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Post by Insano-Man on Jan 22, 2019 8:55:05 GMT -5
NOWHERE IN PARTICULAR Looking down on the planet from orbit or through a map, it'd seem like the only places that exist have some big name and landmark to go with them. It'd seem like everyone lives on Lebedrovez Harbor, all the magic happens around the Well of Japes, and all the meat is in the Southern Veinlands. The truth of it is that the bulk of people and happenings are in the tiny places no one's heard of. Some places are so small and unimportant that they don't even have a name to the people living there. They might be hard to get to, harder to remember, and a nightmare to find, but the little places all put together are the major movers on Set.
The following is a list of all locations on Set too small, unimportant, or temporary to earn their own article. Use your best judgement on what you think deserves to go in here. If it's big, populated, and might kill a few thousand people in the future, it should probably get its own article. If it's so small that you're having trouble trying to give it a map - or even find it on the map - it'll be at home here. If a location evolves from something small into something special, consider linking its post here to a new, separate article!
This is an open topic. If you've got somewhere spur-of-the-moment you want to write up, feel free to post it here! If you just want to give a character a hometown, go right ahead! Set's a big planet with a lot of places. Go wild!
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Post by Insano-Man on Jan 22, 2019 8:55:28 GMT -5
TOWN OF BELLSNOOK CONTINENT: Ventannen REGION: Houndsbreak Shores CONDITIONS: Town, Forested, Marshland, Plains
POPULATION: - Unaffiliated: Low - Loonies: Negligible - Space Loonies: None - Cult of Meat: Negligible - Wildlife: Low
Bellsnook is a tiny town somewhere in northern Ventannen, nestled in a little valley not too far from the shores of the Houndsbreak Sea. It's a trade stop with a healthy population of loggers, farmers, and local merchants all doing their best to scrape by in the backwoods. When it comes to infrastructure, it's as average as average gets for a town on Set's surface; no electricity, one solitary road, and only a few junker trucks for the town watch and supply caravans. Security comes mostly from being out near the plains, with the woods a comfortable distance off from the town's northwest.
Bellsnook forms the center of a little crescent of seven towns on a well-travelled trade route leading to the Houndsbreak Sea. It starts off around forty kilometers up north, at the docks of Port Kendrouth, where most merchants start and end their journey. It ends about thirty kilometers south of Bellsnook, with the silver-mining town of Calvett. Loonies of a few bunkers occasionally work the rounds on the route, hitting up towns for intel and merchants for raw materials. Bandits tussle with crabs and traders along a few hilly passes not far from Bellsnook itself. Wildlife and caravan raiders help support a small population of mercenaries in most of the route's towns.
The town got its start in around 1211 OSC. Back then, the trade route was more of a giant crab nest, with a few half-sapient tribes eating eachother every weekend. When settlers hit the place in January, they pushed in with a small band of outlands mercs rounded up from a few dying companies. The idea was just to set up an observation post with a waystation for explorers pushing out of Port Kendrouth. That held on for a few years, up until Calvett's mineshaft started paying off and brought a silver rush into the region. The wave of new mines brought in commerce and a demand for lumber. The soon-to-be Bellsnook filled the need, and earned its name in 1238. The town's held on and grown since - slowly, but never painfully.
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Post by Saebelorn on Jan 24, 2019 0:35:00 GMT -5
PRECINCT 0 CONTINENT: Darimesa REGION: Northwest Mountains, Pig Pen CONDITIONS: Fortification, Frigid
POPULATION: - Unaffiliated: Moderate - Loonies: None - Space Loonies: None - Cult of Meat: None - Wildlife: Low
Precinct 0 is a tremendously large police station, looming over a pale stretch of snow, rock and frigid water. It is built in the style (as close as there can be to one) of Cloneston’s law enforcing clone-drones and is about as obnoxious. It just happens to be separated from Cloneston by a mountain range and a few hundred kilometres.
If you ask the few locals at nearby Randy's Bastion who dare to bare the frigid lands between the Karzak and Hazermann mountains, they wouldn’t quite be able to tell you when the police showed up there. If you asked Cloneston, you’d get a different answer depending on which AI despot you interrogated – the only loose consensus is that it’s not that old.
It is a sharp tall rectangle of dimensions 20m x 20m x 100m, like a giant uplifted block of crystal. Its walls are a uniform, off-obsidian sheen, only disrupted by the windows – inset into the walls and a slightly lighter obsidian sheen. At the bottom, comically small compared to the high-rise impression of the rest of it, is the sign ‘PRECINCT 0’.
If you entered – for what reason is anyone’s guess – you would be faced with the brightest of Cloneston’s cop-clones, which isn’t saying much. This would only be surprising to a traveller if they didn’t know about the Pig Pen – the essentially supernatural zone of the river to the east which constantly births new police-clones, who then journey to the distant city.
Most have a (justified) fear or outright (very justified) loathing for the cops of Cloneston, who are essentially guns with a body attached – with a toaster AI integrated into that body, possibly. Those who would dare to waltz into a centre filled with them, in the middle of nowhere, would likely leave out of self-preservation before they noticed much in particular, much less investigate. As to the police station’s function, nothing concrete is known to outsiders – who would know nothing of its inner workings to begin with. Where did it come from? What relationship do they have with the clones emerging from the Way of Pigs? What is their relationship with Cloneston itself? What do they eat?
Certainly, none of these have been answered (or even asked), and the police station of Precinct 0 sits watchfully in fields of snow, bordered by jagged cliffs and icy water.
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