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World Generation

on Mon Aug 13, 2018 5:23 pm
Hey All! This is the listed, from earliest to latest World Generation posts from the emails. We will continue the chain from here. I won't be posting the image of the map until it's finalized as well as the rules doc for generation. Just PM me for it or ask other players for the file. Thanks!
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Re: World Generation

on Mon Aug 13, 2018 5:28 pm
Peyton 1
1: Gate Placement. The Gate has the first colony settled on planet.
2: The Gate is PC aligned
3: The Gate has Complete Fabrication as it's industrial level.
Mark 1
1: Artifact site: The Sunken Labyrinth
Ancient alien city in which all inhabitants perished in an apparent cataclysm.
Beneath the city is a partially flooded labyrinth of catacombs, containing a collection of valuable resources and alien artifacts, some of which appear to be far advanced for this bronze-age civilization.
2: Adjacent Morningstar-aligned research settlement
3: the research settlement has a population of 150

in the southeastern corner of the main continent, the ancient ruins of a bronze age city have been discovered. Preliminary estimates by the Morningstar group suggest that the city had housing adequate for ~3000 of the extinct native "Rapoganese" aliens. Morningstar researchers report that it is evident that a cataclysmic event occurred, resulting in the deaths of the vast majority of the population. Of important note, archaeologists identified the remains of the city's inhabitants in states of petrified mummification unceremoniously lining the streets and dwellings of the city. to date, roughly 1500 mummies have been found. The positioning of the mummies were reminiscent of the ancient Roman city Pompeii, in which a volcanic eruption buried the inhabitants of the city. Many of the mummies appeared to be fleeing a central location in the city, and others were turned toward this location, their limbs outstretched; some adopting a defensive posture while others appeared to be welcoming or worshiping.
The central location, and apparent source of reverence and terror was a towering citadel, that appeared to hold some sort of religious or political significance. A mummified crowd was gathered in the courtyard; the positioning of the bodies indicated some sort of blast emanating from the citadel entrance. within the citadel, archaeologists found an entrance to a labyrinthine network of catacombs. Some parts of the catacombs are accessible, while others appear flooded. Ultrasound scans reveal a dormant plumbing system that may be re-activated to clear out lower layers of the labyrinth.
Archaeological findings from within the labyrinth include a treasure trove of precious metals, a wealth of anthropological knowledge, and some rare findings of technological artifacts that do not appear to be Rapoganese in origin.

Morningstar believes that further investigation of the catacombs is warranted.

Kyle 1
1. corporation: tetsuo, hydroponic branch. as most of this world is marsh or swamp, tetsuo hydroponics has taken a particular interest in the naturally occurring vegetation of this world.
2. plot device: orbital satellite, owned and operated by tetsuo hydroponics for use in large scale survey of areas with possible high resources. satellite includes high resolution cameras.
3. rumor: it is said that tetsuo has been known to quarantine areas, ‘erasing’ entire fields of crop, and some have reported family gone missing.

Jay 1
1. Hovering somewhere near the center of the map is an aerostat facility. It is an air transit hub.
2. Its population would be only about 100 max.
3. But there appears to be nobody there and all the lights are off. Some of the zeppelins docked there haven't moved for months.
4. Its faction is law enforcement.
5. It is light-fabrication capable.
6. Has many transit routes but I only have one choice left so the first one connects to whatever of your features is closest to the center of the map.
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Re: World Generation

on Mon Aug 13, 2018 5:28 pm

Kyle 2
1. tetsuo’s on-world headquarters: think something on concrete stilts, similar to the UCSD library (pictured below) except much more irregularly shaped, spread out, and sprawling.
2. location: the facility is located on the north eastern island of the map.
3. security: autonomous drones, some of which are armed

Mark 2
1) Artifact (unstable): Precursor alien spire. At the highest elevation point in the northeast area of the main continent, a 2 KM tall spire towers over the countryside. At its base, there appear to be structures worth investigating; however significant broad-spectrum EM radiation interferes with all electronic equipment (cybernetic implants included) that get close, causing machines and people to malfunction.

