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raisedmods ([personal profile] raisedmods) wrote2015-06-24 10:08 pm

Game Locations

Note - This is a work in progress, meant to bring characters up to speed on new elements of the setting. As such, we've prioritized new areas, and details on existing ones are coming soon.

All the world is now a stage!

Unlike in Save the Earth, where areas where Numbered could exist were limited to existing echo boundaries, Numbered can appear all over the world. They no longer lose their powers when leaving "zones", because the influence of the Earth's energy now extends around the entire planet. That being said, with greater freedom for the Numbered comes greater scrutiny, with a good number of people being wary, a great many being prejudiced and distrusftul, and all of them being at risk of whatever new dangers headed the world's way.

That being said, there is still some focus on specific locations. This includes places that both have a real world counterpart and those that are original to the game, and players can feel free to add personal locations such as businesses and whatnot. The original locations are left geographically indistinct for this purpose, and you can also contribute and add to the real world locations within reason. However, in the case of some locations, a quick communication with the mods to ensure details line up might be required.

Connecting Between Locations

Each major location is linked by teleporters, much like Project Jump in Save the Earth. The primary means of doing so has been engineered by Benjamin Factor, genius and CEO of Factor Industries, and is much more advanced than the means utilized by Project Jump. Whereas Project Jump connected to points of the Earth known as "echo zones", Factor's technology is limited only by where he can place a teleporter, with each one being able to send and receive travelers. However, this technology can only be utilized by the Numbered, as it ties in with the unique energies of the Earth. Naturally, the fact that Factor helps the Numbered travel all over the world would make some people unhappy, he keeps this fact secret, and the Numbered are asked to do so as well.

Other means of traveling are provided by Thunder Corp, and they are more illicit. Spoken of only in certain circles, these teleporters use technology directly analogous to Project Jump, and rely on marks scoured into respective locations. The existence of this network requires no technology, and the hub for it is located in Infinita City. For more information, please see the section on Infinita City below.

For those who live in an area that does not play host to a teleporter, Factor Industries has made efforts to accommodate them too. One merely has to provide proof of their Numbered status to Factor Industries representatives (always on call, though it may take a few days to verify your request) and they will be provided quick and inexpensive transport to a teleporter location. Numbered may also use this service to visit their friends, as well, though this takes a fair bit amount more time. Finally, this information is kept secret, and your character would only learn about the teleporters and the transportation accommodations If you have any questions, please approach the mods.

No matter how you choose to get around, using a teleporter for the first time can be used to trigger one echo. This has been reset for legacy characters as well!

Major Locations:

NEW ZEALAND, OCEANIA, AND PACIFIC ISLANDS

In general, New Zealand is one of the safer and more welcoming places for Numbered to be, and even though they're regarded as foreigners, they're likely to be eventually adopted and even protected as citizens if they're not complete buffoons. This means having some respect for the local culture and being good neighbors (which, as in many parts of the world, means keeping good fences.)

Other locations of note include Christmas Island, Australia, and the Galapagos Islands. Both of these locations were sites of the invasion but were defended by their local guardian beasts. As such, the opinion of Numbered in these specific locations is largely positive. Notably, the waters surrounding the Galapagos contain the remains of the orbital elevator, which fell into the sea soon after being transported there under mysterious circumstances.

For any further information on both areas, you can refer to their original posts at our predecessor, [community profile] savetheearth; here for Christmas Island, and here for the Galapagos Islands. Naturally, Factor Industries has teleporter access for both locations, while Thundercorp has placed two nondescript symbols for each locale in out of the way locations, which are the two alchemical symbols for purification respectively.

Shepherd's Haven

Shepherd’s Haven is a residential village northeast of Christchurch on South Island, New Zealand. It’s owned and operated by Numbered, and for now, only Numbered occupy it. New arrivals will receive supplies and a place to stay, either alone or with roommates in a series of small but comfortably outfitted houses, and there’s room for expansion as the village’s population grows. It has been given a degree of financial support from Factor Industries, allowing the community to grow quickly.

At the time of the game’s opening, Shepherd’s Haven is somewhat self-sufficient; residents will be able to grow their own food and will work to maintain balance and order in their small and insular community, and of course they’ll have access to the skills and resources of friends who are willing to contribute them.

