eorzea and beyond turn up there every day. You’ll have no trouble findin’ armor, weapons, or anythin’ else a fledglin’ adventurer like yourself might need. Momodi: You might say that everythin’s for sale here in Ul’dah─as long as you’ve got the gil. Momodi: Just make sure as you don’t pay more than you ought, Marion. Momodi: There’s plenty as won’t scruple to swindle unsuspectin’ foreigners like yourself, ‘specially if they think no one’s lookin’ out for their best interests. Momodi: Which is why I’m givin’ you this letter. When you visit the exchange, find a gentleman named Seseroga and give it to him. He’ll be happy to tell you about the markets once he’s read it. Momodi: In short, then: visit the aetheryte plaza, the Thaumaturges’ Guild, and the Sapphire Avenue Exchange. Simple. Momodi: Oh, but before you go, a word of advice: while there’re more than a few unsavory characters out there who’ll try to take advantage of you, there are also some with honest-to-goodness problems who you should consider offerin’ a helpin’ hand to. Momodi: A lot of folk are lured to this city by the promise of wealth and power. What many of ’em fail to realize is that instead of chasin’ after gil the moment they get here, they ought to be makin’ friends. Momodi: Let it be known that you’re willin’ to give as much as you get, and opportunities will come your way. Momodi: Speakin’ of which, you should speak with the Smith over yonder─those lads always have some good advice for up-and-comin’ adventurers. Otherwise, that’s about it from me. It’s past time you got goin’. Oh, and let me know when you’ve finished, will you? That way, I won’t spend my days worryin’ that you’re down to your smallclothes without a gil to your name.
Nenebaru: Hail, adventurer! Might you have come at the behest of Miss Momodi of the Quicksand? Nenebaru: Excellent. Which brings us to the matter of the attunement fee─that will be one hundred thousand gil, if you please, madam. Nenebaru: …AHAHAHAHAHA! Apologies, but I do so relish the opportunity to make that jest. The look on your face was absolutely priceless! Ah, but the fact that you were so easily deceived suggests to me that you are unfamiliar with the use of aetherytes. Allow me to explain. Nenebaru: These crystalline agglomerations tap into aetherial energies, and are primarily used as a means to travel swiftly from one place to another. Nenebaru: Perchance you have heard of Return and Teleport? Well, these transportation spells make direct use of the aetherytes and their connection to the flow of aether. Nenebaru: Given that there is an aetheryte in almost every corner of Eorzea, any adventurer with a mind to explore the realm will wish to seek out and attune herself to each and every one! Nenebaru: But even if you have no intention of wandering beyond the sultanate’s borders, it would be prudent for you to attune yourself to any aetherytes you encounter from now on. Nenebaru: I pray you found that informative. Should you wish to learn more about aetherytes or transportation magic, I should be happy to answer your questions.
Yayake: Welcome to the Thaumaturges’ Guild. It is fate that has guided your steps here this day, friend. I see that you harbor arcane ambitions…though your journey has scarcely begun. Yayake: Within these hallowed halls, the arts of devastation are taught─primeval magicks with which to bring about an enemy’s ruin. Yayake: If you would join our ranks and wield such power, you must needs know of our beginnings. Yayake: The nation of Ul’dah inherited its traditions from ancient Belah’dia, a city founded by the descendants of the first mages. Yayake: The secrets of these illustrious sorcerers were ultimately entrusted to the priests of the Order of Nald’thal, who have passed them down from generation to generation ever since. Yayake: Focused and refined over centuries of use in the Order’s funereal rites, the arcane magicks of our ancestors eventually emerged as the art we now know as thaumaturgy. Yayake: A freezing blizzard to halt corruption; a raging fire to cleanse the corpse; a bolt of lightning to expel the sins of mortal life… The dweomers employed in the preparation of the dead are equally efficacious when applied to the living. Yayake: It is for this reason that we are feared and respected in equal measure. Thus does our guild thrive, ensconced in the catacombs of Arrzaneth Ossuary─a sanctuary devoted to Thal, divine arbiter of the afterlife. Yayake: What say you, then, adventurer? If you would plumb the abyssal depths of thaumaturgy, let our learned sages guide your descent! Yayake: Ah, but before you leap into the darkness, you must prove to our guildmasters that you are possessed of the spiritual fortitude necessary to look upon that which waits therein. When you are ready to submit to the judgment of our most eminent mages, say the word.
Seseroga: And you are? …Ho, a newly come adventurer. But of course. Yes, I am Seseroga. What can I do for you? Seseroga: Ah, you would have me teach you the ways of the marketplace? Very wise. As for my fee… What? You expect me to do it for free!? Surely you jest. Seseroga: My dear adventurer, when you ask an Ul’dahn for a favor, you should at least try to make it worth his while. Judging by your garb, I rather doubt you could afford my services, but the fact you offer nothing is laughable. Seseroga: Oh. Mistress Momodi instructed you to seek me out, did she? Hmph. Consider yourself fortunate to have such influential friends. Seseroga: I shall be brief, and you shall be attentive. Seseroga: You stand in the Sapphire Avenue Exchange, the busiest and most profitable marketplace in the sultanate. Seseroga: Being advantageously situated in relation to the other city-states, Ul’dah’s markets have ever served as both the literal and figurative centers of Eorzean commerce. Seseroga: All the great overland trade routes lead to our city, and the majority of maritime trade between Vylbrand and Aldenard passes through our ports. Seseroga: Because of this, countless companies and consortia have chosen Ul’dah as their base of operations. They see to it that this marketplace is awash with merchants and moneylenders, day and night. Seseroga: Anything a man could ever desire can be purchased here─provided as he has sufficient funds. Seseroga: Surely there’s something you seek, adventurer? A deadlier sword, perhaps, or a shinier trinket? Whatever it is you want, the exchange will have it. Seseroga: To the north, you will find merchants peddling armor and accessories, curatives and crafting materials. Seseroga: And to the south, you will find weapons, tools, and an assortment of other useful items for sale. Seseroga: Seek out a particular merchant, or browse to your heart’s content. But do try to remain aloof should you find something that piques your interest. Decisions made in the heat of the moment are usually unwise, especially where coin is concerned. Seseroga: Ahem. That is all the complimentary aid you shall have from me─and far too much for my taste. Seseroga: My regards to Momodi. Now, off with you!
Momodi: How was your tour of the city, Marion? Get lost, did you? Momodi: Aye, well, Ul’dah’s a big place with lots to see and do─but wanderin’ around aimlessly don’t pay the bills. If you’re serious about makin’ a livin’ here, you’ll need to remember where things are. Momodi: So when you go explorin’, explore like you’ve got a purpose, eh? Momodi: All right, then! All that’s left is for you to work hard, make money, and spend it here at the Quicksand!
If the observable Universe is our world, the Local Group of galaxies our neighborhood, the Virgo Supercluster our city, and the Milky Way our house, the Pisces Cetus Supercluster Complex is our country. The PCSC is a “galaxy filament” — a cluster of galaxy superclusters — and the largest known structure in the Universe. The PCSC, our home filament, is one billion light years across, and it’s thought to contain mass equivalent to 10^18 Suns. Our “city”, the Virgo Supercluster, only comprises 0.1% of the PCSC’s total mass.