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Post by daisy_strike on Feb 28, 2011 19:04:48 GMT -5
Gentlemen's Club
External Appearance: Brick building with large windows. A large wooden door at the front with a small sign identifying the club. The club is on the better side or is the best side of the red light district.
Internal Appearance: Wooden paneling, leather chairs, bookshelves on the first floor. Think about any male club on earth but with out the tacky dead animals. The second floor is off limits to most members as is the basement. A kitchen in the back which serves lunch and dinner.
History: The Gentlemen's Club was founded as a way to get away from the women and to conduct business deals. As such no woman is allowed in the club. (Some women do work in the kitchen but will never enter the main area, not even allowed to clean it.) There are probably dozens of examples of Gentlemen's club in English and American History. Mainly used to conduct business deals and so that the movers and shakers have a chance to discuss stuff unofficially. The majority of Magmell's business is probably done in the Gentlemen's Club.
Founded in year 7 during the government reorganization, what started as a few backroom deals quickly became a way for the wealthy and influential to try to protect that power. Needing a more in the light place the club sort of just flowed out naturally.
Relationship: Guild membership allows you in the door. Its up to you to get farther then that.
People of Note: Battler ~ The maitre d' - Don't let him fool you he knows every secret in the club. Rumor has it he is also the true owner.
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Post by daisy_strike on Mar 1, 2011 19:42:21 GMT -5
Futanari Palace (I am going to use female adverbs for Futanari's rather then gender neutral.)
External Appearance: A fort, partially completed. Though it looks finished from the front... On the outskirts of the green.
Internal Appearance: A standard military compound. A large parade ground. A blacksmith. Barracks. Chow hall. Etc. Most of these buildings are snug or inside the walls. Any military fort.
History: Futanari are some of the most valuable of all slaves, mainly do to rarity. Trained normally as sex slaves, its not unusual for them to be heavily drugged and forced in training that increases libido. This training normally resulted in insanity where they hump anything, at anytime, all day long.
Created in year 14 by Futa Leader, to prevent Futa's from being overly abused as slaves. The quickly became more and more militaristic as peaceful protests resulted in kidnappings(illegal enslavement) and rapes.
Futa's still make up less then 2% of the population. Disappearing into the green with the 50 or so Futa's in the group at the time would have resulted in almost certain death and starvation. So they instead started building there own society on the edge of the green.
Next major issue was money for food and rescuing other Futa slaves. Futa leader realized very quickly that stealing Futa slaves would result in there group being attacked. So they needed money, her followers were also paranoid and arming themselves. And the best source of cash is pulling something out of the pit. The first expedition was a failure. The second a failure. But they learned fast. Now the Futa expeditions of 20 or so Futa's at once are some of the most experienced and successful pit teams in Magmell.
Relationship: If your a futa they will talk to you. If you aren't they rather hate slave trainers.
While the Futanari Palace faction should be anti slaves. The fact that a large number of there members were trained as sex slaves they have a much increased libido. So they are more anti-futa slaves. All others they are more then happy to fuck. Next to the latrines are usually 2-3 slaves tied and ready for use by any futa at any time.
People of Note: Tsukasa - An ex-slave, rumors are that she killed her master, who formed the Futanari Palace almost by herself. She is a combat expert, before crawling out of the pit, she was a Centurion, leading a phalanx, who had seen combat. She has organized her futa's with what she knows. So they are almost all spear users. (Yah I'm having fun there). Very military minded.
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Post by daisy_strike on Mar 2, 2011 19:46:57 GMT -5
Spherian Embassy
External Appearance: A large wall surrounds the embassy. It is actually a new addition to stop people from colliding with the sphere force field that surrounds the entire complex.
Internal Appearance: A well trimmed garden with fountains and a few low buildings. (Most of the actually building are underground. A common design for Spherian architecture.)
History: The Spherian history is rather long... but for now lets go with how it relates to the Magmell Embassy.
First off the Spherian Classes -
Religious leaders - none would ever come to Magmell God Slayers - Given power by the religious leaders to defend Spherian Dimensions against Higher Dimensional Beings - None would ever come to Magmell unless the embassy was wiped out by a god Spherian Council - Think a true communist leadership. Those on the council are the elite of the elite. - None would ever come to Magmell though they are in charge of the embassy, the council itself doesn't even know it exists. But the bureaucracy of the council does monitor it. Citizen Slave - The average member of Spherian society. Heavily Genetically modded. 1st Gen Citizen Slave - Daughters of Slaves they are usually not modded. Slaves - Property of the empire.