The teleporter for Shepherd's Haven is located in the town square, while Thunder Corp has managed to apply the symbol of an alchemical cube outside of a small pub in Woodend.

Major/Neighboring Locations:

Woodend: Located about 10 miles southwest of Shepherd’s Haven, Woodend is a small town that’s the Numbered’s nearest option for supplies and civilization. With a population of less than 3,000 and just one school, the attitude toward Numbered here is curious and wary rather than outright hostile (an attitude prevalent throughout New Zealand in general). That being said, if you’re trying to get a job here in town, you might have some difficulty as they will prioritize hiring local Kiwis, but a fair number of short-staffed places will happily hire Numbered, and kids can enroll in Woodend’s full primary school at any point in the semester with minimal questions asked. The downside is that everyone pretty much knows each other here, and gossip has a tendency to run rampant. Every now and then, rambunctious teenagers will dare each other to get close to Shepherd’s Haven, but the worst they’ve done by game’s opening is throw a few rocks at the gate and sped off squealing. Supply runs to Wooodend are common and sometimes necessary for certain essentials.

Christchurch: If you can't find it in Shepherd's Haven, you’ll probably have to travel even further south to Christchurch. Christchurch has diverse dining and shopping options, secondary and college education, and better hospital and other health care options. When getting a job, put your best face forward and remember that those who meet you will likely form their judgments of other Numbered based on your interactions, as you're probably the first they've met.

North America

North America was the continent that suffered the most damage from the invasion, with a majority of the western half of the United States, as well as parts of Nothwestern Mexico and Southwestern Canada, being destroyed by the alien forces. With the United States struggling to rebuild, it is here that the Numbered face their greatest battle regarding the court of public opinion. Though their safety is not typically in danger, the Numbered receive a great deal of criticism from the media as well as distrust from the populace, particularly from those who escaped the devastation in the West. The one exception remains Gateway City, due to the influence of industrialist Benjamin Factor and his company.

Gateway City

Gateway City is a city located on the boarder of what was once Kansas and Missouri, in the Midwestern region of the United States. Though a major city well before the invasion, in the past year, Gateway's importance has swelled in terms of national and international relevance. With much of the western half of the country devastated by the invasion, Gateway has become crucial for the launching of aid and relief to the territories ravaged by the brief but terrible war. It has also attracted international attention, and become the site of delegation for a multi-nation coalition dedicated to the rebuilding of the war-ravaged west. Finally, it has become the new home of the United States' entertainment industry (which has fallen behind globally, with many studios also establishing studios in Europe and Asia), and hosts the headquarters of Factor Industries, an organization that has become allied to the Numbered and has led the way in reverse engineering technology recovered from the invasion.

Of all the cities in the United States, Gateway City is perhaps one of the most welcoming and encouraging to the Numbered outside of Shepherd's Haven. This is partly due to the influence and work of Benjamin Factor, who has publicly voiced his support for the Numbered. As can be expected of any major metropolitan area, Gateway City plays host to an airport, local sports teams, and whatever else you might expect from such a location. The city's second teleporter location is an alleyway, marked with the symbol of a snake eating its own tail.

Notable Locations:

Factor Industries Plaza - Located in the heart of Gateway City, this is the global headquarters of Factor Industries, a titan of industry and leading competitor with Thunder Corp. The plaza includes Truman Tower, which is where most day-to-day business takes place, a number of buildings for the study and implementation of advanced technologies, and the Awakening Center, a community center which includes a gym, multiple entertainment centers, a shopping center, and which plays host to the local teleporter relay that allows for easy transport for the Numbered.

Fort Grant - A military base located outside the city, Fort Grant is a staging area for relief efforts to the western half of the United States. Delegates, representatives, humanitarian workers, and soldiers alike live, meet, and work here.

Locke City

Locke City is located in the Eastern United States and was once the epicenter of Numbered activity. As such, over the course of several years, it played host to a series of disasters and tragedies that culminated in the invasion, where much of the city was left destroyed. Though the Numbered ultimately protected it, Locke lay mostly in ruins.

However, like the metaphorical phoenix, Locke has emerged, reborn, from the ashes, thanks to the investment of Thunder Corp. Though much of the city's woes could be tracked back to them somehow, they were ultimately able to evade punishment and see to the revival of Locke. As such, the city has returned to most of its former glory in a shockingly short amount of time. However, the city has changed in multiple ways, and it is here that the Numbered face the most scorn. Beneath the city, a mysterious entity sleeps, serving as its new protector in the wake of "Wise Snake's" destruction.

