Die Shize reacted to supernal for a article, Martial Town
Original author: Paroxysm
Heavy contributions (Districts): Die Shize
License: Paul Hartzog [CC BY-NC-SA 2.0]
Palgard - Remnants
In the year 026 AO, Palgard sustained deliberate, catastrophic damage to its infrastructure and leadership, causing innumerous civilian casualties and the collapse of the Mega-City’s government. The world had become bedlam, and anarchy ruled the streets. Normal, everyday citizens, bolstered by a host of mercenaries and visiting anarchists, revolted, rioted, and ransacked the hurting megatropolis. The city had been ruined, if not in form, then in spirit. Death had come for it again.
But as in the past, Palgard has refused to succumb. Its newly appointed PeaceKeeper appeared following the city’s fall, and with her came the word of law, and imperial strength enough to enforce it. She marched at the head of a great confederacy of soldiers levied from surrounding cities and communities. They brought a measure of order to the chaos, carving out a section of the city for reclamation. Their mission objective was simple: bring Palgard back into the fold, for empire, for the Saint King, for Gaia.
Martial Town used to be earthen fortifications raised up from streets cleared of debris and people. Four years old now and entering adolescence, Martial Town today encompasses all of the the surrounding neighborhoods, repairing, or otherwise repurposing, the apartments, storefronts, and the high rise buildings that yet stood in defiance of Palgard’s defeat. And with its growth, so, too, did its population rise. Soldiers brought their families, refugees sought safety, and opportunists followed the flow of commerce as rumors of the Way Gate’s reactivation reinvigorated the local economy and renewed interest in the city.
This renewed interest in the city does not bring just growth and opportunity however, but also conflict and strife, as not all citizens are willing to live under military thumb. While the majority of Martial Town, especially its central, regularly patrolled military district, is safe to travel and live, its burgeoning borders and hanger-on communities see significantly higher rates of crime than elsewhere in Terrenus. These peripheral neighborhoods are owned by gangs and tribes of anarchists, sometimes backed by enterprising capitalists, and are further bolstered by the sudden influx of illegal trade brought on by missing military supplies, a black market trail speculatively originating from northern Palgard, and a nebulous network of underground contacts seeking the opportunities afforded by a city in disarray.
Life can be good in Martial Town, or it can be very bad indeed. In order to fight against rampant unemployment and poverty, the occupying military has decreased much of its recruitment from outside of the city, focusing instead on paying adventurers, mercenaries, civilians and the occasional specialist party, keeping the city’s internal economy churning, if only barely, through frequent objective-based undertakings and the rebuilding of infrastructure. Toward this end, many of the black market deals, underground contracts, and use of illegal technology in the district is tolerated within limits.
(Core, Buffer, Peripherals)
The heart of Martial Town, its most central area, is called the Core. Here is where the Martial Town Government is based, as well as some of the most prominent and most wealthy residents of the city.
Crime rate is at an all time low within the Core, at least depending on a particular interpretation of the word "crime". While the Core is quite the opposite of the Peripherals, the outer city limits overrun with organized crime groups, anarchic syndicates and street gangs, the government employs its own full-standing military force to police the city's center. This comes with a price. Crimes against the citizens are still committed. Unsanctioned home invasions. Random street inspections. Abuse of evidence and general abuse. It is all contained enough to minimize the threat of riots, but everyone knows it happens. It is something of an accepted reality.
Nonetheless, such actions are largely limited to those residents of the Core who make up the general population of the militarized district, versus it's higher class citizens. One need not be particularly esteemed or rich to live here. Maybe you have a particular trade or skill that almost forced you to be relocated. Often, it is just a matter of behaving well enough to remain, or proving so and heading through the gates from the Buffer. A number of people do so gladly. Given the tradeoff, they would rather live under the eyes of a camera and listen to boots marching the streets, wondering if a knock would come on their door and a soldier would show up, compared to a knock on their door and thief or a murderer showing up who was not kept in check.
Additionally, residents of the Core have an opportunity to work their way up to better living standards, including within the ginormous skyscrapers at the heart of the heart itself. While some of these great towers are owned by and dedicated to the government and the most powerful corporations, others are self-sustainable complexes that provide the greatest security, sustenance and seclusion from the rest of the city.
Living in the Core really boils down to a matter of preference and permission. As long as the city government allows you to, you are allowed to. As long as you would rather live under the thumb of the government and its military than the MTPD, the corporate paramilitary forces or criminal elements of the Buffer, or worse, the endless gangs, rebel groups and crime groups that overrun the Peripherals, then the Core just might be for you.
