So, I still need to do the stat for the security forces, Virgil, and the forest managers. But, here is the fluff for the place itself!
Not a perfect representation of the arcologies, but you get the idea... |
Elysium
Manager: Virgil
The Recluse –
Virgil lives in a penthouse at the top of the 'north-most' tower,
taking up the an entire floor. His face is seen rarely, while his
influence is constant. Those that have seen Virgil describe him as an
over two-meter tall elderly man with long hair and matted beard, his
body thin to the point of being malnourished. His employees are
legion, occupying positions in every level of the four towers, each
willing to fulfill Virgil's every whim. His every action is focused
to gaining more control over the people Elysium. Though he is a
tyrant, his laws and actions move toward the betterment of the
inhabitants of the wilds and towers. The aura of the circle does much
to ensure the smooth operation of the circle, allowing him to have
'problems' disposed of quietly. He can be dealt with, most often
through intermediaries, if a deal can help him in his endless pursuit
of control.
Feeling: Hope
and Ease
Description: Twilit
parkland of rolling grassland and forests of prismatic trees fill the
majority of this circle. Four towers stretch towards the sky, each
situated at a cardinal direction. Octagonal in shape, their smooth,
silvered glass sides flow two-thousand meters into the sky. Edges
limned with rainbow hued neon, the top of each side bearing a
hologram of the tower's namesake. The towers are arcologies,
containing in their entirety the housing, commercial, and industrial
districts of Elysium. These towers are the best Circle City has to
offer in the way of comfort and safety. The culture here is far from
perfect, as the mental frailties in all sentient species still exist.
Willful ignorance, purposeless hate, and unquenchable greed still
hold sway over the minds of the residents, but these feelings are
greatly eased by the aura of the borough.
Outside of the towers
is the parkland, a rolling expanse of manicured grass fields and
forests of rainbow foliage. Arrayed at perfect intervals around the
circle, each field or forest standing on the opposite side from the
others. The fields are filled with creatures both mundane and
fantastical, even embodied concepts reside among the grasses, ideas
barely held in check by physicality. All the creatures of this place
are re imagined in holograms and chrome, perfect and artificial.
Pavilions can be seen in regular intervals, architectural recreations
of Earth's past done up in glass, neon, and sharp angles. Within the
forests are greater creatures of artistry and craftsmanship. Each
forest is managed by a being crafted to meet impossible standards,
its mind as complex, or even more so, as any natural sentient.
Powerful and knowledgeable about many secrets of the city and the
galaxy, they can be convinced to give aid for a price. While
peaceful, the managers of these forests can be moved to extreme acts
of violence if respect they demand is not given.
The deep-rail stations
in the wilds stand in stark contrast to the fantastical forms that
surround them. The gray, concrete cubes easily spotted among the
myriad of colors and natural shapes. They hold the same positions as
they do in any other circle. The stations in the four towers are
simple stairwells leading down to subway platforms.
Morning: In the
wilds, the artificial birds begin to sing as the nocturnal animals
return to their nests and burrows. Though true day doesn't exist in
Circle City, the behavior of the cybernetic creatures gives the mind
the impression of night's end. In the towers people move up and down
the mirrored and neon hallways, traveling to various levels on their
way to work.
Mid-Day: The
activity level of the outside is at its peak, artificial animals
going about their routines of living, breeding, and dying. Within the
towers, industry has reached full tilt, pumping out the products
bought and consumed on all the other levels.
Night: The
daytime animals flee to their nests and burrows, hiding from the
predators of the night. Sounds of the fields and forest change as the
silicon crickets take up their starlit chorus. Within the towers,
people make their ways home from business and industry, some making
their way toward centers of nightlife. Bars and clubs run the gamut
of aluminum-lined simplicity to hologram laden extravagance. All
kinds of entertainment and pleasure can be had for cash or credit,
though they would be labeled 'tame' by the more jaded connoisseurs
from other circles.
Ganesha, whose compassion knows no bounds. |
Tower
Names – 1D8
- Ganesha – Hindu god/deva, remover of obstacles, patron of the arts and sciences, and divine exemplar of wisdom and intelligence.
- Prometheus – Greek god who brought the knowledge of, and skill to create, fire to humanity at the cost of endless torture by the other gods.
- Fukurokuju – Shinto god of wisdom and longevity, and one of the Seven Lucky Gods of the Shinto pantheon.
- Nabu – Babylonian god of wisdom and writing, son of Marduk and Sarpanitum.