The main thing to note is that all citizens of the empire are slaves of the empire. Gaining rank for citizen slaves is based on hard work and expertise. Which brings us to the next major thing...
The spherians don't have a real economy. Since they can replicate anything with enough matter and energy. Instead they value skills and expertise. Especially expertise. Spherians can live for thousands of years so general knowledge in just about anything is to be expected. But expertise in a specific subject is highly valued and brings respect to them and there clan. Its also the only way to be promoted in the Spherian council bureaucracy.
The one thing they do want are slaves, a well treated slave's daughter will almost always join the clan of the clan that owned her mother. Not that a clan owns a slave they are rented by the government to help perform tasks.
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The Embassy presented it self to the king in (year). Making them the first beings to enter Magmell willingly, flying in a small craft. (The main ship left at the south polar dock.) Initial jubilation of a possible way for the residents to be sent home was quickly squashed, when Ambassador Mir explained so eloquently she was just there to observe that no barbarians were "violating the spherian right to dimensional travel." For a few moments it appeared that combat was inevitable, but losing the only possible life line to leaving Magmell was too important to lose. The Spherians were granted an embassy. At which point besides formal occasions requiring their presence the Spherian's have not left it.
The Spherians are currently engaged in a number of tasks. Their official goal is the observation of the P-Door and forcing it to collapse. Dimensional travel by unauthorized beings almost always considered an attack on spherian sovereignty. Though careful study of the P-Door is required as it is a self sustaining tear with out a continuous energy source. Which means that the Embassy is in no hurry to close it and would much rather study it. Any research on replicating it stability would bring much honor to the clan.
The other thing the embassy is doing is purely underhanded and is another reason they are delaying closing the rift. All slaves are owned by the Empire. The embassy though is allowed to hire or purchase slaves to supplement their ranks. They are then the property of the empire and officially part of the Spherian staff. Of course if those slaves which are part of the embassy are then loaned for an extended time to another party, they would still appear on the rolls as staff of the embassy. Creating a gray/black market. It would be unlikely in the event of the embassy actually closing in Magmell that they would leave any property belonging to the empire behind.
People of Note:
Ambassador Mir of Clan Seed ~ The youngest member of the embassy she was more or less forced to take the role of Ambassador because no one else would. Raised on a spherian world this is her first time ever visiting a barbarian world, it is also the first time she has ever seen a man. She would prefer not to deal with the local barbarians and usually puts on a cool appearance of indifference to anything. Inside she is almost in a state of panic and is completely unsure in all of her actions.
Dr. Unamed of Clan Seed ~ There is a doctor of science, who is both in charge of monitoring the Rift, but is also in charge of the medical details.
Security Officer Unnamed of Clan Seed ~ In charge of the embassy security, also the spy master.
Clan Seed:
A minor clan of less then 20 sister wives. The majority of them are now part of the Spherian Embassy to Otherworld. They wish to rank up the clans status quickly, through any means possible. They own a garden planet and the embassy staff normally commute back to the planet each night through a DOOR. They are a young clan the oldest member only a 5th generation member of the empire.
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Post by daisy_strike on Mar 12, 2011 19:47:07 GMT -5
Fox's Den
Exterior:
Garish and extravagant. Think any casino but with out neon lights.
Interior:
First Floor:
Crowded with people and tables it is almost two casinos squeezed into one on the main floor. Not that anyone really seems to mind. Dozens of girls, employed by the casino, constantly bring drinks and anything else that is desired to the players. While even more work as dealers. The noise makes it an almost shouting contest at any time day or night for the crowd rarely thins. A bar at the back may seem the most quiet place but its only a moments breathing space, before the shouts of excitement and moans of loss reach your ears.
On the main floor it is not acceptable to mess with the help.
Basement:
Whale Tables, for those wanting a quiet games. Better be ready to start a bid with over a grand. It is said that almost anything has been wagered at these tables. Requires "Golden Ticket" to even look.
The help is more then willing to do anything to please someone with a golden ticket, though you really should tip afterward, its only polite.
2nd Floor:
Exclusive club gambling rooms for those who have purchased "Golden Tickets." It is not unusual for people on the 2nd floor to enter masked. (It has it's own entrance.) Here where the gambling on the 1st floor was for the open populace, the 2nd floor is where the rich and nobles go to relax, many small rooms lead off to different gambling diversions. From normal craps, to the ever popular time until orgasm and every perverted and not so perverted game in between.
