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Mods ([personal profile] modblob) wrote2019-04-22 09:20 pm

setting & locations.




Setting.


The planet has no name, or at least not one you can find any record of. It has the dusty, barren redness of Mars, with all of that planet’s inhospitable nature, though that is where any real resemblance ends.

There’s water here, but the vast majority of it is undrinkable, dark, and reaches unknown depths with temperatures that can vary wildly from superheated to half-frozen. The planet’s climate is incredibly unstable, allowing for both snow storms in areas with more water to blistering heat over much of the terrain. At a moment’s notice an electrified sandstorm could sweep up from virtually nothing, and waves of radiation can wash over the landscape. Not to mention the incredibly strong winds that sometimes arise, and the flooding of water containing heavy metals that occasionally rises from the planet’s crust.

The air quality outside the colony is very poor, but marginally breathable. Characters can go outside without full equipment, but it isn't recommended, and without a helmet during a sandstorm or one of the radiation waves, they're liable to die. Painfully. The suits available at the colony have limited nuclear protection, and oxygen must be resupplied at the colony. Helmets can be pressurized for diving, if you're brave enough to risk it. There are GPS units available, but they're hardly accurate, between the electromagnetic storms and the constantly shifting geography. Maps are available too, but hardly trustworthy, and they need to be constantly updated.

But maybe it's worth the risk for you, to find some small piece of home.


the red shift


None of the dangers the terrain has to offer hold a candle to the real danger of this unnamed planet. The red shifts, named for the colors that envelope individuals caught in the phenomenon, can surge up with even less warning than the sandstorms. Radioactive and electromagnetic, the red shifts bloom over the landscape like a rising tide.

During a shift, the world becomes distorted, warped, impossible to navigate. People caught in it are enveloped in auditory and visual hallucinations, and can become so disoriented that they can't even recognize people they've known for years. Those not wearing protective gear from the colony may be cooked alive by radiation. But perhaps the most dangerous part is what the shifts carry with them. Slivers of other universes, little slices of places never seen before, or so familiar they're unmistakable. Objects, relics, landscapes. Monsters. Some exist only for a limited time, blinking out of reality the same way they arrived. But sometimes, rarely, things get left behind, changing the landscape of the planet and introducing new resources or dangers.

Though the colony is protected from the weather by its shielding dome, radiation leaks during the shifts can wreak havoc inside.


Locations.


anchor (the city)

So far as anyone knows, the colony of Anchor is the only habitable zone on the planet. Built into the ground, it’s a massive multi-level facility, each level designated to a different purpose. The tiers are built around an open central space, allowing for lighting to reach all the way down to the bottom of the colony. Protecting its occupants is a shield, a massive clear dome that both blocks out radiation and is powered by it. It’s easy to see the sky beyond, though the view is almost never the same for long. Whether it’s the changing stars, vanishing planets, or suns that come and go, there is no way to tell where the planet is in the universe at any given moment in time.

Anchor itself was once a sanctuary, built with the amenities that a place like this can support. There are small lounges, restaurants, a bar. Recreation rooms and parks and copious gardens. There’s a med bay, bio labs, and farming areas that make the colony largely self-sufficient. It’s meant to support a thriving community, and maybe once upon a time it did.

Now, however, it’s a ghost town.

The lounges, restaurants, and bar are largely inaccessible. The med bay, bio lab, and most areas needed for long-term survival are all sealed behind bulkhead doors that can only be opened if power to various areas of the facility is restored. Only the most basic functions are available to the first-comers. Guess they’ll have to get creative.

It hasn’t been unoccupied for too terribly long. Though the plants in each tier’s garden areas are wildly overgrown, things aren’t dilapidated. There’s no real decay, no rust making anything unusable. Whether the occupants simply vanished the same way they appeared or something else happened, they’re gone now. All that’s left is some damage to the exterior of the city and the occasional bullet holes and splash damage inside.

Traversing Anchor is simple enough. The easiest way to get anywhere on a single level is on foot, with the broad breezeways that line each floor providing a pleasant walk and a view of the park at the bottom of the city. To move between floors, there are lifts in many locations that go up and down from top to bottom, and stairways to use in case of fire or emergency. Unfortunately, the lifts are currently inoperable - might want to get on fixing those.

The large metal rails that span from the park at the bottom to the surface level facilities are intended for emergency evacuation procedures, with large pods able to hold a great many people traveling up and down each one at need.

