Author Topic: Magipunk Locations  (Read 5344 times)

Offline sirpercival

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« Last Edit: December 28, 2011, 06:12:39 PM by sirpercival »
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Re: Magipunk Locations
« Reply #1 on: December 28, 2011, 05:23:33 PM »
Aerie

Aerie is a floating city for the very wealthy. Rather than a Dome, it has an unbroken Sphere, and is only accessible via the Port Nexus (unlike other domes which have access points to the Wilds).

Rankings:

Police Presence - 8 (High Alert) - The good citizens of Aerie have everything, and thus need a lot of security to protect it. There are police (usually day/night imports from Volta) on standby nearly everywhere, with lots of automated support.

Corruption - 3 (Rare) - The authorities in Aerie know that whatever you offer them, the citizen elite can afford to double it, so palms are not greased very easily. Anyway, the citizens can always go to Evernight for illegal things.

Strict / Lax - 8 (Lockdown) - While some leeway is granted to the wayward children of the wealthy residents, if you are a visitor to Aerie, do not put a foot wrong, for fear of pissing off someone who can buy your fate at a steep discount.
« Last Edit: August 12, 2014, 06:46:04 PM by sirpercival »
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Re: Magipunk Locations
« Reply #2 on: December 28, 2011, 05:24:07 PM »
Atlantis

Atlantis is an underwater city (with a heavily reinforced Dome to handle the water pressure). Elder University, one of the two main centers of learning, is based here. There are airlocks with access to submersible magic for traversing the ocean floor and surrounding regions.

Rankings:

Police Presence - 6 (Safe Streets) - A concerted effort is made by the residents of Atlantis to keep crime to a minimum, so that the University students can learn in peace.

Corruption - 5 (Modest) - Atlanteans have a very practical view on life, and are sometimes willing to bend the rules for a fair price.

Strict / Lax - 5 (Party Time) - The police force is generally benevolent towards the often-rambunctious antics of the students, though they try to crack down on the more serious crimes. There is also a fair amount of contraband movement between Atlantis and Sylvatium, via hidden underwater routes.
« Last Edit: August 12, 2014, 06:46:38 PM by sirpercival »
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Re: Magipunk Locations
« Reply #3 on: December 28, 2011, 05:30:40 PM »
Evernight  (by Sneaky_Sable)

Every Dome has their own laws, and their own code. It can be said, then, that Evernight has only one law: There are no laws. A seedy, dark, and dangerous dome, Evernight is home to hedonists, sadists, drug lords, black markets, casinos, pleasure dens, and carnage. If you believe the tourism reports, dreams and desires are bought and sold on the streets, and due to most everything that happens in Evernight being illegal anywhere else, word on the street is what happens in Evernight usually stays in Evernight. If you're looking for sandy beaches and sunny skies, get back on the hopper to Luna and tell them you're an idiot and misspelled Sylvatium. Evernight didn't win the name in a contest, ass! It's always dark. No moon, no stars. Just whatever light you find, whatever light you bring, and the hope that you don't piss yourself in the dark.

In dark alleys, Medics without morals push exotic drugs using Lifetorn as their pushers, while performing illicit and dangerous medical practices for those who have the pay. If you survive, you know who to come back to for more and more procedures. If you die, well then it sucks to be you. You're likely to be hollowed out for the organ trade, and your empty body will be sent off to become the next Lifetorn sanitation worker. Recognize the face of a long lost friend shambling about? Get used to it, you learn things you never wanted to learn here in Evernight.

Evernight is home to an amazing series of drug rings, prostitution rings, gambling rings... more rings then a jeweler's shop, most of the time. Evernight is also the only place on the face that can secure you a hit of Void. What's Void? Void's *the* drug of choice. Comes in a vial good for one hit, and to prime it, you just expose it to light. Stuff goes inert in a few seconds, and after that, it's dead and harmless. Unless you blow it in the face of the authorities. Then they'll accidentally beat your skull in for being a wiseass.