2) Artifact (unstable): Precursor alien moonbase. An artifact similar to the precursor spire on Rapog's beach can also be found on the planet's closest moon "Occula Proxima". The structure is supermassive, and is clearly visible to the naked eye. It is surrounded by a series of what appear to be solar power arrays. The same EM interference that surrounds the spire also surrounds the precursor moonbase, inhibiting investigation attempts. Throughout the phases of the moon, (waxing, full, waning, new), broadband communication signals can be detected between the spire and the moonbase. When the moon is full, signals are at their peak and the spire appears to come to life. this is accompanied by various phenomena across Rapog's Beach, as there is an increase in electrical storms, unexplained anomalies are detected, transhumanist technology glitches out, and there are even reports of ancient machines and smaller precursor artifacts humming to life. The moonbase structure along with the bright reflection of the solar arrays give Occula Proxima the appearance of a giant eye (hence "Occula" in the name). Combining this appearance with the phenomena that occur during a full moon, it is understandable that the primitive Rapoganese civilization were very superstitious about the phases of the moon, or so archaeologists have reported.

3) Artifact (unstable): Derelict Hulk. Washed up on the shore of the beach on the southwestern bay of the main continent, a massive 1 km long machine lies partially buried in the sand. The structure of the machine appears to visually resemble that of some native deep-sea vertebrate marine life. The hulk appears to have a skeletal structure, but has some features typical of invertebrates, like the legs and claws of a crab, and squid-like tentacles. The hulk appears to have not moved in centuries, however it emits the same sort of broadband EM signals that the spire and moonbase do. Transhuman technology does not work in close proximity, and those who approach the hulk suffer psychological abnormalities (hallucinations, delusions, aggressive behavior, conversations with an apparently absent partner). It appears to partially activate with the phases of the moon; parts of the hulk will light up, and internal machinery will begin to move, but the hulk itself remains dormant.

Peyton 2
1. Colonization site: Destiny. Brigadier Interactive, an entertainment corp, has set up an "Actual Experience" location along the higher "plateau" of the western continent. Dubbed "The most Real experience," contracted actors portray period settings with precise, researched detail. Currently there is a Mad 20th century as well as a classical europa. LLA hyperrich are the desired clientelle
2. Destiny's population is 500
3. There is a combined Zeppelin/trail route to the gate. Recent reports state that the trail route has become "compromised."
4. Colonization site: Station Adelaide. Weather research site on the continent south of the split and south of the Bay of Bisay.
5. Station adelaide has an infrequent population, due to its semi automated state
6. Colonization site: Bipeng. Along the eastern archipelago.
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Re: World Generation

on Mon Aug 13, 2018 5:30 pm
Mark 3
1) The Dreamworld
The Elder Precursor alien race digitized their consciousness eons ago, and created a digital world similar to Transhumanity's "mesh" known as the Dreamworld. It is in this Dreamworld that remnants of the precursor civilization still "live". Physical anchors for the Dreamworld, akin to servers, are the moon base and spire described in my previous entry. Communication with the Dreamworld is supported primarily by satellite beacons and nodes scattered across Rapog's Beach, all with direct links to the primary hub: the Spire.
Entities of the Dreamworld occasionally make contact with colonists, but communication attempts have ranged from difficult to harrowing. Cybernetically augmented transhumanist sometimes catch glimpses of the Dreamworld, but to date have yet to fully enter and commune with the precursors.

2) Faction: Revenants
Within the sunken labyrinth and other Rapoganese sites, cybernetically animated husks that appear to be augmented ancient Rapoganese appear serve as sentries, attacking any transhuman they come in contact with. Anthropologists speculate that the augmentations were a form of enslavement by the Precursors; i.e. that the Precursors abducted Rapoganese, and implanted them with cybernetics to extend their lives, enhance their utility, but completely dominate their will, and remove any sense of individuality. These Revenants are found at multiple Rapoganese sites, usually in a dormant state, but when active are always hostile to Transhuman colonists.

3) alien: Skywhales
I believe that this name is descriptive enough. There are pods, herds, whatever, of massive flying aliens, kept aloft in the atmosphere by sacs of helium. These gentle Giants appear to subsist on a diet of mainly sky krill and sky plankton, but could perhaps serve as an excellent source of food and helium for transhuman colonists.