There are also little battery-powered segway-like devices available on each floor to scoot around on, if you want to look like a loser.


anchor: surface level

The risks on this level are the most extreme. Not only is it prone to radiation leaks given the unmaintained shield, the air is lower quality due to poor filtration. While this can be improved, it’s never going to be a place to picnic.

▶ Arrival Zone: This is where everyone who finds themselves in Anchor first appears, in a small room with an experimental, one-way portal. Trying to walk back through is like trying to walk through molten stone. Slow, painful, and ultimately fruitless. On the screen to the left of the portal, a repeating arrival video plays. There are a large number of communication devices in racks along the opposite wall, through which you can tune into the network.

▶ Entranceway & Decontamination: Everyone goes through decontamination to enter the facility, for the first time or after excursions outside. Here, characters are instructed by a friendly voice to strip and place any clothes and equipment into a processor that will remove any harmful substances and radiation. After a refreshing communal shower, they will be allowed to retrieve any belongings deemed clean or salvageable. All unsalvageable items will be purged.

▶ Garage & Mechanic Shop: A high-roofed and well-lit area, whitewashed to show just how clean it is — or was, since there's a large buildup of dust, in addition to those bullet holes in the wall that no one had a chance to spackle over, apparently. In addition to the cabinets full of tools that line the back wall, there's a tunnel that leads out to a vehicular decontamination room and from there to the surface. Inside the garage are three working 4-wheel all terrain vehicles with two more in clear need of repair and rebuilding. These "space jeeps" run on batteries, which need to be recharged in the garage after about six hours of use. Less, if the terrain is rocky or unstable. There is one available radiation-resistant cover available that fits any of the existing units, but only one. In another room, off the main garage and with a separate tunnel to the surface, are several half-finished air frames and what appears to be a mini-submarine. These could be finished, with the right minds put to the task.

▶ Exit Room: Another large, whitewashed area filled with protective suits, helmets, first-aid kits, and other survival gear necessary to explore the world outside the colony or do general maintenance on units outside of the protective shield. While the place appears well-stocked, supplies are still limited and non-renewable for the time being. Some of the suits and helmets are in poor condition as well. Oxygen tanks can be found and filled here.

▶ Security & Fire Station: A severely damaged computer control room that would have access to all of the interior and exterior camera feeds as well as the sprinklers throughout the colony. If it were to be repaired. Some areas of the colony can be opened or shut down from this station in order to close off danger zones and smother fires, and - interestingly - there are controls for guns and lasers that are stationed remotely throughout the colony. These controls are currently inoperable.

▶ Armory: A tightly secured, currently inaccessible area, containing large stockpiles of munitions. Everything from side arms to rifles, laser cutters, survival knives, body armor, grenades - person with access to this room could start quite the party.


anchor: topmost levels

This area's facilities have suffered from the radiation leaks and medium air quality, but both of those things can be reversed if the shield is repaired and filtration systems are brought back on line. These areas are or would be responsible for most of the colony's long-term functions and supplies.

▶ Agriculture: Almost one entire level is dedicated to the colony's agricultural areas. Three full levels are given over to horticulture, a tree nursery and orchard, small forests, and livestock enclosures with broken fences and dilapidated barns. There are a few skeletal remains of unusual cattle, the bones chewed on and broken. Near the barns, connected to them by half-smashed plexiglass tunnels, is an area with floor drains and the tools to slaughter, cut, and cure meat. There are several dumbwaiter-looking things labeled "LAB" in large letters, where samples of blood and other offal can be deposited and transferred to the agricultural labs described below.

▶ Livestock: Some animals have survived in the overgrown, forested areas of the levels, but most are mutated and hostile, cannibalizing and breeding with each other in equal measure. A person could probably get some hunting done here, but whether or not they would want to eat what they kill...well, some people are more adventurous than others.

▶ Bio-Lab & Fish Hatchery: In addition to all of the plant growth and cattle-raising areas, there is a bio-lab. It's located in one of those formerly picturesque, now carnivore-filled forested areas, and contains sprawling facilities that are in surprisingly good repair. It seems whatever conflict touched the rest of this place never made its way to this facility. The bio-lab contains a library of DNA samples that can be grown into livestock over a period of time. It also houses a large fish hatchery, a gene splicing area, and a large lab dedicated to the study and manipulation of plants.