GRAFT Center (Genetic Research, Augmentation, Fortification and Transformation)
License: zaroshi [CC BY-NC-ND 3.0]
The GRAFT Center is the headquarters of the GRAFT Corporation. "GRAFT" stands for "Genetic Research, Augmentation, Fortification and Transformation", a broad series of terms that cover a broad variety of functions.
While GRAFT clinics are spread throughout the city of Martial Town, from the Core to its suburbs, the GRAFT Center contains the most sophisticated and state of the art technology to service its clients. It fulfills a variety of needs for cybernetic limb and organ replacements, and cybernetic enhancements, such as infrared eyesight.
However, GRAFT is not limited to just 'technology', as with mechanized or digitized features. The former is its primary identity, but it also supports a full-fledged magical enhancement program; a nice alternative to any technophobes, though the reverse also applies.
Additionally, the GRAFT Center, located in the militarized heart of Martial Town, is where the bulk of the corporation's research is spearheaded, among all levels, including both magic and technology.
The Purple Penguin
Amid the night life of Martial Town, where the streets are lit up by neon dancers merely in the way the advertisement signs blink and flash and glow, The Purple Penguin represents the pinnacle of that night life.
Located on the 'border' between the Core, the militarized heart of Martial Town, and the far less policed areas that serve as its outskirts, the nightclub receives a diversity of visitors, from regulars to newcomers looking for a good night out after a hard day's work.
Amid its trademark purple lightning that basks the entire building, inside and out, day and night, The Purple Penguin boasts three public floors and a fourth VIP floor that includes management. The floors beneath this one cater to a wide variety of music, with soundproof walls offering additional sections and bars.
The Purple Penguin offers more than music and drink, however. It is almost impossible to forget or forgive the drug scene running rampant, though this in turn provides any would be do-gooders with a morally questionable source of intel.
The CyberFunk Cafe
License: David Revoy / Blender Foundation [CC BY 3.0 (https://creativecommons.org/licenses/by/3.0)]
Located nearer the Core, amid its most lively shopping centers, The CyberFunk Cafe is a cybercafe said to always be filled, but always having an empty seat available.
This paradox of a statement is in part due to the ear-splitting arcades located beneath the soundproof floor of the main cafe. On the main floor, guests can enjoy a latte spiked with caffeine to see their eyes through a deep dive into their favorite VR program, or simply a soothing cup of tea while they surf the web on a laptop for a fine leather trenchcoat on sale.
Whatever the customer's desire, the cafe itself can probably cater to it, with cakes and scones aplenty. In its own parallel, however, the arcade rooms below ground have a much quicker pace. Down here, gamers of all kinds can sit back and relax, or sit forward in highway-racing tension, as they play video games of all types. Sometimes that may mean looking at a screen from feet, or inches, away. Other times, it may mean plugging a cable into the back of your head and closing your eyes while your mind enters a world like in one of those Sword Art Online games. KAWAAIII!!
However, what most people are not aware of is that The CyberFunk Cafe has a third level—one beneath the arcade floor, accessed only by a secret door and express permission. This is where an underground hacker club, called ILLusive, plays a whole different game, one with real stakes, and real thrills.
Pal's Guard, obviously a play on "Palgard", is not at all anyone's idea of a playful bar. This drinking establishment is owned by the well established Vilad Circle, one of Martial Town's most ruthless and powerful organized crime groups.
Headed by the elven Vilad Family rumored to hail from Palgard since around its inception, the Vilad Circle, as the overall crime syndicate, has since employed other species of all kinds to do its bidding and dirty work. Thieves, assassins, hackers, black market merchants, drug dealers, prostitutes and other colorful careerists come here already under the Vilad Circle's ring or as fresh folk looking for a new career path.
Whatever the case, whatever the face, the Vilad Family usually doesn't care who, how or why. They are only concerned with profit and power, two paramount aspects that are inseparable as far as they believe.
However, probably not a good idea to come to Pal's Guard for a beer and nothing else. There are nicer, friendlier, cleaner bars out there. Enter at your own risk, and remember where the nearest GRAFT clinic is!
MTPD Headquarters (Martial Town Police Department)
Where the Core of Martial Town is chiefly policed by the government's military force, along with the private military companies of certain corporations, it falls to the Martial Town Police Department (MTPD) to keep the greater extent of the city in check. As with many things in life, however, that is a task that is easier to write than to carry out.