Kyle 3
1. pandora gate customs facility: a joint operation between morning star for meat-sack security and tetsuo for state of the art screening equipment. there’s nothing special on the surface, but should tetsuo find something of interest heading off-world, you and your cargo will be disappearing through a series of underground facilities.

2. on world mesh access: things here are not entirely up to spec with the ‘comforts’ of back home. mesh access is not always a given, and players should not assume they’re going to be in constant communication across planet. that being said, point to point laser comm’s between vehicles is common when outside well traversed areas.

3. the name of this world is zecho. (know we’re doing ‘yes and’ but i think we could debate the world’s name if you guys don’t think zecho) Kyle will need to replace this one

Jay 3
All three of my picks, and all three of my next, are transit routes between the deserted aerostat the other sites starting with (Mark's) Destiny, Gate Customs station (Kyle's) and then the rest of the sites on the map beginning with the most significant, particularly Mark's Destinynand Adelade and Kyle's Tetsuo and Gate Customs facilities.
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Re: World Generation

on Mon Aug 13, 2018 10:16 pm
i'm gonna do four this time to make up for the world name already being taken

1. metamor is a drilling and excavation corporation with a location on world
2. they've been gathering rock and soil samples for analysis across the entire planet
3. there's a rumor floating around that they've brought a new excavation technology on world for testing deep drilling
4. it's also been said that there's a great deal of primitive fossil fuel located on world
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Re: World Generation

on Tue Aug 14, 2018 8:22 pm
Mark entry #4

1) boss space whale, Mobius Dichotomy
In the coastal skywhaling colony Nansmouth , tales are told of a massive ancient skyfaring beast. A skywhale with a helium bladder 80 meters across roams the stratosphere in the frigid skies of the Frozen North. Sightings have consistently reported that the beast bears cybernetic augmentation, and is accompanied by an armada of arial cybernetic hybrids, possibly it's offspring, that protect their floating overlord with violence and fervor of a grizzly bear mother separated from her cub... But ... You know, with like flying dinosaurs with space lasers and shit.

Noted for it's duality of organism and machine so far uniquely identified as the sole specimen in this species, the beast has earned the name Möbius Dichotomy (Moby Dich for nickname). The augmentations are thought to be of Precursor Civilization in origin, which makes it difficult to date the age of this entity. Whalers that hunt Möbius Dichotomy find themselves on a trecharous journey, and typically fall victim to skybergs (floating icebergs because helium or something), the abhorrent armada of Moby's protectors, or the jaws of the beast itself. Survivors relay reports of the cyber-madness typically associated with approaching Precursor Civilization artifacts.

Yes, it's supposed to be like a badass cyborg sci-fi version of Moby Dick.

2) Faction: the Undertow Initiative

A splinter faction initially funded by Morningstar headed by Chairman Frank Undertow was established to research the remnants of ancient Rapoganese and Precursor civilizations. The faction has since broke ties with Morningstar , gaining financial Independence through subsidiaries in the Helium trade and less savory business ventures. Undertow has refocused their pursuits to salvaging Precursor technology, establishing contact with the Precursors, and ultimately awaking and controlling the precursor hulks scattered across Rapog's Beach. They fiercely hunt , occupy, and defend precursor artifact sites, and are hostile to any entity, even other Transhumans . They are known to employ subterfuge and sabotage to wrestle contol of Precursor sites from other factions. They control territory around the Derelict Hulk, and have tried unsuccessfully to gain control of the Sunken Labyrinth (Currently occupied by Morningstar)

