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🎨 Creative I just gave in my dissertation! To celebrate, how about 101 (more) locations in an inter-dimensional city

MoonHunter

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13) Gallahad's aka Gallahad's Classic Public House for Steaks and Leisure.

Not every building in the Hanvoc Center is Council, Ministry, or Regulatory in nature. There are some other small shops and such that supply things to the people who work in said buildings. One of the most notable is Gallahad's Classic Public House for Steaks and Leisure. Truly wonderful simple food, prepared with the freshest ingredients, prepared with finesse, the food here is beyond any simple comparison. It is a old style public house that sells some of the finest Beef and Buffli meals in The City.

There are a good dozen rooms here, of varying sizes. Some are very open...some are kept private for certain parties. There is a hearth in almost every room... which is good because Hanvoc can get cold sometimes and this is a very "traditional building", built in a historic manner.

It was one of the finest places to eat (and drink... and lots of drink) near the old Council Chambers and Hall of Clerks. Those of wealth and power often ate and drank here. (Those of not so much wealth or power, usually those who worked for those that did, made an occasional appearance here.) Many an official and unofficial deal were struck over the white tablecloths of Gallahads and toasted with nice wines or the near-magical ale served here.

When the new City Center was determined, everything changed. But not Gallahad's. It moved from the Old City district to the New, when the Ministries and Councils moved. Everything from the bricks in moved to the new site. Thus you are treading on the same wood floors as centuries of clerks, councilors, and those of power.

It is now the finest place to eat and drink near Council Chambers of The New City Center.



It is to the Council as Sam & Harry's is The US Federal Government - the place where government elites and near-elites eat near their offices. (Those offices are of The Council (The Government of the known *Verse), The Ministries run by clerks for the Council, and the Council of Everwhen (The City's council)

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MoonHunter

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14) Aratams Livery Yard and Salon on The K2 (a notable busy multi district low tech street).

Aratams's descendants owns (or are affiliated with) almost every full livery in the city. A livery yard is a stable where horse owners pay a weekly or monthly fee to keep their horses. The staff undertake all care of the horse and often exercise or even compete the horse on behalf of the owner. (Partial livery - The horse is normally fed, watered, and the stall or loose box is mucked out (cleaned), but no training or exercise- is an option). These liveries are not usually a riding school and the horses are not normally for hire. (Those are "other locations" ). Aratams will only support herbivore mounts (no omnivores and certainly no carnavores). Flying mounts and semi-sentient mounts are extra.

They offer farrier services as well.

This brings us to the Salon for hoofed species. You can get hoof and nail work done. They also assist in any wash, grooming, and braiding that might be needed. (These services are also available to other hoofed mounts). The Salon creates an odd atmosphere of sorts, as you have a beauty salon (and technician) in the middle of a stable full of grunts/ grooms.

The Livery in this area is your classic "city" livery. It is a three story building that is set up much like a "parking garage", so you can continuously walk to the top level and the bottom. The ground floor has all the services, a few prestige stable spots, as well as the Livery office (where the Klah maker is). The next two floors are where the stables or boxes are. The exercise area is in the fenced area on the roof, but most of the grooms want to take them on to the street. There is a slot in the center roof where some natural light and ventilation filters in and out. Other lights are present as available, candle or gas.

There is a leathershop that still does quality saddle down the street. They can make them the old fashioned way, custom, but they have a stock of standard sized saddles and horse gear.

Note: Aratams once was the Hay and Feed man who delivered product with a rickshaw... then had other guys use the rickshaws... then took over The City feed factory (rather than bring in it from off district). Well his empire grew as there are still many places where horses are better than various automotives. (Though it does take special training to get any animal to willingly cross district lines.) His is a story that warms the hearts of capitalists (which there are so many) and the followers of Algeresk mythology.

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MoonHunter

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15) District 96: Ferrana aka Cat Town
Negren? Moderate tech, moderate power, full psionics, to mention a few.

This is a small area of land creation by isonic friction. It is a small under-populated region of the city. It seems more of a park than anything else, with a great deal of bamboo and tropical plants. The four main streets have a smattering of small stores, flower shops, blade shops (including blade gloves), tea shops, carnivore restaurants, and bars/ clubs. (The Bars and Clubs cater to non-locals who want a smattering of the exotic.) The housing is off the road a bit (but on the trails), in the treehouses, long houses, or just apartments. There are a few dozen periodic portals here (each marked with a circular gate). All the portals here connect the same sector, where it seems the way is sentient cat beings. Perrtro is one of them. There are a few dozen species represented in Cat Town at any given time.



