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| 1 - The Worlds of New Worlds | |
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| Tweet Topic Started: Jun 16 2013, 07:34 AM (17 Views) | |
| Gamemaster | Jun 16 2013, 07:34 AM Post #1 |
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Types of Worlds If one wishes to learn more about the worlds and life within them one must first learn about the different types of worlds as the differences between most of them is vast and may even confuse those not use to their customs, in total there are 4 different types of world, Faction Worlds, Grey Worlds, Frontier Worlds and Outland Worlds. Faction Worlds Faction worlds or dominated worlds as they are known by various revolutionairy groups are those under or mostly under complete control by a set faction (See the faction section). Due to the fact these worlds have been lived on the longest and thus have the most amount of cleared ruins and the least amount of dangers, people usually live in massive cities with wilderness areas and small production areas outside the cities. Despite the fact that there is few monsters on these worlds cities still normally have large walls on the outsides to protect from the few remaining barbarians that remain and to keep people feeling safe from monster attacks anyway. Cities are kept under more heavy control than other worlds although this can very from governments similar to modern ones to feudal systems to complete lockdown. Grey Worlds Grey worlds are moderately or mostly controlled worlds that are under command of lesser powers such as kings, noble houses, small military governments, universities, merchant guilds and companies. Most Grey Worlds still have many unclaimed ruins on them (Although not as many as the last two types) and thus have some dangerous monsters, due to that they have taken to building some of there cities in the sky (For the rich and powerful or used as administrative centers although it depends on the world) while others are heavily protected and walled cities on the ground which are used as markets, centres for ruin hunters and places for mining and agriculture where resources are collected, refined then shipped to sky cities and eventually off world. While many of these places are under control the problem is that the vast majority of them are at a constant state of war between various minor factions on the worlds. Grey Worlds will also sometimes be used for faction prisons (Although the worst of the worst are sent to the frontier and even the outlands) Frontier Worlds Worlds that are begining to be taken in recent times, they are still mostly untamed and wild, covered in unexplored ruins and deadly monsters and many an adventure to be had, but they also have settlements, some in the sky and on the more broke worlds many just with moderate walling to protect them. As well as monsters Frontier worlds have a high tendency toward bandits, raiders and pirates looking to make money off unprotected settlers and cocky adventurers that stumble across there path. Due to the fact it would take too much time to bring troops in here Frontier Worlds have a tendency towards high crime and random warlords, crime lord and wannabe kings taking control of parts of worlds, although many small wars and skirmishes from the locals mean they normally don't last too long. Frontier Worlds are also the location of the majority (12/15) of the Reavers also known as the 15 Shadow Kings (See the Factions Section for More) Outland Worlds The fourth and most enigmatic worlds, this includes those worlds beyond even the frontier worlds and even in other dimensions, no dungeons in the outlands are known to have been cleared as of yet although a few brave or crazy figures call this place there own such as the Outworlders and 2 of the Reavers. Unfortunately as much ofthe Outlands have yet to even had people landed on them little is known about them. Life in the Cities and Settlements The megaverse is a strange a dangerous place but many have found a home amongst the ruins and deadly creatures of the world. Although the technology levels are different the majority of people live similar lives of those in this world working, going to school, just generally trying to get by, while others head for the frontier in hope of striking it rich or at least living a life of freedom. Most technology is at a similar to a suped up version of 18th and 19th century technology created of the technology of the ancients and powered by magical energy. While technology has a lot of similarity in some ways with that of those times mostly it's appearance and similar workings the actual technology level is above even our own, it may look old school and run on ancient writing and pure energy but people of the New Worlds have indoor plumbing and lighting, televisions, cars and even cybernetic implants, airships and spaceships. Ground Cities Ground and Sky Cities run very different so let's start with the ones way down there on the ground. Ground cities have large stone or steel walls on the outer side in order to protect from monsters, raiders and enemy armies, inside the wall is an area of defense with trenches, military headquarters toward the outside with a second smaller and weaker wall on the inner side and special housing for those in charge of the wall repair and scouting tucked against the inner wall. The point of this outer area is that if there's a breach in the outer wall monsters will get stuck in with the soldiers and defeated while workers move up behind the attacking monsters and repair the breach while the stronger soldiers defend them. Past the inner wall is the actual living areas of the cities, the areas on this side of the inner wall often consist of living areas, markets, hospitals, police stations and other shops much like any city. The centre sections of these cities are fenced off with tall wire fences to keep vandals and thieves out and contain different things based on the city, in agricultural cities they contain large amounts of farming and ranching land, in mining cities they contain mines and factories to refine the materials. In most cities either within the middle living area or outer area there is also a dock for air ships to land and take on supplies to move to the upper areas. Sky Cities Sky Cities or sky lofts as they are often known have seperate bonus' and problems to Ground Cities. Sky Cities consist of large amounts of upturned rock that appear from bellow as floating upside mountains, floating high enough to keep them away from the dangers of the ground but low enough so they are bellow