3) Transhuman settlement: Nansmouth

Imentioned the settlement earlier in this entry; Nansmouth is a coastal town on the northern shoreline of the main continent. Nansmouth is home to seaport, skyport, and spaceport, and serves as a hub for fishing, whaling, trade, and transport off world.
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Re: World Generation

on Fri Aug 17, 2018 12:35 pm
1. General World information: while there has been several satellites placed into orbit, the infrastructure for actual space travel has yet to be obtained on planet.
2. General World Information: Recent anarchist cell crackdowns have resulted in heavy monitoring of blueprint sharing and use. Corporations have reacted as well by restricting access to company equipment
2. General World Information: initial cooperative endeavors between political entities has reached a plateau.  With recent discoveries of alien precursor sites, highly desired resources, and general challenges of colonial activity, has resulted in a decrease in stable relationships between the LLA, Morningstar, and Planetary Consortium Corporations and citizens.
3. General World Information: for unknown reasons, Mars side Pandora Gate activity has become more restricted.  Expect increased costs for all goods as well as increased wait time.
4. General World Information: due to new restrictions for settlers, hounding and stockpiling has begun.  A term has floated for a person paranoid over resources: Shell-counter.
5. Edit to Kyle's Security post: the Morningstar aligned security firm's name is Gryps Corp.  The specific section of the Corporation onsite are called Titans and are known for their abuse of power.
6. General World Information: Genetics Rights Management programs have been enforced by Corps as a means to keep settlers on site.  Also, new diseases have cropped up, intensifying GRM as well.  It's not fun to be in a biomorph.
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Re: World Generation

on Sat Aug 18, 2018 7:35 pm
Mark entry #5
1) The Elder Blight
TL;DR: an infection with nanomachines of Precursor origin that builds a network of cybernetics within afflicted individuals. This cybernetic network ultimately gains control of the afflicted's mind and body, eliminating all sense of self, promoting erratic and aggressive behavior, and instilling a reverence in the Precursor civilization.

Transhuman were first exposed to the blight through a multiple vectors: specifically through contact with precursor artifacts, or ingestion of contaminated fauna, most notably seafood.

The blight is highly infectious. Transhuman may be infected with dermal, respiratory, orccular contact, or ingestion with / of infected material such as bodily fluids. Individual s with late stage affliction will attempt to forcibly expose others to the blight, and possess augmentations to enhance infectivity of the blight. Late stage afflicted will grow pustules or sacs filled with infectious material and can infect others by aerosolizing the pustule contents (spray or explosion) , injection with cybernetic injectors or "stingers", or shooting infectious darts.

In many coastal Transhuman settlements on Rapog's Beach, such as Nansmouth (described in my last post), many residents appear to be afflicted with a syndrome characterized by a combination of psychological and physiological abnormalities. The affliction has been categorized into 3 stages of progressive severity. Briefly, an afflicted individual will first report attention deficit, difficulty concentrating, and will be easily distracted (stage 1).

In stage 2, afflictted individuals will report intrusive thoughts, auditory and visual hallucinations, cognitive difficulty, indifference to previously held interests, responsibilities and obligations, and are in a state of perpetual confusion. Additionally, in stage 2, organic skin begins to pale, and darkened lattice-like markings appear.

In stage 3, all personality characteristics of the afflicted individual are lost; they no longer remember the names or faces of loved ones or themselves, nor can recall any aspect of their life before the affliction. They engage in erratic behavior such as aimless wandering, congregation with other afflicted, violent hostile acts, and risky behavior with little regard for personal safety or the safety of others. in many cases, patients show an intuitive reverence for Precursor Civilization paraphernalia, and will attempt to leave their dwellings or confines to seek out nearby Precursor artifact sites. This Precursor interest appears most intense during the full phase of the moon. Physiological signs in stage 3 are a pronouncement of the subdermal latticed markings advancing to protrusion from the skin, yellowing of the eyes, loss of appetite and body weight, and cyanosis of organic skin.

The condition is not fatal per se; however the risky and violent behavior brought on by the condition will often times result in a patients' demise through secondary, often traumatic means (walking into traffic, falling off high places, drowning themselves, self inflicted wounds, etc.)

Attempts to contain the afflicted are met with aggression, hostility, and violence, culminating in all cases with the mortality of the afflicted or their caregiver.

Autopsies of victims reveal that they had been infected with replicating nanomachines of alien origin (presumably Precursor) that construct a network of cybernetic augmentation throughout the entire body. These augmentations are similar to those encountered in Rapoganese Revenants (See Mark entry 3).

2) Nansmouth settlement unstable
The advent of the Elder Blight in the Nansmouth settlement has had a devastating impact on the populace. Hundreds have been killed in violent acts related to the Elder Blight. Sections of the city have been quarantined and burned. The civil government has fallen. Cadres of fanatical vigilantes have formed, to combat the "Scourge of the Precursors" and exterminate all those afflicted with the Blight.