Oh, and that's the other part of Evernight. No standard authorities. No cops. NONE! Though, what you do get are the PCS's. Private Contracted Security. Essentially private security details hired by businesses, districts, and what not. Keep the peace, as far as the parent company sees it, and protects investments. Everyone that contracts out a PCS has their own legal code, so in essence, Right and Wrong change from block to block, so either you learn the ropes fast, or learn to enjoy the taste of your own teeth. Each business worth being in business either employs one, or is one. Folks take care of their own down here, and if you mess with the wrong business, well, the Sanitation department is always hiring. Stay close to the big businesses, major population areas, and under the bright lights of the Strip and you'll be relatively safe. Walk away from those palces and you're on your own; No one is coming to help you.

One of the prime attractions here in Evernight is the Bowl. It's a massive Colosseum, where jacked out mechanosynths, biosynths, morphlings, and anything else fight it out. There's a training consortium out in Jarrash, turns wimps and pussies into righteous badasses, and that whole dome is a sandy death trap. Rumor has it that actually MAKING it to the training center is half of the admission, but who knows. Sometimes, they bring out these weird things that were tracked down from outside the Dome by 'Skippers, and while the fights aren't always to the death, they're *always* for the fans. Best part, since the Colosseum is one of the biggest draws, it has a practical army keeping the peace, as it were. Not to mention all the Gladiators enjoy getting paid, and will tear any would-be thief in half and feed them their own asshole if they tried anything stupid.

So now that you have all that money, what to do? Well, short of hire a PCS to keep your ass intact, why not head down to one of the most prominent casinos in Evernight? King's Ransom, a massive casino with a Gygaxian medieval theme to it. There's knights, maidens, dragons, and wizards galore. Games of chance, games of skill, food and drink, entertainment, and secure lodging for those overnight binges. No one's ever seen the face of the owner of the King's Ransom, since they're always in costume, but everyone knows who they are. King's Ransom is owned and operated by the Black Knight, a tall figure of shiny black plate mail with a pair of ominous glowing red dots where their eyes should be. Folks on a winning streak, or who have almost nothing to lose, run the chance of being approached by the Black Knight and issued the "Black Knight's Challenge": Double or nothing, on one roll of the dice. Nine times out of ten, no one beats the Black Knight.

Want to get that heart pumping again (Sorry all you Lifetorn out there, but your exempt)? Head to Decibel. Loudest club in Evernight. Holostrobes, bass golems, tweeter swarms, Powerbard Jockies who know their shit, dancers straight from Carousel, and the booze isn't watered down. It's the hottest point in the grid, averages about a fight an hour, and as long as no one spills the tender's drink, then no one stops nothing. Watch out for the bouncers, though. They're all sorts of fuck you. Holomancers provide the lighting, while Powerbards provide the deafness. If you want to croon, maybe score some free booze or some free skin, Decibel takes all comers, except on Mondays. Mondays are reserved for the Battle of the Bards, where competing Powerbard bands try to see who sucks the least. Talent gets rewarded with drinks and time at Carousel. Actual talent gets noted by corporate sleezeballs, who then either produce a Faustian contract for the band, or ooze back to Hell where they came from. Sorry, not a big fan of suits.

Need to unwind after a binge of drinking and dancing? Head to Carousel. Best whor... brothel in Evernight. Run by the ever elegant Madam Midnight Rose, who according to Evernight lore is never the same race two days in a row. She maintains a well respected and exotic establishment, promising nights to remember and cherish for the right price. Now it's also well known that Madam Rose is very well connected with a local Biosynth / Morphling gang known as Boutique, run by the enigmatic and ostentatious "Wizard D. Roth", who provides both employees and security for Carousel. Madam Rose caters to the unusual and the exotic, and promises that given half an hour, she can provide a client with anything they desire. Man, woman, Morphling, Warforged, Angel, Demon... Carousel caters to the unusual.

Now, you're a softie from out of Dome, and you've managed to hurt yourself. You know what? Tough shit. Life goes on, just not for everyone. The Medicarium went bankrupt years ago, and now a whole swarm of squatters and semi-homeless live there, getting wasted off whatever they can find that wasn't stolen. Find an alley with a broken Medic, hand over some creds, and bite down on the complimentary stick he gives you cause anesthetic costs extra... and stop being a wimp about it. Pain is just weakness leaving the body, and if you have that much to cry about, then there's a whole lot of weak in you. Better hop back to Luna and ask for a one way trip back home... cause you won't make it here.