Thankfully, Factor Industries has managed to place a teleporter here, in a small community center in the city's business district. The Thunder Corp teleporter symbol is located behind a warehouse in what is now known as the "Phoenix District" of the city, though anyone using it will find themselves quickly escorted off the premises by Thunder Corp security unless special arrangements have been made. The mark is the alchemical symbol for reduction.

Notable Locations:

Business District - Just as before, the city's business district is the heart of the city's commerce, with the massive Tuning Towers still standing tall in the heart of it. Thunder Corp has invested a great deal of money in both rebuilding this part of the city and courting businesspeople back to the city, and they make sure that everyone knows it with billboards and signs advertising Thunder Corp and their affiliates.

Phoenix District - The symbol of Locke City's rebirth. Once a section of the city full of abandoned buildings and homeless, it was one of the first areas revitalized by Thunder Corp, with its unofficial, ostentatious-sounding name reflecting their vision for a "new Locke City". The Phoenix District houses both Thunder Corp facilities and new residential homes for those who lost theirs in the invasion. The New Locke City Memorial Park is built in the hart of it, serving to honor those who lost their lives and commemorate the (oddly fast) amount of progress Locke has accomplished in only a year's time.

Other Locations: Locke's harbors are still open, and Locke City University and its other learning institutions reopened their doors half a year after the invasion. However, Fort Turner, the historic military base dating back to the original war, is but a memory, and has been replaced with a museum focusing on Locke itself, including its "rise from the ashes". Naturally, a great deal of it is dedicated to Thunder Corp as well.

New Los Angeles

New Los Angeles is a young city on the American west coast, built from the ruins of old Los Angeles. It's also the primary seat of government for the western territories of the United States, who were devastated in the invasion, which caused most state governments to collapse. As such, New Los Angeles struggles with a great deal and with many tasks that are beyond their means. Every day, more and more refugees come to the city, who are forced to remain in the city's camps and shelters. Survival is key in New Los Angeles, and many of its people have to cooperate with one another to survive. Power is held by the specially appointed governor, Alicia Barrow, and the United States army general, Terrence Miller.

As you might expect, New Los Angeles does not play host to many businesses. Many relief organizations have built shelters, but they are filled to capacity, and many of the city's refugees have to live in tents in the city's specially designated camps. As far as employment, the main source of jobs is in the relief centers and among the numerous construction projects going on throughout the city. Despite a military presence in the city, there exists much potential for violence, and most of the population resent the Numbered. Its second teleporter is on the back of a relief center built by Thunder Corp, marked with the alchemical symbol for Sublimation. Vermini, and their larger counterparts, Vermaxi also roam the streets, coming out particularly at night, and the city has multiple criminal gangs as well.

Notable Locations:

Factor Industries Relief Center: One of the largest and most successful relief centers in New Los Angeles. This is where the New Los Angeles teleporter is located, and is of course, kept secret from the populace using the highest level of security Factor Industries can provide. Numbered can still use it freely, however.

New Los Angeles Government Building: Its direct and to-the-point name a testament to the difficulties faced in New Los Angeles, the Government Building is, well, the location for the government of New Los Angeles and the entire western territories. Both the governor, Alica Barrow, and all officials there are stretched beyond their means, and spend a majority of their time butting heads with the local military presence.

Refugee Camps: Where the majority of New Los Angeles's people live, the refugee camp's people include both those who originally lived in Los Angeles and those who sought refuge in the scouring of the western half of the United States. Food and other resources are at a premium here, and while most have formed small communities that stress cooperation, a few include those who flaunt their strength in order to hold influence here. The one constant is that most refugees do not care for the Numbered.

Western Territories

In the invasion one year prior to the start of the game, most of the Western half of the United States was devastated, leading to the collapse of most state governments. In the destruction, California, Nevada, Washington, Oregon, Idaho, Utah, Arizona, Montana, Wyoming, Colorado, North and South Dakota, Nebraska, Kansas, Oklahoma, and a third of Texas were affected, and among them, only Texas retained enough overall stability to remain functional. At this point in time, most of the area remains devastated and lawless, with many people fleeing both West and East.