3) Faction Update: Undertow Initiative
Through some as-of-yet-unknown method, the Undertow Initiative has embraced the Elder Blight. All members of the initiative are infected, yet somehow they are able to maintain their sentience and continue to work towards the goals of the initiative. The augmentations symptomatic of the Elder Blight has given Undertow a "hive mind" like status from seemingly instant communication between all members; allowing all members to instantly share information, make decisions, and react. Somatic augmentations also impart increased durability and other physiological enhancements.
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Re: World Generation

on Sun Aug 19, 2018 4:22 pm
1. settlement: grayscale. located on the north continent's highest elevation, defensively placed with its backside to a mountain face, and has one of Rapog's largest populations.
2. stable: grayscale is home to the central headquarters for metamor, and that corporation provides security forces, outfitted with military grade armor (think jin roh), to protect the town populace from harm.
3. grayscale fabrication level: complete
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Re: World Generation

on Fri Aug 24, 2018 6:36 pm
1. K'abal islands: inhabited by intelligent humanoid species in scattered settlements. as more and more corporations start appearing theyve been driven back from their settlements, some unconfirmed sources state that a shady corporation that no one seems to be able to name is abducting them for experiments as well. They are hostile to outsiders with the rare exception of a few who chose to live in trans-human settlement. (vague description: Grey/blue tinted skin, may sport tribal patterns that are basically birthmarks on their  faces, standard female/male homosapien qualities)

2.Northern Peninsula abandoned dig site for project  Janus: the dig site that was originally a project to get underground tunnels built for transportation purposes and was stopped mysteriously and never started up again many indentures went missing during this project and no corporation seems to want to touch the area there are rumors from nearby settlements of people  just walking towards the dig site and never returning as well as seeing lights coming from the general vicinity. It is rumored that Metamor is behind the original drilling project but they deny it and no information is available stating who was working on it, why it stopped, or why none of the corporations want to even explore that area.

3.The Monolith:  at the end of the archipelago of the kabal is the largest island in the whole planet at the center there seems to be a large monolith that is Gargantuan enough to be seen with the naked eye from low orbit of the planet. no one knows for sure what it is because there always seems to be some sort of interference that does not allow equipment to zoom in enough to know what it really is, every expedition manned or unmanned to figure out what this strange structure is seems to vanish into thin air


Last edited by Moises on Sat Aug 25, 2018 9:46 am; edited 1 time in total (Reason for editing : fixing stuff)
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Re: World Generation

on Mon Aug 27, 2018 3:16 pm
1. faction: sky-pirates - anarchist anti-capitalist group who only steal from corporations and sell on the black market to earn a living. they are driven to single handedly thwart capitalism's advance and are known for recklessly navigating airways in vessels that most would call un-sky-worthy. sky-pirates are a highly democratic group who value their code of horizontal power structure and apply it to every area of life. every member has a vote, and their word is everything.
2. largest sky-pirate clan: hexhaunt. their leader, known as revenant, is rapog's most famous criminal. tales of the revenant's deeds and adventures have entered rapog youth's standard canon, and while most of these children's tales may be just myth, tetsuo and metamor's security forces have been trained on spotting members of hexhaunt.
3. airship defenses: ranging from lightly armed transport ships with no armor covering their buoyancy tanks, to sophisticated corporate warships employing synthetic bulletproof buoyancy tank armor and a number of gun turrets equal to the B-17 flying fortress of yesteryear, airship defenses vary significantly across rapog. while it's standard procedure for commercial flights to instruct passengers on sky-pirate attack procedure, almost everyone outside of corporation big-wigs are off the sky-pirate raiding menu.