Rankings:

Police Presence - 0 (Non-existent) - Evernight has no standing police force. Instead, businesses and corporations within Evernight employ private security companies to enforce their own laws. Each company, business, or area of Evernight can (and does) have its own laws. Some areas of Evernight are not patrolled or overseen by any PCS, and are effectively lawless.

Corruption - 9 (Rampant) - Money can get you anything in Evernight. Drugs, passion, blood, vengeance, safe passage. It can save your life or ruin another's. For another money, you can be the king of Evernight, though... titles like that charge by the hour.

Strict / Lax - Varies - Certain areas of Evernight are a veritable fortress, while others are all but ignored. There's little to tell when you cross the line from one to the next, so stay sharp.
« Last Edit: August 12, 2014, 06:47:13 PM by sirpercival »
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Re: Magipunk Locations
« Reply #4 on: December 28, 2011, 05:37:53 PM »
Jarrash

The City of Dreams is Jarrash, a loose collection of soaring, multicolored sandstone and glass. Artists spend decades in the desert city of Jarrash, adding their own sculptures and sand poetry while dust storms rage outside the dome. A nearby sub-dome, reachable via a heavily-guarded underground passageway, houses the Gladiator Training Grounds, where aspirants to the Coliseum are made and broken.

Rankings:

Police Presence - 3 (Unobtrusive) - Very little law enforcement is carried out in Jarrash. The residents have too much respect for each others’ work to allow much vandalism, but for the most part the best defense is to have very little worth stealing.

Corruption - 7 (Common) - Jarrashi officials are easily swayed, and like to charge the new and unwary horrendous prices for unnecessary permits.

Strict / Lax - 3 (Hands-off) - Police in Jarrash like to look the other way as much as possible, citing “artistic differences” as the cause of almost every dispute.
« Last Edit: August 12, 2014, 06:48:30 PM by sirpercival »
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Re: Magipunk Locations
« Reply #5 on: December 28, 2011, 05:58:07 PM »
North

Perched atop the North Pole lies a city of bitter cold, filled with adventurous types aiming to prove themselves against the elements. North is one of the smallest cities, with a semi-itinerant population and a Dome which stands open to the harsh weather much of the time. North is the home of extreme sports, hazardous environment training, and arctic game hunting. It also holds the Aurora, a wonder of natural holomancy that brings hapless tourists out into the snow.

The main city of North is laid out in concentric Circles, divided into Wedges.  Building addresses are given as #, circle, wedge.  At the center stands the Spire, a huge spike of glassy stone hundreds of feet tall; its clear interior is lit with colored light during winter's 6 months of night, as a beacon to help North's residents find their way.  The Circles show a progression of wealth, with the innermost Circle containing the large public buildings and the outermost fringes comprised of extremely low-cost housing.

The Explorers’ Guild holds nearly all of the governmental power, as its domeskipper members make up the majority of all residents.

Rankings:

Police Presence - 4 (Self-governed) - The police in North are mostly there to protect day tourists. Anyone who stays for longer than 24 hours is generally expected to be able to take care of themselves.

Corruption - 4 (Uncommon) - There’s not much in the way of laws, and the hard-bitten folks of North look down on sleazy cityfolk who try to sway their stubborn opinions.

Strict / Lax - 6 (Restrained) - Residents of North are expected to deal with their own business and keep to themselves. If you bother someone enough, they’ll make sure you stop.
« Last Edit: August 12, 2014, 06:51:17 PM by sirpercival »
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Re: Magipunk Locations
« Reply #6 on: December 28, 2011, 06:04:06 PM »
Subterra (by geniussavant)

    Most domes perch precariously on the surface of the planet, but Subterra isn't like most domes.  Deep beneath the open air lies the industrial center that makes up this proud and hardworking dome. Origonally a huge mine, the dome has become the industrial heart of the world.  Owner of the most concentrated population of busy gnomes and Subterran dwarves, the dome produces almost all of the magitech avalible in every city.  Subterra is also the original home of one of the more bizarre races in the world, the fungal Chellochoroids.  Run by the most powerful unions of the dome, Subterra is divided into five major sections, each of which is further divided into smaller subsections. 