16) The Cat's Meow is a hypertech club in district 122, which cater's to feline lovers. It is an ultralounge, with dining (the fish is very fresh and popular), dancing (Night Music is like jazz; it is the music of the city), drinking, and some anti-gravity spaces. It is more of a 21st century Playboy's Club, with very specific tastes. There are companions there, as well as go go dancers and in the back more erotic dancers. The front staff (entertainment and serving) that are not genemodded came from and usually live in Cat Town. (Some of the kitchen staff are cat folk).

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MoonHunter

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17) District 1890 The Black Walls.

The Black Walls are something of a landmark in the outer areas of The City. There are some fractal mountains in this direction. Some of them are floating. There is the M9 out here leaving the city. The M9 becomes "a loop of The Road" tending towards more magical and less material realms. The Black Walls mark the Outer Boundary of The City Proper in this direction.

You know it is bad when The DMC puts up a military walls around a district, complete with flashing orange lights, barbed wire, warding runes, and autoweapon placements with guardtowers. The three paths in and out of the district wall have armed guards to control access (most of them are mechanicals). District 1890 is a colocated with Shadowed Realm (in short a sphere were Evil/horror is dominant. This poor world is called, by the Locals even, The Fallen Aerrth. It seems that the district has only portal zones and portal points that are to shadowed realms and spheres. There are eighteen known portal zones here; there may be more periodic ones.

(This sphere has the ways with a tech limits on steam, magic is restricted to summoning and gating, metaways for kinds, and it is incredibly easy to use TDE and portal tech here. Many of the portal/zone linked the world follow the same ways.)

Inside it there is a single entity, with multiple manifestations cross the *verse, that feeds the people on this and several spheres (all of which are linked to this district of Otherwhen). The primary entity is called The Stygian. (The rest of the entities are echos of The Stygian or are different personas/ manifestations of The Stygian. They are all part of "the Stygian Complex".) The Stygian (and complex) seem to create spirit things, empower entities and monsters, and shift probability to darken people.... to scare people and cause despair. Some of these entities that are empowered seem to be imported demons. Thus Fallen Aerrth is considered a Code Yellow Demon Portal Zone.

It arrived in the post war period, which meant there was "a bit of over reaction". The new district erupted slowly. It causes landquakes and small volcanic pools in the surrounding three districts (1008, 1009, 720). The DMC was already mobilized and in disaster protection mode. The Dragons scryed and met the DMC here.

When the borders of the new zone stabilized, it was met with a garrison of Armsmen and Veterans from the Demon War. This scared the poor natives on the other side who had no idea what was happening (Feeding The Stygian a feast). Explanation and construction of The Walls came about two days later. There was a debate in the Council about vaporizing the district with a Thorium Bomb. Various advisers manged to dissuade The Council, as removing the anchor for The Stygian Complex (the Stygian and its various semi-independent manifestations) would allow it free reign to infest more sphere and no longer be contained. In short, The Council sold out the poor people under its influence for the safety of Other Spheres in The *Verse.

You would think that people would be leaving this district as refugees in droves. A trickle of people now and again is all that is seen. Even those locals who leave the district and enter the city for other reasons, usually come back. When asked, the comments are things like "the districts outside are too loud or too emotional", "they are so bright", and the prevalent "my family/ my people are back here"

Deamoni are also using the district to get in and out of the sector. Deamoni are keeping a low profile since The War. They are only now "popping up" in many people's experience. The only ones that seem to be visiting The City have a very Basic appearance as not to stand out too much. To be honest, they do not go towards the heavily populated areas of The City if they can help it... as they are often mistaken for Demon by those not educated in these matters. (Note: They do not need gates and portals, as they have the ability to traverse innately. However, it is just easier and less tiring to use them.)

The only local beings that seem to come and go on very regular basis are Kinds (vampires, weres, revenants, spectres, other para-humans). Their taint diminishes when they leave the district (though they are still Kinds... and only truly manifest in districts/ spheres that support that Way).

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MoonHunter

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18) Cassara Tailoring in District 24

Anyone who is anyone, anyone who wants to show proper style, anyone with enough money, gets their suits at Cassara. District 24 is an interesting place, Mediterranean in climate, valley nestled, and a riverside. It was primarily colonized mostly by a Teree sphere, with the biggest gatezone a 21st C Roma, Talia (Italy) - that is very earthlike in history and ways. There is a main avenue built to and from the wold. The world and the district are full of love, life, and mopeds. The district has solid gate points for 24 different spheres (22 are all always active, 2 are periodic), with places like Cathay, a few Earths in the 1800s, Nebular, and three atomic future lines that going to slide away soon. Still most people who travel here adopt the local garb because it is in style.