The help is more then willing to do anything to please someone with a golden ticket, though you really should tip afterward, its only polite.
History:
When *fox* crawled out of the pit less then a year after the hero's had finally defeated *demon*, she spat into the deep hole and then turned and went into Magmell looking for fun, and booze, especially booze. The only problem was there wasn't any of either. One of the saddest moments in Magmell's history let me tell you. Determined to rectify the issue, she mugged a local rich looking guy (never fall for the honey trap my friends!) And purchased a shack, set up buisness, and never looked back making sure that no matter what the Fox's Den was interesting to *fox*. Of course there were imitators other people who wanted to open casinos, most of those that were starting to become serious competition had mysterious fires.
As one of the oldest business in Magmell it is one of the most well known. The tables don't cheat too much and there is always something going on. Respected, probably not, but then again would you really want to go a casino that was respected? I say not. After all if your throwing away good money you better be having fun!
People of Note
*Fox* - from a medieval world filled with mingling humans and spirits, she likes all types as long as they are entertaining and their money gleams. She presides over the Fox's Den like a queen and is usually refered to by the populace as "The Red Queen." Some say that not one gold piece changes hands in the red light district with out her knowing it. She can change forms at will and still enjoys toying with people by appearing as a large range of female, from child to adult, and from unknown to famous. Normally though she appears as a stately blond woman with a large number of tails. The exact number is almost impossible to gage as they are always in motion... perhaps on purpose?
*Mysterious Blond* - One of the high rollers in the casino. This high roller wears a mask of a wolf. She is famous for her flamboyant attitude and her tendency to spend huge sums of money. She also has a tendency to get under the skin of the *fox* being a rather arrogant person. *fox* and her have been conducting an ever escalating series of bets that have been the talk of the town.
*Serving Girl* - Holder, I have a feeling there should be a serving girl here, but I can't think of anything to make her special yet.
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Post by daisy_strike on Mar 13, 2011 18:05:51 GMT -5
The Church of Salvation
Exterior:
Goth stone church, lots of sharp pointed roofs, gargoyles, and busts. Large prominent stained glass windows, high above the ground let in light. A bell tower on the left side holds an enormous, cast iron bell. A stout wooden building holding the orphanage is behind the church.
Interior:
What you see from the outside is mirrored on the inside. Rows of pews lead up to a raised stage, back lit by stained glass windows.
History:
Originally founded by *Noble Nun* who defeated the *demon* with the king. The Nun created a place for those who survived the horrors of the pit could receive treatment and help rebuilding there life. The Church had a rather peaceful, if financially poor, history for about the first year after founding. The faith based on worshiping a monotheism god, seemed to strike a cord with a reasonable number of people, and the charity helped with the others.
Then *Priest* pulled himself out of the pit. At first *Noble Nun* and *Priest* seemed to be a solid match. *Priest* was an excellent orator and would gather many just to hear him speak. His speeches though quickly began to insist that those who had come through the pit were sinners forced to leave their homes and go to Magmell as punishment. Needless to say that some of those searching for any reason that this disaster had befallen them quickly converted. *Priest* though continued to press harder pushing further and further about purification, denouncing the rest of the religions that had sprung up around Magmell and denouncing those that were not fully human as demons.
It was at this point that *Noble Nun* left the church.
The church (denying all knowledge and of course denouncing all violence) became more and more violent attacking non-humans, and non-believers. Then came the years of starvation. Any such rioting be it religious or not was put down by the king and all religious centers of worship were forced to move to the same street. For the church the years of starvation were even worse, what had started out as a charity organization, was looked on for help and instead received only scorn and violence. Food over worship was the priority and even more members drifted away or died of starvation.
After the lean years *Priest* had lost the majority of the followers he once had. Restricted to preaching only on Temple street, in fierce competition now with dozens of other religions, his power and influence waned. It was at this time that the state started paying charities to take in orphans and the orphanage behind the church was slowly built as *Priest* and his few remaining loyal disciples began taking in children. Through the use of constant brain washing, physical and sexual violence, the church is growing in size again and with a core of loyal brainwashed followers it is only a matter of time before new violence against the other temples and churches begin.
Those of the acolyte path will have escaped from the brain washing but not the emotional destruction that comes with it.
People of Note:
*Noble Nun* - No longer affiliated with the Church she now does charity work through the castle and is very popular with the populace.
*Priest* - Not as active as he used to be, he allows his followers to do most of the preaching and conversion for him. He can be found the majority time entertaining guests to the orphanage.