- Kvasir – A Norse traveling spirit who was a teacher and spreader of knowledge. He was created when the Aesir and Vanir mixed their saliva together.
- Odin – Chief of the Norse deities, he hung himself from a tree for nine days and nights to gain all the wisdom contained within the world.
- Omoikane – Shinto deity of wisdom and intelligence. He is also a deity of good counsel able to hold multiple thoughts in his head at once, or combine the thoughts of multiple people to achieve a particular goal.
- Thoth – Egyptian deity of arbitration, arts of magic, the physical sciences, and judgment of the dead.
Fafnir, he's a big robot dragon who loves money. |
Forest
Managers
- 1D6
- Fafnir – A dragon of titanic size who is obsessed with material wealth.
- Arachne – Half-woman, half-spider, she is obsessed with: weaving, clothing, tapestries, textiles, and anything to do with thread or rope.
- Reynard – An anthropomorphic fox who is obsessed with music, humor, and practical jokes.
- Baku - A chimera with an elephant’s trunk, rhinoceros eyes, an ox tail, and tiger paws. Baku is obsessed with art inspired by, or inspires, dreams and the imagination.
- Questing Beast / Glatisant – A creature that has the head and neck of a snake, the body of a leopard, the haunches of a lion, and the feet of a hart. It is obsessed with 'quests', which is really just a way of saying it likes to send people off to do things for it.
- Sasquatch / Harold – A two and a half meter tall humanoid whose features combine that of humans and simians and is completely covered with hair. Harold is obsessed with: obscure movies, cheap beer, obscure micro-brews, poorly edited and recorded music, irony, out of style clothing, and an actor from ancient Earth named John Lithgow.
The aura makes you feel this awesome, but not look this awesome... |
The
Aura: One
of the greatest forms of control Virgil has, is the aura's ability to
convince people not to leave Elysium. Upon deciding to leave Elysium,
each character must make a save in order to bring themselves to leave
the peaceful place. Care must be taken when making plans to leave,
Virgil becomes displeased when attempt to leave and will use his
security force to keep people from doing so. When making plans to
leave in private, there is a 1 in 6 chance Virgil's security force
will attempt to stop the characters. If plans are made in public,
there is a 3 in 6 chance the security force will attempt to stop the
characters. As to why Virgil doesn't block off the deep-rail
stations, or why his security force doesn't follow people down into
the deep-rail stations, that information remains secret. Those that
fail their roll (or those who have yet to make a save due to negative
score bonuses) must be physically removed from the circle, usually
while they are kicking and screaming, attracting security forces.
Standard mechanics still apply to avoiding the aura's influence on
character behavior. A separate roll is required to leave.
Mechanics
for the Aura and Leaving
Machinations
of the Space Princess: A
character may make a number of saves each day to bring themselves to
leave Elysium based upon their Wisdom score bonus. Every character
may make 1 save per day plus their Wisdom score bonus, an hour must
pass before a save may made again. Negative bonuses mean that
multiple days must pass before a save can be made. A Will save is
required in order to leave Elysium.
Negative
Score Bonuses
-1:
2 Days must pass before a save can be made.
-2:
3 Days must pass before a save can be made.
-3:
4 Days must pass before a save can be made.
-4:
5 Days must pass before a save can be made.
Alpha
Blue: A
character may make a number of saves to bring themselves to leave
Elysium each day equal to their level. Each save must be made at
least an hour apart, if the character is greater than level 1. The
results of a save determine level of success and other events
effecting a character's will to leave.
Save
Results
6: Character not only overcomes the influence of the
aura, but is able to coax another character through the influence as
well. Choose another character, they too are now able to fight off
the influence of the aura.
5 – 4: Character overcomes the influence of the aura
and can now bring themselves to leave.
3 – 2: Character fails to overcome the influence, but
may make another roll in an hour if they are greater than level 1.
1: Character cannot bring themselves to leave Elysium,
and cannot make any further saves for the rest of the day.
OSR: A
character may make a number of saves each day to bring themselves to
leave Elysium based upon their Wisdom score bonus. Every character
may make 1 save per day plus their Wisdom score bonus, an hour must
pass before a save may made again. Negative bonuses mean that
multiple days must pass before a save can be made. A save versus
Device is required in order to leave Elysium.
Negative
Score Bonuses
-1:
2 Days must pass before a save can be made.
-2:
3 Days must pass before a save can be made.
-3:
4 Days must pass before a save can be made.
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