Only the bravest, finest and most able and capable souls sign up for the MTPD, or else those with a death wish, a low IQ or a streak of psychopathy as they seek to abuse the badge and beat the victims being repressed by it.
Meanwhile, the farthest suburbs of the city would be hard pressed to find an officer on patrol, unless they're really just strolling toward some crime lord so that they can receive their bribe money.
There are, though, those who firmly believe in the badge and what it represents. Then there are those hired by the badge, bounty hunters and private detectives, because, when it comes to Martial Town, the MTPD needs all the help that it can get.
License: Waylon Wesley [CC BY-NC-ND 3.0 (https://creativecommons.org/licenses/by-nc-nd/3.0/)]
Just beyond the Way Gate facility, another community has formed from within Palgard, made up of the Weland expats that sought safety in numbers after the collapse of the city’s government. Their desperation made them susceptible to the Bessho-kai, a family of wealthy entrepreneurs that had stricken an accord with the people, offering protection in exchange for labor and small favors, but who now hold the district in their clinched fist.
The Bessho-kai keep their streets free of outside influences, but their own people are nearly as bad as the anarchists. There is a foot soldier on every street corner, and an eye or an ear always watching for troublemakers or potential threats. They harass the people for what little they have, and recruit their children, perpetuating a cycle of violence and extortion.
Magic and technology are not at war. Like much of Terrenus, they are instead blended and mixed together, until where the one begins and the other ends cannot be easily distinguished. However, much of the heavily regulated, illegal, and obscure technology kept off the streets in the larger cities has in Martial Town fallen into use by anyone aware of, and able to afford, the black market. Most of the technology is benign. City-wide communications are now easily available, and enhanced prosthetics, both bleeding edge and crude knockoffs, some owed to Hell’s Gate, others Last Chance, can be acquired with no red tape or government interference.
Then there are the killing implements. Cybernetics and magical augmentations designed to make recipients harder to kill while also making them more efficient at the act themselves. Bone-lacing, retractable claws, subdermal implants and vision enhancements, equipment normally associated with military wetwork can be acquired and utilized with little to no interference from the government. For a price.
Humans, elves, orcs, dwarves and other, Martial Town and its immediate surroundings are made up of many, of a diverse, hodgepodge people whose differences have allowed them to adapt even to its current circumstances. They move ever forward as cutthroats meet military task force, or corporate backed mercenaries. The poor and the downtrodden pick up weapons and fight back, choosing one side or the other, or neither. They exist in flux alongside their city. Order and chaos flowing one way, then the other.
A surprising visit: In an unexpected visit to the fond Neon City, reunited Choisel lovers settle in temporary residence there, terrorizing citizens with an unnatural desire of bloodlust. Leinhart and the Queen Matriarch slowly taint the city. I mean, really now: Eldwine organizes a team in Martial Town to help recover a shipment of stolen ercaniron which was stolen from the bandit who stole it to begin with. Through the course of an operation which drags them all over Martial Town and ends with a raid on a police station evidence locker, the loot is successfully recovered and divided among them. An aye for an eye: The General'ny Direktor engages in a mech battle for the win, and manages to pull off nabbing a cabinet that contains the powerful Left Eye of Mogonto
Die Shize reacted to Acies ab Vesania for a article, Ashville
Due to the events in Ruin has come to Ashville, this is no longer a playable city location (no longer on map or with tag in the Cities board) but can still be played in as a ruins. The below information is archival
Ashville is a popular and well known city within the land of Terrenus. Boasting a strong capitalistic economy with bold innovations in industry and technology, Ashville has moved front and center as an economic powerhouse within Terrenus.
Ashville has a population of approximately 5 million as of 24 AO.
If you're looking for an adventure, check out the Ashville Quests
Regent (is): Lady Sinne Estern
Regent (was): Lord Greg Arious
Ashville sits with one side resting comfortably alongside a massive lake, with a shore very similar to a beach, though if one squints hard enough, they can sometimes see its end. The rest of the city resides in the middle of a large temperate zone, with foothills eventually giving way into the coastline of Eastern Terrenus, and the sound continuing in a rise and fall of elevation. The lands beyond are mostly wooded, with roads carved out to allow easy travelers for merchants ferrying goods from Last Chance or other locales. The highest elevation for the surrounding areas goes little more than a kilometer above sea level, making even the highest places easy to manage when traveling on foot. These areas do gather more snowpack in the winter and provide the water source that feeds into the lake during the late spring via creeks and ground water.