▶ Research & Development: Below the agricultural areas, there is a technological R&D area, with indoor and "outdoor" wings. The indoor wing is divided between larger rooms for vehicle and other large experiments, and labs with tools from the rough to those delicate enough to work on the smallest computer chips. Though they are in need of repair, there are computers to operate the various manufacturing areas of the labs, including 3D printers. The printers, like so much else, need to be fixed to be operable. The "outdoor" wing is blocked off from the open air at the center of the colony, allowing everything from vehicles to explosive munitions to be tested. Attached to the R&D facilities, there is an engineering workshop, something like a series of large garages, where bots can be fixed and gadgets can be tinkered with in privacy.


anchor: mid levels

These areas have better air quality than the upper levels, and significantly less risk of radiation exposure prior to fixing the shield. The spaces on these levels are classified as "enrichment areas!" Many are closed off or otherwise non-functional. Whatever happened in the city, these levels were the first to be isolated, and there is more evidence of conflict. Bullet holes and casings, blast damage, laser scoring. It will take some doing to get these spaces functional again.

▶ Bar: But here's a stroke of luck! The bar and dance club are largely untouched! The bar contains a large amount of synthesized alcohol in a seemingly endless variety of types (with varying levels of quality). The robot bartender is bullet-riddled and fritzy, so it might be best to make your own drinks until someone figures out how to reprogram him. If you decide to let him make your drink, you’ll be getting a synthesized version of a tequila sunrise. Every time. No matter what you ask for. You won’t even get a maraschino cherry in it. Sometimes he might accidentally glitch and throw it at you, too. Really, just make your own.

▶ Dance Club: The dance club is a large room with a small stage at one end and a variety of light and music settings, though the music is questionable at best. We hope you like space Raffi or galactic heavy metal, because there’s not a whole lot in between to start with.

▶ VR Room: This is something of a misnomer - there’s one large room to the left, with a hallway sporting more, smaller rooms off to the right. The large room is an environmental simulation room with artificial sunlight and a default oceanscape that can be programmed to resemble a person's own world. There's a certain degree of automatic cerebral interfacing to make sure it gets the details just right. The smaller rooms have access to a library of VR games, some of which work and some of which will insult you in various languages before crashing. People can meet and socialize in the environmental simulation room, or in any of the smaller rooms through virtual reality. Additionally, there is a completely digital "shared world" that any character accessing the VR Room can enter, which represents the city at its peak of functionality and beauty - this VR shared world is the first place that some new arrivals manifest, as ghosts in the machine that can interact via VR before waking up physically in the arrival room (most Test Drive memes will take place partly in this shared world). IMPORTANT NOTE: Anyone accessing virtual reality will receive a warning spiel before entering their chosen program that states that excessive or long-term use of the VR services can cause users to experience mental and/or physical damage.

▶ Spa: There is a fully-outfitted spa with three areas—one that has all the amenities of a Turkish bath, one designed to resemble a Japanese hot spring, and one area with the steam rooms and massage tables of a typical Western hybrid of both.

▶ Intimacy Lounge: This is a large lounge area where people can meet new people in a nice atmosphere, or have some personal time with someone special, as the barracks are very much not personal. There are a few private rooms available, some small and simple, some large with amenities such as a shower or bath. Basic provisions for relations with any sex (including a few alien ones) are provided. There's even one kink room. The matchmaking service bot allows characters to input their information to find compatible partners, or can access a character's portable device for matchmaking on the go - but be aware that it may simply pop up with whoever's closest, or not take your preferences into consideration at all. That is to say, the bot is sometimes very much on the fritz. Or just really kinky. No one knows.

▶ Food Service/Shops (Player-Run Businesses): There are a significant number of empty restaurants with spoiled food and small shops cleared of their contents that obviously require real human servers and cooks or other personnel. If you wish to claim one of these areas for your character to run, please see the Occupations page. New attractions can be created in empty areas if your character is enterprising, and can find or create the necessary equipment.

▶ Personal Supply Station: This is the closest thing to a colony convenience store available in Anchor. Many of the supplies found piecemeal throughout the rest of the colony are gathered in one place here. Mostly the items are small, like bedside lights, personal hygiene products, condoms, and other general supplies. Many of the cases containing these supplies are locked tight and were only opened by a supervisor, and the quartermaster bot is a little wonky, so these may be difficult to access. Moreover, supplies are not flush. There may be shortages as each item must be crafted in an automated facility using supplies available from the colony’s agricultural and development levels. Characters may manage the store to make sure no one is going nuts with the supplies available.


anchor: lower levels (housing)

This area is quite well removed from the worst environmental factors from The Outside, with good air quality and very low radiation levels, even without a shield. These levels are home to almost all of the housing options for the city, all of which are in moderately good repair.