However, just as many have been left stranded, and the region has been designated a humanitarian crisis by the United Nations. In the year since the invasion, the situation has only worsened, with "overall stability" only being attained in the areas around what was once california and on the borders of the Midwestern states. As such, no one has a clear idea of what's going on there, and reports of strange phenomea, lawlessness, and other mysteries are in abundance. A strange energy field, believed to be lingering effects from alien technology, makes it impossible for satellites to get a clear view of the region. Furthermore, while some of the devastation crossed over into Mexico and Canada, it was done to a much lesser extent, and areas of these countries bordering the Western Territories are kept highly secure.

No teleporters lead to general areas inside the western territories. Though much of this place is being kept vague for plot reasons, if you have an idea regarding this part of the world, please, feel free to speak with the mods and we'd be happy to work out something utilizing it!

Las Vegas and the Lonely Mountain

This was the epicenter of the invasion that tore apart the western half of the United States. As such, all that remains of Las Vegas is a large, open scar where a city once stood. What doesn't lie in ruins has been converted into a military base, as it was the first location secured by the United States government other than what is New Los Angeles. The "Lonely Mountain" is also similarly kept watch over, with no one having entered its depths since the invasion. It is here that the new guardian, an enormous dragon, rests in the event this part of the world needs protecting again.

No teleporters reach Las Vegas, and it is extremely difficult to journey there on land. If you have other means of reaching there, you will find yourself having to deal with the local military presence.

Infinita City

Infinita City is built up on the ruins of what was once Denver financed and named after the global conglomerate of the same name. Both the company and the city is run by CEO and billionaire Anton Keldek. Infinita was one of the first sites to begin functioning again followed by the devastation caused by the invasion, lighting up the Nevada desert within less than six months of the war. As such, it has attracted many refugees seeking shelter and safety from the lawless wastelands that cover most of the United States now.

Though the title of "city" might still seem a little out of reach, with most of the refugee population still relegated to camps, shanty towns and communal shelters, round the clock construction efforts have the city building up fast with more buildings coming online and more refugees becoming true "citizens" of the city. The area is highly militarized and constantly patrolled by members of Serpos, Keldek's private military company, on the ground and by aerial drones from the skies. Curfews are in effect and refugees and citizens alike are expected to abide by the rules and cooperate with the Serpos soldiers. Criminal activity is not tolerated and perpetrators will quickly find themselves imprisoned and locked away to await being "handed over for trial once the government is reestablished" and the indefinite nature of this incarceration is made well known. Nonetheless, those who know where to look can find a thriving drug trade operating in the more run-down refugee areas.

Rights and privileges are doled out based on one's productivity and contribution to the city. Refugees receive the minimum of these, with rudimentary camps and shanty towns and heavily rationed supplies. Those who choose to work toward construction and maintenance of the cities are granted much better living conditions for them and their families, such as a place in the larger community shelters with electricity and running water. Those who sign up with Serpos are given the best treatment regular humans can hope to receive, with private residences for them and their families and a much more accommodating food ration. Numbered are given the best treatment of all. A Numbered (or Numbered doppelganger for that matter) who joins Keldek's ranks will be granted spacious living quarters with no limit to rations and the resources of the city at their beck and call.

Travel to and from the city is highly restricted, particularly to Numbered who are not part of Keldek's forces. Any Numbered entering the city will be required to report and register with the Serpos guards, whereupon they will have a constant escort during their stay in the city. Accommodations are welcoming and pleasant but Numbered movements are constantly recorded and restricted throughout the city. Any refusal to cooperate will be met by immediate ejection from Infinita's borders. Most PCs will likely deal with Keldek's right hand, Evelyn Strauss.

Relations with the neighboring areas are likely tense and strained to a point. Keldek keeps up a facade of cooperation and helpfulness and offers a degree of aid but it's relatively small. He refuses to divulge or share how he is able to power the city, or produce the amount of food needed to keep its populace fed. Complicating matters is the fact that Serpos is well-staffed and equipped, enough that challenging them directly in military conflict is a daunting matter. In the post-invasion world of North America, Infinita City is a force that has rapidly grown in power and influence and continues to do so every day.

Thunder Corp, after making a secret agreement with Keldek, used the city as a hub for their clandestine teleporter network. The center of the city has an an area marked with the various symbols Thunder Corp has placed around the world, and all one has to do is stand on one of those symbols and will themselves to be taken to that location. Unregistered individuals using it who do not meet the criteria above will be considered in violation of Infinita's laws.