Below is a list of nearby locations and their approximate distances
North: ~1200 miles to Dark Forest North-East: ~200 miles to the ocean. East: ~40 miles to the ocean. South-East: ~600 miles to Last Chance. On foot, it would take you a about three weeks to walk, about 12 days by horse, while a ride on the Lightning Rail would get you there swiftly and comfortably or use of a Warp Gate gets you there in the blink of an eye. South: ~870 miles to the ocean. South-West: ~500 miles to the Peaceful Woods. West: ~1120 miles to the Great Pine Barrens. North-West: ~600 miles to the Forgotten Wood. Cityscape
The majority of Ashville is an aristocratic society of old money creating new money, thus the city is quite an impressive array of updated buildings, clean streets, and post-modern styling. The buildings often undergo renovations and boast all the modern technologies and magitech. Streets are lit by lamps that operate during the hours of darkness and flicker out as the sun rises back into the sky. An underground sewage system removes plumbing wastes as well as rainwater and garbage that find its way down to the underground channels whisking away old water.
Though the majority of the population is considerably wealthy, there are those who struggle financially, but even they are well cared after. They are kept inside clean and well-furnished homeless shelters that not only give them a place to stay, but provide meaningful activities for those between places to contribute to society and gain valuable experience while they sort out of their financial matters. These measures prevent homeless from living on the streets as vagrants, thus keeping Ashville’s streets clean and pristine, preserving the image others know them by.
Ashville is literally covered in major streets and road ways, the city a busy and bustling place with both foot traffic, horse drawn carts, as well as the occasional strange vehicle powered by magitech, sometimes an expensive oddity and other times a prototype out for a test run. Asvhille has rails going all over the city, as well as rails leading to Last Chance, Tia, and Palgard. Ashville has several competing companies offering use of Warp Gates, each claiming theirs is the safest way to travel. Warp Gates take you to any major city in Terrenus, as well as the Gaian academy. There several competing companies that offer taxi services via a wagon drawn by two horses. All promise to be the fastest in Ashville, all boasting to have “the lowest rates”. In reality, their rates vary and the best is often determined by who has the best sale. Some citizens employ strange types of magitech designed to draw them around the city. In some cases, these are personal devices of high value, while others are technologies in development and out for testing.
The typical weather of Ashville is pleasant and mild, with warm but rarely hot summers, even-tempered autumns with intermittent rain and rich colors, cool and crisp winters that break away into a wet early spring that becomes dryer and sunnier as it approaches the summer. Ashville has no droughts recorded in any recent history, and the snowfall has not exceeded a foot at a time during the time records have been kept. Snow typically arrives after January, lasting from just days at a time to several weeks, sometimes falling only once in a winter, or as much as a half dozen times.
Flora and Fauna
Most of the flora and fauna of Ashville is that of which you can expect to find in the majority of Terrenus, excepting those rare creatures or foliage with very specific environments in which they thrive. There are a few examples of living things typically only found surrounding or within a few hundred miles of the city proper.
Fire-Wisp Butterfly (Insect): These rare butterflies are truly a site worth seeing should one be in the area during late spring through early fall. The butterflies wings are iridescent reds and oranges with pale blue fringes, their every wing beat giving the appearances of tufts of fire flowing through the sky. Their caterpillars too are quite interesting, though they are easy to miss, if one does not know what they are looking for. Their caterpillars resemble bright crimson centipedes with orange legs and black spines, looking very much like the young counterparts of their venomous neighbors—only these are truly harmless.
Yellow Jacket Skunk (Animal): Much smaller than the conventional skunk, these are so aptly named because their coloring looks very similar to a yellow jacket hornet. They only grow to about half the size of a regular skunk, but other animals know better than to interfere with their day-to-day affairs. The musk of these skunks consists of a yellowy mucus laced with low concentrations of thioacetone with other thiols- of note, thioacetone is the worst smelling chemical known to science. Though it only contains about 1 part per thousand, it is enough to make this little creature’s musk more than a hundred times the potency of a traditional skunk. Fortunately, the creature rarely uses its musk because other creatures have adapted to giving it plenty of room. Even still, the few times a year that it does resort to using its musk, residents of Ashville report smelling something like “rotten eggs, feces, and smelly feet stuffed into a bloating corpse left out during a heat wave”. The smell fades within a couple of days. One could just say that this yellow jacket has one heck of a “sting”.