Last edited by kylevinton on Mon Aug 27, 2018 10:49 pm; edited 1 time in total
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The Capital

on Mon Aug 27, 2018 3:43 pm
1: Hanging over the ocean off to the South is a large and unusual aerostat. It is anchored to an underwater counterpart station, the connecting cable serves as a short-range 'space' elevator.
2: The unusual structure is owned by the unusual NeoCapital Corporation, an employee-owned 'solutions' company.
3: The structure has complete fabrication but mostly only the capability to sustain and expand itself. This process has slowed and the anchor station bloated in size asthe NCC is forced to filter seawater for fabber material.
4: Exports: clean water, small-team operatives, pod bodies, server space.
5: The structure holds the DRYVER server on its main computer, contracted by an anonymous client.
6: It has only one transit route, a private line to the Port Authority at the center of the map.

--Jay/PILATE
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Re: World Generation

on Tue Aug 28, 2018 6:27 pm
Mark entry #6

1: Nansmouth alignment: Nansmouth Liberation Alliance (NLA)
The city-state of Nansmouth has fallen under siege to the scourge of the Precursors, the Elder Blight. Several urban and suburban districts around the settlement have fallen to the blight, while others remain contested. The Nansmouth harbor district remains the only sanctuary in the settlement. Access to the harbor has allowed for the evacuation of civilian survivors to off shore quarantine barges, as well as granted an avenue for reinforcements to arrive to help fight the Blight.

Every corporation with any investment in Rapog's Beach understands the threat posted by the Blight, and how shareholders would react to the loss of such a significant investment as the Nansmouth settlement. Therefore all government and corporate interests (LLA, PC, Morningstar) have pooled their resources into the Nansmouth Liberation Alliance. The collaboration between political and corporate factions is frought with tribalism. While many on the front lines of the conflict call for a unified effort, executive level directors prioritize corporate interests. Each wants to he the faction that liberates Nansmouth. Factions will often act in self interest short of outright sabotage, however it is common for one faction to throw another under the proverbial bus.



2: Blight Treatment, Nanivax
The Medical Utility Services Affiliates (MEDUSA) was formed from the pooling of medical science resources from various corporate entities as part of the NLA. Medusa has developed an immunotherapy to combat the blight (combination vaccine against precursor nanite particles and viral therapy to produce designer antibodies to Target nanites and precursor cybernetics, along with medical nanites because scifi). Nanivax treatment can effectively guard against minor exposures, and slow the progression of the Blight; however, it has not been shown to reverse the progression past stage 1. Nanivax is distributed to all members of NLA and all survivors rescued from Nansmouth

Nanivax requires full fabrication facilities for it's production. Loss of such facilities would result in a finite supply, and hamper the creation of more. Additionally, MEDUSA only exists as long as LLA, PC, and MS continue to play nice. Dissolution of the NLA would severely hamper Nanivax production. Corporate entities have patented their contribution to Nanivax, to protect their intellectual property, in hopes to profit off their investment in MEDUSA. As such, MEDUSA programmed a license key in Nanivax medical Nanites. If Medusa goes tits up, Nanivax will remain inert. Antipiracy measures have been taken to dissuade unlicensed use of Nanivax. If someone takes Nanivax without an active license, the Nanites are programmed to induce osteogenesis and calcify the living tissue of the patient. In layman's terms, unlicensed use of Nanivax will turn the user to stone.

3: Elder Blight stage 4. (Cyber Warecrab)
Those afflicted with the blight for an extended period of time that has progressed to stage 3 will enter a fourth stage in which the Blight Nanites will begin to remodel patients physiology, to add physical features of the surrounding fauna. Patients will start to take on characteristics of Rapoganese wildlife, terrestrial, avian, amphibian, and aquatic. Mainly in the Nansmouth region, the most common features of stage 4 afflicted are that of aquatic life, most often similar to crustaceans of Earth; i.e., this disease turns people into Warecrabs.


Last edited by Mark.k.schultz on Tue Oct 23, 2018 8:25 pm; edited 1 time in total
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Re: World Generation

on Tue Aug 28, 2018 7:09 pm
1. Faction  Sons of the Black Sun: at a glance they just seem like crazy chaos worshiping cultist. Very few people know of their existence  and even fewer their purpose. what little is known may not even be reliable. but there are whispers in the darker corners of the mesh, most recently there's been whispers in guanxi on how the sons seem to be trying to wipe all of transhumanity from the universe to appease the black sun and return all to the void.