Notable Locations

Sector 1: Infinita Headquarters - The simply named hub of the city's operations, and the residence of Anton Keldek, his inner circle and any Numbered who sign up. At a glance, this area resembles a military complex, a cluter of small two-to-three story buildings. Despite its appearances, however, this area is easily the most developed part of the city. Most buildings here are actually residences for the higher ranking members of the city and are as comfortable and luxurious as resources and time will allow. The Headquarters is highly secure with anybody entering required to have their ID checked at various guard houses.

At the center of this area is a large construction project. Crews work endlessly building a sprawling tower that will one day take its place as the city's main seat of power. This, however, is largely a cover. Directly beneath Headquarters is a sprawling preexisting facility of subterranean labs. Something is at work deep under the city, but exactly what it is remains a mystery.

Sector 2: Citizens Residence - The next most advanced portion of the city is the portion set aside for "citizens", people who have either joined Serpos or otherwise reached high enough rank in construction and maintence crews to warrant it. A relatively nice area to live, this one is made up of decently-sized apartment complexes built to accomodate small families. Security is laxer here but most refugees are refused access unless on sanctioned business or work.

Sector 3: Camps - Located on the fringes of the city, this area comprises multiple types of dwellings. Anybody unwilling or unable to work toward the city is relegated to tent cities or shanty towns. Workers, as well as their families, will find themselves "moved up" to large communal dwellings that at least have power and running water. Serpos troops are a constant presence here, keeping order and stability among the refugees. Conditions are harsh here but most still find them favorable to trying to survive out in the wilderness. Anybody who wishes to leave is free to do so but they do so alone without any support or escort across the wasteland, and are allowed to take only what they can carry themselves.

Sector 4: CLASSIFIED - Outside the city altogether, Sector 4 is a large complex covered by a huge white dome and surrounded and cordoned off by fences and guard posts. The "official" story is that Sector 4 houses hazardous materials left over from the invasion but what's being done with it or the exact nature of it is a closely guarded secret. Nobody is granted access to Sector 4 without explicit clearance by Anton Keldek himself. There are no exceptions.

Europe

Europe was another part of the world that was defended by the guardian beasts slumbering within the earth, with London, England, the "Neuschwanstein area" of Germany, Bavaria, and Austria, and Lapland, Finland all playing host to the beasts that protected the planet. In general, most European countries have a positive or neutral opinion of the Numbered, though it does vary from country to country and nothing is universal. In the areas where the animals appeared, the beasts themselves have become something of cultural symbols, with the so-called "Silent Swan" being particularly popular. Additionally, the mysterious Wolpertinger, strange hybrid creatures, have been appearing in greater frequency across the continent after first appearing in Neuschwanstein.

Thunder Corp's teleporter symbols for London, the Neuschwanstein area, and Lapland are the alchemical symbols for vitriol, cinnabar, and alum respectively, and can be found behind nondescript buildings. Likewise, Factor Industries has recognized the importance of these locations to the Numbered, and established teleporters in all three locations. For more information on all three areas, please visit here, here, and here.

Other parts of the world

Other notable locations include Tokyo, Japan, and Sanatarem, Para in Brazil. Both locations were sites of the invasion, but were, again, relatively protected, and able to recover from the invasion more easily. As such, the Numbered receive a degree of acknowledgement or appreciation there. Factor Industries has built facilities for teleporters in both locations, and Thunder Corp has placed the symbol for algamation in Tokyo and decomposition in Sanatarem for their own purposes.

As for the rest of the world, the fallout of the invasion was not as heavy, save for minor damage caused by the appearance of the monstrous serpent that appeared in the sky. Thus, most have little difference from their real world counterparts in terms of history and culture, and as always, the opinion of the Numbered varies worldwide, with people's feelings ranging from distrust, fear, appreciation, and even reverence towards them. Things will undoubtedly change as events play out and new potentials are explored.

If you have any questions, suggestions, or wonder anything else about parts of the world as they relate to the game that are not laid out here, feel free to ask us!

Help us build our world!

We allow players to submit minor locations (places of business, various sites, all within reason). Below, you will find various sub-threads where you can do so, along with some locations of our own that we've created. Use this form and reply to each of them! That being said, you must be a member of the game to do so!