Matrimony Trees: Though certainly not their technical scientific designation, locals often refer to these unusual trees as matrimony or wedding trees, as their pale green, almost white leaves appear to be the same lacy material that make up wedding gown vales. The trees themselves are slender and of medium height, peaking between 12 and 15 feet. Their leaves drape down and nearly touch the ground, giving the appearance of a wide canopy that young lovers often slip behind for romantic interludes during dates. Some residents even take their weddings to outside the city limits to take their vows beneath these trees. In the spring, their leaves release a hazy silver pollen that blows away in the wind.
Ashville’s benevolent and charitable regent sets the example for the rest of the successful and well-to-do population, encouraging others to act kindly and treat one and other with dignity and respect, the people of Ashville tend to be philanthropic and courteous. They aspire to represent fineness of character as well as good form, ensuring their actions match the polish the city itself prominently displays. Given its aptitude for business and innovation, people of Ashville tend to be hard workers with a high degree of curiosity and drive, always looking for that “next big thing” into technological advancement or business.
Those who do not work in the STEM (Science, Technology, Engineering, Mathmatics) sector tend to move into business, either as those operating businesses or those facilitating economic investments, running banks, or overseeing policy changes that best encourage the continued growth and stability of Ashville’s, and by extension Terrenus’, economy. Though these business men too can be kindly and chartable to those in need, do not mistake charity with pushovers—they are shrewd businessmen who love to haggle and never let anything go for much less than fair market price.
Ashville is Terrenus’ leading industrial site for technology, magitech, and other major industries of note, making Ashville a central figure in Terran economy. To ensure that great minds are drawn to their city, Ashville maintains a top notch education system with generous scholarships for those who are in need of financial assistance, especially for those pursuing work in STEM or economics. Ashville not only boasts the greatest wealth per capita in Terrenus, but also the greatest pooling of wealth in Terrenus proper. It is often said that no coin in circulation has not passed through the hands of an Ashville resident at least once in its lifetime.
Companies, institutions and locations
The Mill: The Mill is the large building in the middle of the picture. It is through the Mill that most of Terrenus's precious ores and minerals are processed and refined. The Mill itself is a heavily guarded and extremely secretive compound. No one is allowed inside the deeper parts of the massive construct without proper authorization. The Mill is where a character can find the highest variety, highest quality, and cheapest base materials. The mill itself is quite the spectacle and often draws tourists. They too run guided tours a couple days a week, following the government’s example of using proceeds raised to cover the costs of the program and then donating the rest to local charities. Ashville First National Bank: This is the biggest bank in both Ashville and all of Terrenus, a site that not only sees the largest share of circulation passing through its vaults, but important documents, business bonds, and other valuables as well. Rumors say that this bank is more secure than even the capital residence of Ignatz (home of Odin Haze). The Market: Not a traditional market, but more like the Wall-Street Market, where economists and brokers gather to trade value stocks in commodities, large companies, and even with national exports. Here deals are made and prices set, as well as guidelines for interest rates and control of the economy. This is the brain child of the Terran economy as a whole. The Capital: The capital building itself is quite the site, where the Regent works with elected representatives to manage city regulations and ordinances, plans for development and infrastructure, as well as other matters concerning city welfare. Guided tours of the residence are given a couple of times a week during set hours, with residents and tourists paying a stiff price for a couple hour tour the residence- money raised is split between security and staffing costs for the program, and charities. The rest of the week, residents are welcome to reside outside the walls and take in the sites from a distance. Parks and Recreation
Ashville boasts a number of parks for residents to enjoy, ranging in size from small areas with structures for child’s play to huge rangy parks with trails, creeks, and other sites designed to help the city dweller have a day away from the urban scene, so that they may reconnect with Gaia.
Regent: Lord Greg Arious. PeaceKeeper: NPC 20,000 local police: The local police are a structured militia, for all intents and purposes. Since they are made up primarily of the citizens, as opposed to having been assigned by the military, the police are more likely to be corrupt. 20,000 military: Personnel from all across Terrenus stationed in its borders. 15 Niveus agents: The Niveus are Ashville City's elite guards, serving directly beneath Jett Cr'Ysiander. Discernible from your average guard by their ivory armor and alabaster cloth, these warriors wield a wide variety of powerful magics in tandem with their impressive weapon-play. To maximize their efficiency in combat, the Niveus operate in units of three, though they often intervene in certain situations by themselves. Engaging these individuals, especially when they are together, is ill advised. Education
Ashville maintains its status by starting early with a rigorous and thoroughly vetted academic agenda that prepares young people for continued education beyond childhood, either within the city or at the Gaian academy. Students learn history, government, politics, mathematics, sciences, literacy and literature, and culture, such as religion, music, and the arts. Though Ashville will quickly tell you that as any good Terran city, they hold true to Gaianist ideals, but the city’s education system is largely secular and focused on actual facts rather than mystical ideas.