"Now" for most of the Earthsphere averages around the 20s/ 30s (and into the 40s) in mode. More modern ones are very retrofuture or art deco and streamlined when viewed from our POV. Style is much the same way. People dress to impress, rather than dress for comfort (or even functionality). Thus, for men, a properly tailored suit or jacket and slacks are a must. (Even in The Terra of the Talia is a 21st century with only slightly futuristic 20s/30s suits).

Cassera's is one of the largest tailors in the district and the most successful. There is always a tailor on the floor to help you with cut, fit, and style - plus setting up any tiny alternations being made. Their factories (outside of Roma) make suits for racks across The City. They also make fine clothing of a style that is of 1500s and 1300s (two other common fashion octaves). Those clothes are shipped across The City to a variety of districts and spheres.

There are a few dozen tailors in the city. Most are small shops with exquisite tailoring, but a few are good sized. You can do no wrong getting a proper suit from District 24, as Moda 24 is alway The Fashion.


Now, Woman's wear is much the same. Moda 24 for stylish dresses and suits (pants are very fashionable some years). There are hundreds of boutiques and dressmakers in this district of The City. The Cassera Family (who are Raptors) own several factories that make women's ready to wear (or rack clothing) for The City and beyond. They also own factories on several other sphere, just to make transportation easier. If you are female you are dressing for the situation. Those that don't are rebelles and are sometimes looked up to, but most aren't.

So remember, proper dressing is a must for The City. Even if you are not in the general city moda, you are well dressed for your time and sphere/ district. So being dressed right and well is worth that positive MOD or negates the negative MOD for not being properly dressed. Moda 24 is always in fashion.
 
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MoonHunter

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19) Palcovich Fine Blood Wares

There are several undercities dispersed around The City. They are under colocated space or isonically generated lands. There are many species and cultures (Moloc Clans usually) that live underground as a choice. (Various Night Breeds live underground to avoid the sun). They make their own places in The City. (Note: there are a number of gate zones where underfolk have digged up into The City (or the DMC has dug down to).) Most of the Undercities are interlinked with other undercities through the use of portal gates. They are not local teleporting gate, but dimensional gates.

Undercities look a lot like the city spaces above them. (Ways are ways after all). Just there are no skies, just vents and various lamps/ lights. There are some Moloc touches, usually in support architecture. There is always more biologic diversity in peoples (and kinds) in the Undercities. It can also be more dangerous, especially to topsiders who don't understand it.

Now Undercities are not all seedy or criminal, but it is practically a meme. There is always a touch of it in every undercity.

Palcovich Fine Blood Wares is just another store under district 72 (an any way location). The Undercity in the 72 looks like a cross between an 80s shopping mall and an ancient Roman arcade. Palcovich is a Noran, a blue skinned Basic, from one of those Comet dominated Stellar Ages. He is a fine craftsman in metal and materials. He will resell firearms and customize them for you. He makes custom weapons or customized weapons for just about any technical way (including Rosen (pink goo that does not combust in most sphere, but seems to work in spheres that do not support gunpowder or other explosives. )). He does resell weapons from the finest makers. He can make general melee weapons, but he admits that other make better ones. Now if they clockwork additions or power sockets, that he is an artist of. He can do some basic weapon enchantments, but he uses his rolodex of enchanters, casters, works-men, bladesmiths, swordmasters, and lesser gunsmiths and lasermasters.

Your weapon experience is very reminiscent of a tailor visit. Height, weight, strength, species, various lengths and measures, level of skill, and spheres/ districts most frequented, are all factors he takes into consideration. His weapons are pieces of fine crafting art. Nobody buys anything off the rack, unless Palcovich or Narn (his Journeyman) checks everything and approves.

The weapons here are expensive, not obscenely expensive, but very expensive. However, there are Armsmen and other weaponers that swear that he is The God of Weapons incarnate.

Note: Blood Wares are wares that take blood, i.e. weapons. In some places blood wares are things used in vampiric or bloodmagics. There is sometimes some confused customers.