2. Code name:: Ghenna gate::
On an unmarked island 4000 miles south from the most southern point of the largest landmass is a rift in the fabric of space; It has been reported that the rift has a tendency to suck in anyone within a 50 foot radius, as well as spew out "humanoid" husks.
Employees of the corporation tasked in securing this dangerous anomaly have all testified to hearing voices, human and other when within 1000 feet of the area, they also claim to see ethereal tentacles (for lack of a better description), The gate has been known to eject living husks, and other unkown subjects forcing immediate expunging of the area with but not limited to fire, orbital strikes, as well as nuclear payload.
The corporation is called  "Configurationis eo lamentationes" ( this is the only name i could come up with i didnt want to make it into scp so i used hell raiser's lament configuration as inspiration since the cube is ultimately what keeps the cenobites trapped in their own dimension if you have any better names please tell me lol)  this corporation's main purpose is to contain and neutralize these anomalies.

3.Person of interest: Dr. Zyv'an, mad scientist, borderline exhuman, managed to somehow shrink a whole settlement and nab it for who knows what insidious purpose.
Zyv'an does have a considerable aount of wealth from profiting off of his mad inventions. he could easily pay for gate time, as well as have contacts with some pretty nasty corps
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Re: World Generation

on Wed Aug 29, 2018 10:11 am
Things are looking really good with all of our posts. However, I want us to buckle down for the time being and finalize information on created sites. Let's finish what we have made so far.
I want to focus us on that and specify Alignment. Alignment may be faction and/or Corporation based, but it will always have a political alignment of LLA, Morningstar, Planetary Consortium, Joint Cooperation, or unaligned. The first three are pretty self explanatory. Joint Cooperation is when two or more political entities share responsibility for the site. Unaligned is when a hypercorp does not align itself with any specific political entity, for example if a hypercorp based in the belt decided to colonize.

Here are the current colonization sites with information peeled from our posts. Jay you mentioned Port Authority. I don't know which one that is, so please post a quick clarification under this post, please. Kyle, your post about the Gate customs facility. Is this a part of The Gate's colonization site?

The Gate
Pop
Industrial level: complete
Stability
Alignment: Planetary Constortium
Routes

Labyrinth Site
Pop
Industrial level
Stability
Alignment: Morningstar
Routes

Aerostat Facility
Pop: 100 (?)
Industrial level: Light fabrication
Stability
Alignment: Law inforcement(?)
Routes: To and from Destiny. To and From Tetsuo HQ

Tetsuo HQ
Pop
Industrial level
Stability
Alignment: Tetsuo
Routes: to and from Aerostat facility

Destiny
Pop: 500
Industrial level
Stability
Alignment: Brigadier Interactive
Routes: Zepplin and Land Based route to/from The Gate. To and from Aerostat facility

Station Adelaide
Pop: null
Industrial level
Stability
Alignment
Routes

Bipeng
Pop
Industrial level
Stability
Alignment
Routes

Nansmouth
Pop
Industrial level
Stability: unstable
Alignment: Joint Cooperation, NLA
Routes

Grayscale
Pop
Industrial level: Complete
Stability: Stable
Alignment
Routes

NCC Aerostat
Pop
Industrial level: complete
Stability
Alignment
Routes: To and From Port Authority(?)
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Re: World Generation

on Wed Aug 29, 2018 12:26 pm
So these are my 6
1: The Gate's Population is between 5,000-10,000. The variation is due to it's purpose as a central hub for many corporations and large warehouses that store fabrication feedstock that is unavailable on-site.
2: Destiny site has light fabrication with much of it's extended needs created at The Gate. Brigadier Interactive is actively pursuing the creation of a nearby site to further industrialize to expand Destiny. This is currently speculative due to the lack of growth in Tourist registration for the upcoming season. Shareholders are getting nervous.
3: The Gate: very stable. All governments and corps are interested in keeping gate activity high. Therefor, maintaining stability and solvency for the main site is paramount.
4: Destiny: unstable. With Tourist growth not increasing at a desired rate, many investors and shareholders of Brigadier Interactive have begun discussing offloading on site assets to maintain budget stability. Unconfirmed cases of Blight have been reported, with official statements from CEO Mick Mercer categorically denying the cases.
5: Station Adelaide: no fabrication ability.
6: Station Adelaide Alignment is unaligned. Due to the lack of population and general purpose of being a weather site, Adelaide functionally is available for use by all factions. Though, Yunge Light Industries, Fabrication, and Engineering, the original constructor of the site, may change this matter.
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Re: World Generation

on Wed Aug 29, 2018 1:00 pm
Mark entry #7
Nansmouth
Population:
Sanctuary: 500 NLA, 1200 civilians
Contested zone: 200 NLA, 500 civilians, 1000 afflicted
Fallen zone: 3000 afflicted