Post-secondary education focus areas include magic used in magitech development, technological studies, engineering, sciences, geology, industrial management, and business. Given the cultural pressures to be well-educated, only a small minority of residents (male or female) lack some form of post-secondary education (and degree) and those not finishing mandatory childhood education are all but unheard of.
Totinaco Awomps: Powerful head of an an established merchant family. Capable of finding and trading almost anything. Jay Uhsoria: A foreign artist of established and growing fame. Jay's art is particularly popular in Weland. Lord Greg Arious: The regent of Ashville. Aside from his official station, Greg Arious is also the largest independent landholder in Casper, as well as the patriarch of the richest family. History
Ruin has come to Ashville: As a result of the Maw sweeping through and devouring Ashville, all that remains of the city are grayed cobblestone ruins, dusty glass and dirt. Wood, metal and all living material has been exhumed from the city. The area also appears to be significantly colder, and the environment looks grey and lifeless. The City of Ashville has been destroyed, with major loss of life, and even greater displacement of its citizens into Aspyn and Hyperion. Winter's embrace: Vaan conducted an investigation and encountered a few strange events. The young wizard went to a cabin with summoned beasts and, after a trying time, successfully apprehended a group of bandits. Where Vaan would've been awarded with coin, he instead traded his reward to ease the sanction placed on him against magitech research. A Lost Boy, On A Man's Quest: Chaflin Demair ran into a wronged half-elven woman during his journey to solve his strange visions. Finding out that her village was taken over by bandits, determined to leave only if a selected champion won a gladiator tournament, Chaflin went to the village and registered, where he ran into Chivika Kabera. Together they fight through the first day, taking on three monstrous creatures. On the second day, against actual champions, Chivika is unable to be roused and Chaflin goes out to face the fighters alone. After a long day of fighting, Chaflin overcomes the final champion (a half-giant named Ulgoth) and wins the tournament, forcing the bandits to leave the village. Sewer Diving: Monsters and creatures from the sewers have begun overrunning the streets and preying on hapless locals. Trace eliminated many of the more dangerous creatures infesting the sewers and found a mage doing 'research' on human familiars, kidnapping the townsfolk as test subjects. Trace killed the mage, plundered his workshop, and donated the mage's research notes to the Gaian Academy, taking for himself a notebook on stealth spells. Past
Credits: Acies ab Vesania & Supernal
Die Shize reacted to supernal for a article, Valucre: An Overview
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Estimated reading time: ~4 minutes
Year 18,598 World Time | 598 World Time Abbreviated
Valucre is the story of your characters and how they interact with other characters in the world, whether those interactions are epic tales that span the globe or the intimate dramas of everyday life in a local town. What you decide to write, the actions you decide to take, can have as much or as little impact on your personal storyline and on the surrounding world as the effort you choose to put in. Knowledge about Valucre by its inhabitants should be taken as mythological rather than empirical. This means that what a people believe may not actually be accurate, and is subject to ongoing interpretation, debate and modification. There is no indisputable theory for how the universe came to be. Instead there are dominant and recessive theories, myths and worldviews which vary depending on where you are and who you ask.
Valucre is twice the radius of Earth and, like Earth, is made up mostly of water. For simplicity's sake, Valucre has similar seasons, weather, atmosphere, flora, fauna, etc. Valucre's creatures are also open by design, meaning that while nations may have their own bestiary index, their own unique creatures or versions of existing creatures, players are not limited to these and can create their own as long as they adhere to mild powers.
Despite a high level of scientific understanding among its people, the presence of magic has confounded efforts to get an accurate measure of the planet's age, and has complicated cartography and archaeology for eons. Different nations may keep different calendars for religious or cultural reasons but also keep track of a universal World Time. For example, the universal calendar shared throughout the nations indicates that Valucre is in its 18,597th year World Time (WT), which is colloquially referred to as 597 WTA (World Time Abbreviated, cutting off the millennia digits). For simplified timekeeping purposes, Valucre advances at a rate of 1:1 with the real world, usually in June.