Zange - A product of the orphanage she can appear normal from a distance. But immediately talking to her will reveal that not a single holy thought goes through her mind. She is constantly making trouble for the other people on Temple Street. Trying to stir them up confrontations between the other temples and sects, mostly unsuccessfully.
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Post by daisy_strike on Mar 15, 2011 0:40:11 GMT -5
Inari Shrine
Exterior Appearance:
Typical Shinto shrine, lots of fox statues. Classic wooden Japanese shrine architecture. Charms, good luck items, can be purchased from a small hut to the side.
Interior Appearance:
Classic wooden Japanese architecture.
History:
The shrine was created by *Noble Fox Miko/demi-goddess*, one of the heroes that defeated *demon*, soon after the founding of Magmell. It sat alone in an overgrown area of the green that would later be pushed back and become temple street. Which more then anything reflects the Inari Shrine's tendency to want to be left alone, and some how always pushed to the front of history. It was *Noble Fox Miko/demi-goddess* spells that provided large bountiful harvests and finally put an end to the lean years. After that she began to disappear more and more and has not been seen by the populace for years.
Some portions of *demon* and other demons are sealed around the shrine.
Quarterly year harvest festivals are held at the shrine.
People of Note:
*Noble Fox Miko/demi-goddess* - Powerful, spell caster, and one of the enshrined gods at the Shrine. She is constantly irritated by the antics of The Fox's Dens Mistress. Never seen in public and is mostly spirit or Higher Dimensional Being now. *Princess Miko* is the daughter of *Noble Fox Miko/demi-goddess* and the King.
*Princess Miko* - the daughter of *Noble Fox Miko/demi-goddess* and the King. Also rarely seen in public she speaks for her mother to the other Miko's and only appears during the quarterly festivals as the lead dancer and priestess.
*Miko* - Constantly harassed by Zange. She tries her best to appear calm and collected and constantly fails. If you visit the shrine most likely she is the one who you will meet.
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Post by daisy_strike on Apr 1, 2011 16:37:55 GMT -5
Subway:
On the exterior of "Safety Valve" is a mass transit system designed to move people and goods quickly. Stress exterior, it is actually on the outside of the sphere, one of the reasons it was not damaged by the P-Door opening. It is currently offline do to the green which has spread filling it up and making it impossible for the maintenance bots to keep up. When online or even if sections of it are online it would allow for rapid transportation to all the primary maintenance locations on Safety Valve. As well as access to the other subterranean research complexes and housing.
Valve-chan:
The non-sentient AI of "Safety Valve". In charge of maintenance of Safety Valve. Her main processors are held next to the fusion reactor (sun), one of the few places that the green has not reached. She communicates wireless to the distant parts monitoring and adjusting the life support. The green though has severely limited this ability. (The green being created for combat, has a tendency to jam wireless communications.) She can contact main installations but is unable to contact her bots, most of which have gone into hibernation mode or have been eaten by the green.
Valve-chan is unsure exactly what is happening. Not designed to think outside of the box. She knows there has been an accident (the p-door), she knows that she has lost communication with most of her bots. She is waiting for directions as to what to do next.
Like most Spherian technology Valve-chan is designed to be used by Spherians and only by Spherians. (Why even with super tech lying around in some places most of it is in-operable). Spherians design all there technology so it can not be used by other "barbarians." That includes its spheres. If she felt the "Safety Valve" had been overrun by non-spherian "barbarians" she would cleanse the sphere.
The Spherian Embassy is not in direct contact with Valve-chan. They consider a non-sentient AI to be just a part of daily life and don't really see any need to say hi to a dumb computer.
AI Notes:
Spherian AI's are in two classes.
Sentient AI's which are considered spherian Citizens with all the rights of citizens and are ruled by the AI Council an off shoot of the Spherian Council, that work together. The AI Council makes the determination if a an AI is sentient. This doesn't mean that sentient AI's are used to control major ships and colonies. It is seen as a great honor for a AI to be chosen to run a war ship or a habitation module, disrespecting a sentient AI is the same usually as disrespecting your home, something that is never done, as a mad AI can make your life very unpleasant with out killing you.
Non-Sentient AIs the dumb back bone of Spherian society that handles all the little tasks that no one wants to think about. They are not acknowledged by the AI council as brethren and are created by anyone who wants a semi-smart computer program, that is usually both physically and code wise restricted from becoming self aware. A non-sentient AI becoming aware is not a crime but at that point it becomes a citizen and well its not likely that the new sentient AI will want to run your toaster oven.
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