spoofer: (piano)
Xistentia: Mod ([personal profile] spoofer) wrote2017-06-18 07:11 am

More Locations (Image Heavy)

More Locations
Landmarks and Places To Go

Much of the city remains empty and overgrown by the forest. However, these days, the urban centers and forest draw plenty of activity from the refugees of the apocalypse. The world itself is somewhat sentient and largely upkeeps itself. Remember, as always, the city center is a safezone. With practical exceptions, physics prevent physical harm from coming to characters, outside of specific gyms and medical theaters.

For more information on the forest and bestiary, revisit the setting.

"Unclaimed" Businesses and Services

The following businesses and services "need" owners and operational staff. To claim one, just head over to The Business Directory and register. Note, 'services' are always open for more employees due to plot involvement and to an extent they are technically 'running' even without PC staff. However, businesses are largely player-controlled.

This list is not exhaustive. Characters can absolutely create or claim businesses not listed here.
  • Animal Rehabilitation Center (business): the general disposition is that animals belong in their natural homes, and thanks to the general harmony between civilization and nature in Xistentia, there's generally no need for zoos or animal ambassadors. However, injured and retired domesticated creatures still need somewhere to go. Short-term and long-term. Might you be able to give this to them?

  • Library of the People (service): despite what Leslie Knope says, paper books and publically accessible information terminals are an importnat resource in Xistentia. F.A.T.E.S. functionally has access to knowledge from the entire Multiverse. This service, and its beautiful stone-and-glass building is currently defunct. It just needs someone to revive it.

  • Matchmaker (business): You'll get a beautiful office space with an open floor plan on the main boulevard, and a boost to interactions with all local businesses. F.A.T.E.S. will help. F.A.T.E.S. is confident that she's good at this. (No, she's awkward, but she means well.)

  • Museum of Natural History (service): art and science thrive where all of the imagined worlds of the multiverse meet. Now seeking a curator as well as donations. Interactive exhibits encouraged.

  • Sea Sentinels (service): the closest thing Xistentia has to military, in a world where community-building is as important to security. This public service focuses on watching the Interdimensional Membrane to the West for signs of D.E.S.T.I.N.Y., and decrypting information from F.A.T.E.S. about tactical needs and missions. Their center of operations is the Citadel, overlooking the beach.
THE CENTRAL CITADEL

The Central Citadel is the Westernmost point of the city, but the center of the overall map. It is the tallest building in Xistentia and surveys the sea.

Though it serves many vital functions, its best-known feature is the atrium lounge, containing an ongoing, semi-sentient dance party and self-repleneshing booze and amenities. Various liquors from across the multiverse are available, along with drink umbrellas, speared olives, mixers and wedges of fruit. However, the cocktails that automatically fill the glasses vary in taste from acceptable to horrific. Luckily, the bar does not keep anyone out-- mix what you like.


Unfortunately, the music is always terrible.

There's much to explore beyond the bar. The Central Citadel is filled with odd rooms. In the presence of only one or two explorers, the tidying effect doesn't happen nearly as quickly. Characters may find jungle-eaten conference spaces, computer laboratories, or even more sophisticated situation rooms thronged with vines and flowers. Somehow, the screens and monitors seem to work just fine with blossoms poking out of the harddrives. Rooms with beds are available as well, some of them already pre-carpeted with romantic roses.
THE Telexistance Temple

The Telexistence Temple is located on the Easternmost edge of the city, accessible by foot, vehicle, or a teleportation key from the Citadel that your daemon can activate. The sudden quiet seems deafening; the darkness is almost blinding before one's eyes adjust to the lines of light running through the tall stone walls. It is much cooler here than it was at the Central Citadel, but it has its own eerie dignity.


Your daemon offers you this explanation: "In the future, this is where you may access information about your worlds. Recovery information, save points, and both passive and active world entry points are located here. Most of the tools have been disabled in order to prevent damage."

However, two pieces of technology continue to cooperate. First, a huge slab of glossy black stone the height of a desk, emitting holographic Head Up Display upward, the Chronological Cartographer. Your character must touch the device. Immediately then, a bright flowing diagram of data begins to spin through the air, whirling with lines and circles and familiar names. It is a chart of the worlds your characters have lived in before and the people they have met in the past timeline. The splitting point to Xistentia is clearly marked, and your future here is a red line wavering in darkness. Toy with it a little, and you'll even be able to pull up significant dates, friendships, enemies. Moments of transformation. F.A.T.E.S. remembers it all, and it is only a quick teleport from the Citadel. (Fortunately, it is also a quick teleport back.)

Second, there is a monitor with another HUD. It displays a HUD with a single prompt: Amenities needed?[2]



Footnotes
  1. Some may be NPCs! Please avoid killing or maiming them without mod discussion first.

  2. Go here and fill out the form, reply to that comment, if your character is going to take F.A.TE.S. up on the amenities request.

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