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MoonHunter

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20) Pyl-lec Industries

The City is all about Trade. Resources are all brought here. Most heavy production is done elsewhere; the results are brought here. Pieces are brought here, sent elsewhere, and come back as things. There is very little heavy industry in The City. The City actually has access to some heavy industry in a colocated district and via gates (or via hoppers/ shuttles/ or other transport). Things that are made in the city tend to be light manufacturing or done by craftsmen or crews of engineers.

That changed when District 290 slipped in between 180 and 182

District 290 is an any way location but takes after The Mechanoidal sphere from gate point 290-1. It is a high Meta way world where a form of mechanoid life was created to help the Basics of the sphere. The Miks (pronounce Mikes) are a protocol (following something like the rules of Asimov or a higher ethical structure) mechanoid (complex mechanical forms that emulate many biologic processes with complex integrating programing). They follow the pattern of their blue skinned basic humanoids. They slowly replaced pure biologic life on their own sphere because of a meta cape crisis (there are small enclaves of mechaborgs there). They expanded to support their world and advance technology (much of the sphere is now parklike as they are supporting what is left of "nature". They expanded quickly into The District, bringing it up from purplish fields of grasses to a techno-paradise (much to the happiness of the beings of the six other gates points that are regularly opened).

The Miks realized that they could only "live" in certain districts (either in a meta way or high enough tech octave). That does not bother them. They did discover that The City had a weakness, so they opted to fix it. They built local heavy manufacturing and supporting the creation of ships (high, air, or wet - and TransD). They simply built infrastructure to receive raw materials and process it (relatively cleanly... they do have access to meta level technology.) They produce some of the finest manufactured materials in bulk. They are the backbone of all industrial vehicle building here.

Pyl-lec Industries is a business from Miks home sphere. They make exotic materials and hyper materials. They created a particle foundry in The City. Pyl-lec are The City's only source of various hypermaterials like Adamant, Questic, Nineth Metals, Eighth metal, Gravetum, Room Temp Superconductors, and so on. (All these are unobtanium/ bullshitum/ handwaviumm that are found in comics and other areas.) They can not even remotely meet Society's demand for these materials. However, they have The City's only depot of hypermaterials. Pyl-lec Industries are branching out into alchemical materials by allying with the Alchemical Halls on Avwan gate 290-5, an "Any" sphere with Metaways (Knights of Light and Shadow), but this sphere has an emphasis on magic.

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Dalillama

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21)The Goblin Market, in a different district every week.

The Goblin Market is a carnival, auction house, flea market, and Nazareth rolled into one. The next location is posted in bathrooms of dive bars, on the cell walls of prisoners near release, scrawled in ash in the bottom of an opium den. The stalls are operated by goblins, whose only commonality is that they have at no less than two arms and legs, no less than a single head, and at least one eye and mouth apiece. Many believe they are not a single people, but the outcasts and criminals of a thousand worlds. It's said that you can buy anything you can dream of in the Goblin Market, if you are willing to pay the price.

22)Red's Shoes (any appropriate district)
Red has limp black hair and a pointed face constantly covered in grubby stubble. This runs down his neck to merge with the tangled fur on all his chest visible beneath the red vest he always wears. Red is foulmouthed, abrasive, and usually drunk (his temper is worse when he's not). Anyone entering his shop is subject to an endless stream of insults; Red seems to have an instinctive sense for what is most offensive or hurtful, and will say it at the top of his voice. Nevertheless, he is never short of custom, because Red can make perfectly fitting shoes for anything with lower appendages.

23)Station 23 (all districts)

Station 23 is the train station. Entrances can be found near major locations in every district, and many other dimensions for those who know how to open them. Whichever entrance you use, you will end up in Station 23. Not an identical station, the same one. You can meet anyone who is waiting for a train, or ever was, or ever will be. (but you probably won't; Station 23 is always crowded.) The entrance leads to the ticket queue, which moves briskly at all times. Specify your destination, pay your money (you will always be billed in your local currency), take your ticket. If you leave now, you will come back out where you came in. Once inside, platforms stretch away to infinity past a large lobby. As with all train stations, you can purchase food, entertainment, and toiletries in small shops therein. There are many of these shops, and some of them will have goods appropriate to your species. Your train is always at a nearby platform, although it's more distant if you're leaving the City. In-city trips take between 10 minutes and 6 hours. There is no apparent connection between the distance travelled and the time taken. Leaving the city takes three subjective days. You will arrive on the date specified on your ticket regardless. When you get off, you are back in Station 23; this time, any exit will lead to where your ticket says you're going. The ticket itself vanishes as soon as you go through a door.
 