Continents and territories tend to favor a major theme while also participating in the shared game space. This means that while one location on the planet can be high fantasy (like Orisia or Alterion), another can employ magitech and airships (like Lagrimosa and Genesaris), and another might favor futuristic scifi (like Renovatio). Because of the complex interplay between magic and technology it's difficult to say that one nation is more 'advanced' than another since different means can be employed to similar ends, though that doesn't stop different kingdoms from trying.
Keep in mind that these descriptions are not meant to isolate one setting from another and that your character can travel freely between each location, having to surpass obstacles magical and mundane. Also keep in mind that settings have a general theme but are not restricted to that theme. Considering these continents occupy the same world, expect to see some truly odd and wonderful sights. 'Fast travel' is a common plot device; you don't have to play out the travel between locations.
To learn more about a location click on the name, and if you have questions visit the Ask Me Anything (AMA) of the location.
The following is meant to be descriptive rather than prescriptive. This means that you can use it as a stylistic guide to your writing, rather than a rigid formula you have to follow to be accurate. Don't expect things like etymologies and expressions to perfectly match; don't expect to have to write in these languages
Unii sounds like Russian. Unii is a constructed trade language designed to bridge communications between people who do not share a native tongue. It is employed most commonly by entities with international dealings, such as trade, diplomacy and criminal enterprise. Terric sounds like Spanish Genesaris sounds like German Renovatio sounds like Latin Alterion sounds like Mandarin Lagrimosa (formerly Fracture and Terrenus) | AMA | Quests | Artifacts
Major themes: science fantasy - religion (Gaianism) - birthplace of magitech
Board Leader: supernal
Geographic standout feature: Deepest body of water; Ponkapoag lake
Genesaris | AMA | Quests
Major themes: high fantasy - modern elements - birthplace of airships
Board Leader: King
Geographic standout feature: Largest desert
Major themes: traditional fantasy - vampiric queen and population - local magic interferes with advanced technology
Board Leader: Pasion Pasiva and King
Renovatio lies between Genesaris and Lagrimosa and is made up of multiple territories.
Renovatio (kingdom) | AMA | Quests
Major themes: Dark Fantasy - Medieval - Steampunk - Myriad of island nations creating a single continent - Conflict between Magic and Religion
Board Leader: Aleksei
Geographic standout feature: Largest volcano
Major themes: sci-fi - dark horror
Board Leader: -Lilium-
Geographic standout feature: Largest canyon
The Vortex | announcement
This is a gateway into what is commonly referred to as "the infinities of the spirit world", a portal which leads to endless realities and dimensions and through which come travelers from far off worlds. It can deposit you anywhere on the planet, not just near itself.
Not a part of the canon world of Valucre. Alternative is where members can go to host roleplay that wouldn't fit in the world of Valucre. Roleplay that takes place on other planets, on modern-day earth, or that surpass the mild powers limitations of Valucre can be hosted here. Roleplay here must still abide by the code of conduct. As of the introduction of the vortex, characters can freely travel from Alternative to Valucre, and must adhere to the rules of the local realm.
Magic and Technology
Valucre is a fantasy setting where magic and science have evolved separately but in parallel. This results in areas which vary drastically from one another. In a single nation you can have locations where people use coal and oil, other areas where they use steam and electricity - one area where magic is sacred and divine, and another where it is used for convenience, or doesn't exist at all.
You can read more about the laws of magic in its dedicated article. The laws are open by design to allow members to use any ability or system they please, as long as those things adhere to mild powers; actions that observe the laws are considered as having canonical backing. Board leaders may have local systems which will override or supplement the universal system. Like any system, the laws are a 'living document' and subject to change.
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Die Shize reacted to King for a article, South Sea - Retired 2016-06-04
What would an ocean be without a monster lurking in the dark?
It would be like sleep without dreams.
- Werner Herzog
The South Sea
At 325.20 million square kilometers in area, the South Sea is the largest division of Valucre’s world ocean. Its reach easily spans over forty-six percent of the planet’s water surface and nearly one-third of the total surface area, making it larger than all of the world's land area combined, and touches more continents than any other ocean on the planet. It is the home of the two primary masses: Iselyr and Tellus Mater, which reside in the southwest and southeast of the of its boundaries, respectively.
Hugging the southern edges of Terrenus, the South Sea shallows into what is known as the Barnstable Coast. A mass of islets and barrier islands, numbering in the hundreds, pepper this dangerous, rocky shoreline all the way from east to west. These islands have become a sanctuary for pirates, desperate to escape the reach of the law. Furthermore, all of Terrenus's major rivers, such as those snaking from the bellies of Ponkapoag Lake and Coconino Marsh, empty themselves into this ocean.