   Connecting each section in a crisscrossing web is a series of Magirail lines that serve as transportation for both workers (on commuter lines) and production supplies (on industry lines). Throughout each subsection, there are multiple terminals for commuters, while each factory contains an I-line.  Housing units are built into the cavern walls in every section, sometimes three or four units deep, and living space is at a premium.  Some of the unions maintain low-cost dormitories with similarly low standard-of-living for the occupants.  While there is a small corps of affluent individuals (generally the top Magitechnicians in their field, including the chief MTs for the Global Expansion Team) with incredibly large and beautiful cave-houses, the quality of life is generally quite low in Subterra.

   The first section (or Prime, to the natives) is the start of production and contains all of the refineries and access to all of the mines, with its own dedicated Magirails that service both commuters and supplies for transportation to and from the mines carved deep into the mineral-rich rock and earth surrounding Subterra.  Although unions of miners have managed to improve the conditions of the mines over times past, the mines are still the most dangerous part of Subterra, and worked mainly by Drudges and poverty-line Citizens.  Each subsection is dedicated to a different type of ore. The most prominent and influential union controls the refinment of iron and steel, and as such has the greatest population of the section, nearly triple of the next largest.  The smallest subsection is also the wealthiest, competing with even well off merchants for wealth earned. They are the gemcutters and miners, who supply the raw gems for jewlery making and the crystal needed for the best Magitech items, including weapons-grade crystals and spellcrystals.  Other powerful unions are comprised of the miners of Adamantite and Mithril.

   The second section (or Second, as it is unimaginatively dubbed) is composed of the huge processing plants that convert the raw metals into servicable parts before they are shipped to the next section of Subterra and production. With a population nearly the same size as the first section, Second continues to provide most of the labor manually; however, a small amount of the labor has been converted and is now performed by magitechnical devices (at the threat of full scale union strikes) to help make the industrial setting safer.  Most of the production in Second is dedicated to converting the raw metal of Prime into the components to be utilized and assembled in the other sections. After the conversion, the parts are loaded onto huge I-rail carts and shipped to the third section. In recent years, Second has started to convert more and more of its labor to be performed by magitech machines capable of working constantly and at a faster pace than possible by living (or even Lifetorn) workers. This has caused a great deal of tension between the factories and unions of the section as the unions fight to prevent the transition.

   The third section (Third, of course) houses a collection of massive assembly lines that piece the parts created in the second section into usable items.  Almost entirely automated, the assembly process is overseen by the members of the Assembler's Union, which is generally considered the most talented of the mass production unions, as they contain not only the members that oversee the assembly line but also the designers of many of the items that are created there.  Workers on the assembly lines and in Third, unlike the rest of Subterra, on average have a decent standard of living; although they work long hours, they are well paid and work under safe conditions as the magissemblers do almost all of the physical labor.

   The fourth section (the Quarter) is the last stop for many items made in Subterra, as this section is the shipping and retail hub of the dome.  Nearly all major shops and most of the Port Terminals are located in this section of the city, which also has the most diverse population.  After final processing, most of the goods are sent via Port Terminals fed directly by I-rail to other domes, for general sale. However, a small amount of the final goods wind up in the many shops in this section to supply the workers of Subterra with personal goods.  The merchants control almost all of the interaction with the other domes, and as such, are the most directly powerful union withing the confines of Subterra.  In a small subsection lies the crafting shops of the artisans, who create handcrafted goods, specialty items, and most importantly, new inventions and Magitechs.  The artisans are the top graguates of section five.

   The fifth section (the Academy) is the only section not directly dedicated to the production and sale of merchandise. The fifth section is the home of the most premier crafting school in all the world, the Subterran Institute of Magitechnology (SIM, for short). Run by the very best of magitech teachers, the school not only serves to educate the crafters and magitechnicans that will work in Subterra, but also provides the education for the best magitechnicans everywhere else. Many of the students are Subterran dwarves, who will remain in Subterra and attend the production of goods made within the dome, but a handful of gnomes and a human or two graduate every year and leave with a few dwarves to serve as magitechnicans in other domes.


Rankings:

Police Presence - 7 (Highly Regulated) - Like everything else in Subterra, there is a Lawkeeper's Union to keep the peace.  Because of the confined space and industrial atmosphere, rare lawbreakers are punished severely.  Dwarves in general like to toe the line, and they appreciate it when everyone else does the same.