Route: only accessible by sea or air in the Nansmouth harbor district (aka sanctuary). Land access is blocked off

Industrialization: Nansmouth was full fabrication, but only the sanctuary district has access to operational fabrication facilities.
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Re: World Generation

on Wed Aug 29, 2018 6:41 pm
1. the gate custom's facility is part of the gate colonization site
2. grayscale alignment: metamore
3. grayscale travel routes: airship and narrow mountain pass road
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Re: World Generation

on Sat Sep 29, 2018 5:48 pm
Mark entry #8
1: faction: Nansmouth Militia
The civilians of Nansmouth have armed themselves and loosely organized into militia in order to combat and contain the Elder Blight. These militia take a zealous stance in erradicating the Blight. They don't shy away from collateral damage, and have burned down entire neighborhoods resulting in civilian casualties in order to eliminate a few afflicted. The Nansmouth Militia will not hesitate to execute someone on the suspicion that they have even stage 1 affliction of the blight. Militia members primarily come from backgrounds of fishing, whaling (sky or sea), or hunting. As such they employ the tools of their trade in the erradicating of the blight. Laser harpoons, chainsaw cleavers, force-field nets, electrostatic grapplers (for hunting Skywhales without penetrating the helium sacs) are examples of some of the trade tools that have been weaponized by the militia.

2: Faction: The Wardens
The Wardens are another faction that has arisen to counter the threat of the Blight. In contrast to the Militia, the Wardens prioritize preservation of Transhuman life. They resort to lethal force as a last resort, or when facing afflicted who's transhumanity has been lost to the Blight. They attempt to distribute treatments, particularly Nanivax, to the Nansmouth population, much to the disdain of the corporate venture MEDUSA. They try to unlock the license protections of Nanivax, so that unlicensed use won't turn patients to stone. As they are technically stealing intellectual property, they are considered a criminal organization by the corporate interests; however, they maintain a tense relationship with the NLA in order to combat the more pressing Nansmouth crisis. Wardens are an underground organization, and many in their ranks hold other positions throughout Nansmouth, the NLA, and different govt and corporate factions, keeping their Warden affiliation a closely guarded secret.
Similar to the Undertow Initiative, some members of the Warden's inner circle are infected with the Blight, but are somehow able to keep the infection in a suppressed state. This constant low level infection grants them a special connection to the Precursors and others afflicted with the Blight. They are able to sense the location of other blighted, as well as any precursor artifacts or entities. They even are able to understand and engage in some basic communication with afflicted and those who have advanced to stage 4. The high ranking Wardens keep this information a closely guarded secret, and the exact method used to maintain an almost symbiotic relationship with the blight is known to only a select few of the Wardens' highest ranking mdmbers. These abilities make the Wardens particularly efficient at hunting the Blight.

3: Precursor Assembly Forges
Scattered across the land and seascape of Rapog's Beach are hidden precursor Assembly forges. These massive automated factories assble cybernetic animal-like life forms that inhabit the land, sea, and air. Each creature produced by the assembly forge is a Cybernetic hybrid of organism and machine; synthetic augmented life, and they range in size from microscopic nanobots to kilometer long Leviathan hulks that manage to find their way into any environment. These creatures have autonomous willpower and follow basic animal like programming: kill, eat, sleep, reproduce, repeat; but they can also serve as host to Precursor consciousness. Any of these life forms can serve as Avatar to the ancient digital consciousness of the Precursors.

Many of these life forms are hostile to Transhumanity, especially the massive cyber sky-worms that attack airships.
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Re: World Generation

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