the cloud cover and thus still gain rain and wind giving them the needed weather to grow crops and the like. These are held in place and in the air by large scale generators powered by large power level crystals found in ruins. There are crystal kept hooked up by not powering anything the reason for this is so when a crystal is about to die they can switch the power source via a simple button press to the fully charged one then unhook the nearly dead one, this is done so that power outages during change are not experienced. When the crystals die they are taken to the city's arcane academy and recharge by special magicians who have taken on this job, it may not be a glorious one like exploring ruins or researching magic canons but it pays quite well. When fully charged again they are returned to the generator to be set back up. Sky cities also have large stone walls around the edges but for different reasons than the ground cities, there are in fact two important reasons for this. The first is that people wandering near the edges often tripped and fell off the edge, the second reason being that most people in the Sky Cities in early days came from ground cities and thus were used to walls for safety and thus despite the safety of the Sky Cities were unused to not having walls. These walls however aren't the thickest as they don't need to be but are thick enough for guards to patrol without fear to and are only about 10-15 feet tall and thus many people still climb to the tops to look over the horizon, this is a frequently used place for dates and even proposals within the Sky Cities, as long as they are fast enough to dodge the guards, but most guards will just ignore this or give a warning or slap on the wrist at most, although it depends on the world and the harshness of the goverments there. Most Sky Cities unless they are military bases also have viewing windows of that around Despite having enough power to power the towns or cities on them Sky Cities also use large amounts of windmills and water turbines in order to generate extra power so that there is no chance of outages. Despite the name Sky Cities they are kept deliberately not too large due to the fact this would mean running out of food, water and space, they are normally about the size of a small-medium sized town although some are large and some are smaller. Some Sky Cities float in clusters with temporary but sturdy bridges or very small airships called Sky Buses running between them making cities in areas with high population or a need for larger urban areas (Such as world capitols on more dangerous worlds). Most Sky Cities have some form of population control but there is not forced population control in most cities but rather City Governments provide incentives for those who have children (Thus carrying on to the next generation to run everything) but not too many children thus keeping the towns at a small size. Sky Cities due to lack of space do not use sectioned areas as often and frequently one will find that there are large plots of farmland in front of a bunch of houses. Additionally most sky cities also use houses made of a light wood, strong enough not to topple but light enough not to weigh down, rather than brick or metal in order to prevent the weight of the city increasing beyond what is necessary. Other Cities In addition to the smaller more working cities of the frontier and grey worlds there is also much larger more heavy duty cities located on more civilized worlds, these ones being more like heavily advanced modern-esque cities having large office buildings, factories and massive harbours for ships of both the sea and sky. Due to needing more room for more ships these large cities are almost always built on water fronts which means the cities are normally quite rainy unless on heavily snowy or rainy worlds. Ruins Ruins appeared long ago practically everywhere in the oceans, on land, in the sky, underground, there's even been rumours of space ruins. Ruins on the outside look like ruined structures or fortresses, one must first bypass the heavily monster infested outer regions of the ruins and get into the courtyard area, in this place a ruin key which can normally be found in the outer ruins can be used to open the door to the inner ruins, which is really more of an inter-dimensional portal, the inner parts of ruins existing within a seperate dimension. The Ruin Layouts and challenges are controlled by a Remnant Soul, strange spirits connected in some way to the ancients, who only grant there hidden treasure to those worthy of it. Ruins also are assumed to be the cause of large amounts of monsters that cover the world, these monsters vary in size and type greatly though and seem to have little in common, some appear as giant bugs, piles of ooze, giant humanoids, humanoid waves and flames and other things from things only slightly different to what man has seen before to things beyond there wildest dreams. Some of the more common and rare types of monsters include. Xark large humanoid insects that create massive hives and tend to quickly outnumber people on a world if not kept in check consuming the humans, the big problem with Xact is that they grow in number quickly and become more powerful the more they consume, leading them to consume more and more until everything is eaten. Gels, goo creatures ranging from the size of a person to the size of a large building although some have been spotted in the frontier the size of cities, regular kinetic damage causes them to split and become more and more gels until they overwhelm the attackers, absorb them and then morph back together. Gels exposed to extreme heat or cold (Fire or ice abilities) cause them to explode whipping out large amounts of area, however Gel's exposed to raw magical energy slowly shrink down to a small manageable level. Great Fish, despite the name these include a vast variety of sea monsters, some large serpents that wrap themselves around things to crush them and massive scaled fish that consume boats whole. Dragons, the rarest of creatures, only two or three have actually been spotted mostly in dungeons in the far parts of the frontier and outlands, dragons have similar body shape to their legendary appearance but are more like elementals with their bodies being made up of the element they have mastery over (Flames for fire, water for water, collected sand for sand etc.) They are also incredibly smart and capable of using lost magic, none have been bested, if you see one run or maybe try and convince it to leave you alone. |
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