▶ Barracks: The main living quarters are dormitory style, with one toilet per quad or double. Inside each dormitory there are all the generic basics: beds, desks, a small utility area for cooking and building small items, a computer terminal (non-functional), and one large screen which can be used to observe video communications or project images from outside or other parts of the colony.

▶ Showers: Most of the showers look like gym showers, being large and unisex, with spaced out shower heads. There are smaller, slightly more private gender-divided showers available for those uncomfortable showering in what amounts to a public space.

▶ Mess Hall: There is a large self-serve or bot-served mess hall and community lounge, with many prepackaged options available out of vending machines (most of which are long past their sell-by dates, as evidenced by the presence of mold). Supplies here must be refreshed with livestock, vegetation, etc. from the higher levels. There is a kitchen area where a cook could take over to prepare fresh meals.

▶ Gymnasium: A public-use gymnasium on this level contains typical gym equipment, a large treadmill area (which is used to supplement the colony’s power supply), general exercise rooms for aerobics, martial arts, and other uses. The area also contains steam rooms, an infra-red sauna, and a salt pool, none of which are currently functional.


anchor: bottom levels

This area is the safest part of the city - located at the very bottom of Anchor's depth, the bottom level contains the parts of the city considered most sensitive and necessary for survival of the residents, either mentally or physically.

▶ Park: At the bottom level, below the general living quarters, there is a park with sod grass, short walking trails, and a small lake with safe water where anyone can go swimming and some fish still remain. More fish can be added, of course, but they’ll have to come from the hatchery on the agricultural levels. There is nice tree cover, and the temperature and weather are regulated, and there is a flower garden that can be reinvigorated by those inclined to the work. There may even be butterflies to be found in the DNA library that may survive here. You can clearly see the sky from the park, and there is a large telescope near the center of the park.

▶ Plaza: There is a large plaza that wraps around the park, meant to host community or cultural events such as festivals, markets, or performances. The mosaic tiles in the plaza depict different areas of Anchor.

▶ Educational Center & Childcare: There is a small educational center off of the plaza, clearly intended for children. Its facilities include a classroom, recreation room, nurse's office, and hygiene facilities. The blast doors allowing entrance are firmly sealed, and the viewing windows into the classrooms seem unbreakable.

▶ Library: The library and data records center has been largely destroyed by a cave-in, apparently caused by an explosion. There is one section with reading materials that shifted in from other worlds, and it remains standing. Other data may be recovered from the collapsed area with effort.

▶ Medbay: The Medbay was constructed to be fully functional regardless of the presence of doctors. For mild to moderate injury, there are tubes in which the injured can be placed that fill with gel to accelerate healing. For more serious injuries requiring surgery, setting of bones, or other invasive procedures, there is a highly sophisticated automated surgery booth. It can perform most operations in absence of a surgeon. Doctors are still necessary for prescription administration and...like...compassionate contact. Volatile and addictive drugs are administered by bots to ensure there is no abuse, though there are ways around that if you really want to find them.

▶ Family and Luxury Suites: These individual luxury suites branch off from the plaza, some of them with living rooms visible through the same seemingly-unbreakable glass substitute that guards the children's education area. Originally intended for important persons and those few families that once resided here, they are multi-level condos with windows that face toward the park and gardens. Each suite has a private bathroom including a tub and shower, a miniature kitchen, and two to three bedrooms. Each one is furnished in soothing pale colors with high-quality furniture. As these had the highest security, they are locked down tight and can only be opened by someone with a high level of skill hacking the passcode...or blowing the bulkead. But who knows what other problems that might cause?

Images used for setting taken from Hazem Treasure's City in the Desert


Ask a Question.


Any questions related to the game's setting, the overall world, the city and what can be found in it, what can be found in the outside, and any other necessary in character information can be asked on this page. Answers to previously-asked questions will be linked below for ease of use.

What kind of wild animals are in the Animal Area?
What kind of insects exist in Anchor?
Are locations not noted as inaccessible free to explore? Are there dangerous animals?
Can characters refurbish broken or malfunctioning bots?
What are radiation levels like? Are there geiger counters? Can characters connect existing devices to the network?
Is the Arrival Room regularly accessible?
How can characters go about programming VR programs?
Could a necromancer raise the weird animal skeletons in Anchor?
As of September 2019, which sections of the setting are still locked?
What are Anchor's laundry facilities like?
How frequently and in what way does the sky in Anchor change?
Do characters ICly know the term "red shift" and if so, how?
Can decaying magic rot through doors?
Are power outlets available for tech from home?
Could the geiger counter function on a device from a previous game still work in Redshift?
Do the translation mechanics work on sign language, and if so, how?



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