However, the South Sea is most famous and studied for: the E’lvroe Abyss and Yuuja. Marine biologists with the necessary funds and equipment to best both the ocean and its volatile creatures also whisper of a highly advanced submarine culture dwelling in the murky depths, though there has been little evidence to support this claim. All official documentation has been kept under lock and key in the vaults of Ignatz, with very little offered to the general public.
Pirates, Sky and Sea
With the introduction of the Monroe Engine, the once sea-bound sailors, who were forced to wager their lives against terrible storms and hurricanes, and the ever-ravenous Yuuja, found reprieve in the skies. Powerful, wealthy merchants were able to lift both their ships and cargo into the clouds, and cross the treacherous oceans free of worry. However, such a wonderful thing did not remain so. Through black markets and sheer force, treasure-obsessed pirates and other thieving criminals managed to get their hands on this groundbreaking technology.
While many pirates lack the funds or skill to either purchase or steal such a device, there are those who have managed to acquire their own. Not only has this broadened their scope of possible victims, but likewise increase their chances of escape (as many standard policing ships still lack Monroe Cores).
The Yuuja are enormous, hybrid-like creatures, and one of the most infamous deviants of the South Sea (known for devastating entire clusters of ships at a time). Incredibly hostile and notably vicious, these creatures use their massive bodies, tentacles and scythe-like arms to shred apart their victims; they track through a combination of uncanny sound and scent, as their eyes are generally covered by an adjustable plate of thick, hardened scales during feeding (to prevent injury). Carnivorous by nature, they feed on anything smaller than themselves, with a particular taste for whale. At nearly forty meters in length, and weighing in at over three hundred tons, their naturally heavy-armored body makes these monsters difficult to kill for even the most armed and capable of Terrenus ships. It is believed that the Yuuja use the E'lvroe Abyss as their mating grounds.
Commander Athena Prothero wrote concerning the Yuuja:
Growing up as the daughter of a sailor in Casper, I heard stories of these things. But, I never believed the tales until my tenth year as an Admiral in the Terran Fleet. We ran across it, dead and broken along the Barnstable Coast, as we neared the port of Last Chance. Even with half of its corpse missing-- most likely torn away by one of its own savage kin --the damned thing was nearly half the length of our ship. The sole remaining scythe upon its underbelly could have sheared our vessel clean in twain, and with but one of its mangled tentacles could the creature have easily devoured my entire crew of two hundred men and women.
City of Tethys
Comfortably nuzzled along the ocean floor of the South Sea, the glory that is the City of Tethys is said to have evolved out of a growing conurbation of neighboring submarine cultures. Early records indicated the mega-city to be just under 6,300 kilometers (3,914.639 miles) long and 2,340 kilometers wide (1454.009 miles), and commanding a population numbering in the hundreds of thousands according to the most recent census data, which is several years old; how much of this has changed is unknown. They also suggested that, at least on a very general level, the majority of Tethys sustained itself via an intricately developed magical system that both reinforced the elaborate, ornate structures throughout the city. Later findings also proposed that this same magical system served as one of the city's primary energy sources, with the other most likely being natural volcanic activity occurring along the sea floor. Initial reports suggested a strong presence of advanced technology as well, though it's believed such a thing was simply used for transportation throughout the city.
Home to a plethora of aquatic lifeforms, ranging from merfolk to the more humanoid Syfae, Tethys is a cultural melting pot. Surprisingly, despite being a relatively new city, Tethys boasts an unnatural level of cohesion between its varying people. While not necessarily a utopia, as the city still suffers crime and injustice no different than any other, its considerably short history is devoid of any notable civil wars or periods of unrest. In spite of this, Tethys still faces a seemingly growing wall of challenges as the years progress.
With its northern tip located so closely to the E'lvroe Abyss (only fifty kilometers away), that region of the city is often subject of costly Yuuja attacks and has since been ruled as uninhabitable. This fluctuates with the seasons, with an average of twelve attacks per month when the beasts are in mating. Defensive resources have been pooled into the area to alleviate some of the pressure, but even then there is only so much they can do. The northern regions seem to be stuck in a perpetual cycle of reconstruction, which means other areas-- some of which are in desperate need of renovation --must be neglected indefinitely. Likewise, with the bulk of their military forces (which also serves as their police) being stationed at the northern borders, the crime rate in the central and southern divisions has raised dramatically.