Corruption - 5 (Moderate) - While most of the common folk of Subterra are hardworking and display a certain amount of personal integrity, those in power are consummate businessmen, and so have a certain... "practicality" to their outlook on life.

Strict / Lax - Strict - Everything in Subterra, from food to waste to daily schedules is relatively planned and enforced.
« Last Edit: August 12, 2014, 06:55:11 PM by sirpercival »
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Offline sirpercival

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Re: Magipunk Locations
« Reply #7 on: December 28, 2011, 06:05:11 PM »
Sylvatium

The Council of Elves rules the resort city of Sylvatium with a well-schooled placidity and beneficence. The enormous Mallorn trees with their hotels full of old-growth balcony rooms overlook scenic glades and sunset beach vistas, full of gentle creatures and giddy tourists. Deeper in the forest, the Sylvan Academy teaches of all things relating to life and growth, as well as various crafts such as woodworking and silversmithing.

Rankings:

Police Presence - 6 (Peacekept) - The Council looks down severely on people who disrupt the cultivated stately life of Sylvatium, and the well-trained police force is skilled at dealing with lawbreakers quickly and quietly.

Corruption - 2 (Very Rare) - Sylvatian officials are honorable to a fault, and rarely are offered anything they want.

Strict / Lax - 5 (Calm) - Restrained revelry is encouraged at the appropriate places and times, but too much disruption is highly discouraged.
« Last Edit: August 12, 2014, 06:55:35 PM by sirpercival »
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Re: Magipunk Locations
« Reply #8 on: December 28, 2011, 06:06:24 PM »
Volta

The sprawling middle-class city of Volta resides in the largest dome of all, packed with modest houses and apartment buildings, and dotted with merchant clusters of all types. The demands of the herd of workers and families in Volta controls the economy of the entire world, through quaint outlets of giant corporations that promise down-home goods at reasonable prices.

Rankings:

Police Presence - 5 (Harried) - The police force of Volta tries, they really do, but there’s so many people packed into an area that’s simply not large enough… they do what they can, but too often it’s not enough.

Corruption - 6 (Ignored) - Sometimes a greased palm and a silver tongue is the only way to get what you want in Volta. No one really talks about it, but it happens more often than you would think.

Strict / Lax - 5 (Bustling) - There are certainly laws of conduct. But whether or not they’ll actually be enforced at any given time is a matter of chance.
« Last Edit: August 12, 2014, 06:56:04 PM by sirpercival »
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Re: Magipunk Locations
« Reply #9 on: December 28, 2011, 06:07:48 PM »
Port Nexus LUNA

A multi-level dome clings to the low-gravity surface of the Moon. Inside, jump tubes interconnect in a dizzying maze to handle the constant flow of traffic from one Dome’s teleport pads to the others.

Rankings:

Police Presence - 10 (Omnipresent) - PNL is operated by one of the three great megacorporations, Linked Universe Network Associates. They keep everything in the Port Nexus completely locked down.

Corruption - N/A (Irrelevant) - Most of the police force is automated, so there’s no one to negotiate with.

Strict / Lax - 8 (Focused) - Visitors to the Port Nexus are highly encouraged to move from point A to point B and do little else.
« Last Edit: August 12, 2014, 06:56:35 PM by sirpercival »
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Re: Magipunk Locations
« Reply #10 on: December 28, 2011, 06:08:22 PM »
The Wilds

Everywhere in the world outside of a Dome is called the Wilds. It’s an overgrown mess of plant life, deadly monsters, and homeless and lawless renegades and exiles. The unwary die in the Wilds, and even seasoned Domeskippers tread lightly. If you’re (un)lucky and find a contingent of G.E.T. scouts clearing an area, you might be able to have a conversation before they kill you out of hand.

Rankings:

Police Presence - N/A (Nonexistent) - Are you kidding? There’s no police out here.

Corruption - 10 (Required) - If you encounter anyone who’s willing to listen to you, it’s generally only for the express purpose of separating you from your money.

Strict / Lax - 0 (Wild) - There’s no one out here to enforce anything. Do what you want, though if you’re too loud, you’ll probably attract unwanted attention.
« Last Edit: August 12, 2014, 06:57:12 PM by sirpercival »
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.