MoonHunter

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24) The Old City Park in Somina - District 19

Somina is one of Old Town's "shining" districts. It is the Home in The City of The Comets. It was a big silver towers, antigrav trains, park like lands, and dozens of portals to the Trans-Stellar Imperium stellar universes (mostly opening to Hyperion). The Society of The Ten Thousand Worlds flowed in and out of the Gates. This district boasted 18 gates travelling to various TsI.

That was a few thousand years ago. Hustle here has calmed greatly, with fewer and fewer beings through the gates. There are fewer and fewer gates, with only 7 of them left, and two of those are not original gate points but opening to TsI echos of millenia past.

Still, it is one of the only Hypertech way districts in the Old City area. This makes it a popular destination for people in this region of The City.
It has A2, the Old City Beltway - the three tiered bridgeway (lower for pedestrian and animal, middle for steam and most engines, and top for high speed ground transport) that links seven of the inner Old City districts. This still makes it relevant to The City.

The biggest destination here is The Old City Park (rechristened from the Stellar City Park when the Old City region was designated). It is a large lush swath of land surrounded by the glistening towers of Somina. One of the recommended things is to take a stroll across The Rainbow Walkway. On the east end of the walkway/ park it starts with red environment plants moving through the rainbow as one goes west. Solar shields run across the park, shielding sunlight to match the needs of the plants/ environments under it. Old City Park has the largest open collection of flowers in The City (and there are little robots hovering discretely nearby in case you want information on any of them or to keep you from hurting yourself or them on the flowers).

Old City Park is home to the biggest Ball Pitch in The City (in terms of seating), so most of the bigger City League games are played here. (It is a subadequate for concerts and lectures.) On a smaller scale, the City Bocci or Lawnbowling Green and Bar, is not far from there. The Campo d'verde is the famous restaurant adjacent to the Bocci complex.

The Annual City by The Sky Balloon Festival is launched from here, with The hot air balloons being the main attraction (and The City seems to absorb the stress when they pass over districts that don't normally support flight). There is the paper lantern release here (followed with the release in District 3 and a few other places in The City).

The local park patrol use cybernetically created synthetic Gryphons (with built in antigrav generators) to ride around on. (Note, the real Patrol Gryphons needs AG harnesses to fly here.)

There are small robotic vendors that operate through the park, providing refreshments (or rides) in the park. (In fact, there are a lot of TsI styled synthetics providing support in The District.)


Note: There has been some speculation that District 19 might someday voop - dissolve into isonic vibrations when the last of its gates close or turn into a gris zone. The earliest the DMC thinks this could happen is 825 "years", but if there are dimensional disruptions it could be earlier.

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MoonHunter

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25) The Skids District 199
Ways include: Forgotten, Dark, Blades.

We all know about The Pit, the giant ex-quarry that has been slowly built up as low wealth housing. It is the ultimate slum in cynosure err The City.

The Skids are another slum. The Skids are cold a lot of the time, but every now and again certain areas have gas pits flare up. The sky is yellow and cloudy. It was your normal 1880 style of buildings in a low magic (ritual), low steamtech, space. District 199 is an isonic district, built up from the dimensional friction from portal points in the area. The three gates (199-1G, 199-2G, and 199-3G) are all Steam Way Albion Sphere. There are some P-gates (periodics 4P-19P) that pop up every now and again, but they tend to be destructive when they activate. The DMC used to go there in force to prevent stuff, but after a few attacks on them... they just have someone local put up warning posters and move on to other projects.

Above all of these buildings, obscuring the sun, is the six lane skyway that is the K2. It is just high enough up (80 feet) that it is not part of District 199, and has an Any Way. When they work on the support pylons, they move in with an army of armsmen to support The Engineers and Builders Order.

It is a tough place to live. Not much going on. Not much you can do. Nobody really wants to live there, but here they are. The Horses pull bigger carts around the cobblestone streets. Many people here pull hand cabs around The City for a living. (Not a lot of money in pulling a cab).

Now most of the Albions are Pink Basics/ Imperials. But this district has a wide variety of Basics and Non-Basics living here. People who come here have no where else to go. They don't like it when people poke around in their lives (as most are ashamed they live here).

Where you have the desperate, you have The Gangs. They often lend out to other "enterprises" around The City. Each Gang rules a few blocks like a feudal fiefdom, a small tithe and you get protection from those other gangs.

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