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== Detailed Build == '''Demiplanes''' Area Increase 7- 1,500,000,000 km2 - about 1/4 the area of the sun total. '''Planar Features''' Gateways 2: The worlds of the Mech Haven Cluster are connected by a series of gateways. Some of them ancient magic portals, others recently developed magitech teleporters. These gates connect the cities and worlds of the cluster together, and allow for connections to other universes. But likewise, they can be turned off or blocked. Division: The Mech Haven Cluster consists of six habitable planets and many moons, spread across a large binary star system. [WIP] Assimilation: Anyone who enters the cluster is subtly or forcibly adapted to the adventure mecha setting, either as a mech-jock with a pilot archetype based off their personality and skills, or a grounder with similarly adapted skillset. Fantasy classes convert into equivalent mecha pilot or bot-marshal types. Population: Population Increase 6: 2,000,000,000 Population The Mech Haven Cluster is populated by over 2 billion souls. While a mighty number, they are dwarfed by the size of the realm and worlds around them and concentrated into a series of city-states centered around the World-Engines. '''Inhabitants:''' Attitude Adjustment: As a whole, the population of the Mech Haven Cluster tend to be slightly more optimistic and cheery than norm, as well as more adventurous. Culture & Customs: The culture and customs of the city-states of Mech Haven vary from state to state, but they all universally share a respect for mech pilots that venture beyond the safety of the walls and defenses to explore the realm. Pretty Population: It is exceedingly difficult to find anyone in the Cluster that isn’t at minimum “attractive”, and a large percentage of the population is much better than that either out of natural looks or widely available genemods or biosculpting. Oddly, beauty seems to be related to mech-driving skills and talent, resulting in the most badass of mech pilots and ‘jack marshals becoming supermodels, although there are plenty of non-pilot beauties. Population Demographics: Half of the population is made of extrahuman entities, and the cluster as a whole is slightly slanted towards females over males, actual percentages varying by species. Natural-born meta-individuals make up 30% of the population, with the majority being humans, while artificial meta-individuals are a growing number in several city-states. Population Longevity: Average lifespan of a Eudaimonian is 250 years, with eternal youth ranging around 18-21 for most people. This can be further extended or altered with medical and bio-engineering, resulting in age mostly being a cosmetic preference. Extrahuman Population: Therianthropes (humans with animal-like features: catgirls, foxgirls, lionboys, etc), AI’s, elves, [More WIP] Metahuman Population: 30% of the population naturally have metahuman powers and newtype abilities. With some effort and cybertech or biotech upgrades, norms can also obtain these powers to varying extents, and some species have ranges of built-in abilities. '''Technology''' Technology Upgrade 6: The Mech Haven Cluster is simultaneously a very advanced high-tech yet 20th century society, owing to the population’s dependence on the Engine-Cities for advanced technology which native-born tech can’t match. Each city, and more than a few abandoned cities and dungeons, are centered around a World-Engine, a massive industrial/economic/terraforming engine that are relics of a past post-scarcity age filled with nano-lathes, hyper-advanced biolabs, data-archives, and luxury accommodations. However the archives of the individual engine-cities are incomplete and damaged, so adventurers rove the frontier looking to recover tech-templates and magic relics, while conflict and negotiations between the engine-cities over technology and magic control is a constant issue. Availability of tech-templates causes great variation in local mech production from both engine-city nanofoundries and local magical workshops. Some cities can build fusion-powered robots with agile servos yet must arm them with rune-swords and axes for want of knowledge on how to build mech-scale guns, while other cities have to use internal combustion or even coal-steam fueled magic engines to haul grand positron or finely-crafted bolter weapons into battle. Meanwhile the orbital Silver City, is a post-scarcity utopia hovering above the conflicts of mortals, a bastion of high technology and knowledge. Protected and owned by the Guardian (me), mortals are lucky to be granted permission to come. '''Magic''' Magical Upgrade 3: Magic is powerful in this realm, either in the form of traditional spells and magic casting or in the form of newtype pilot abilities. Typically either form of magic require amplifiers and external assistance usually installed on a mech. The most powerful individuals could be considered figures of legend. But it is rare for such individuals to not have a Fate attached to their power. With power comes responsibility. '''Society''' (Note: These traits will be distributed among specific city-states in varying degrees) Public Education: Education is a high priority for the people of the Mech Haven cluster, to both instill a respect for the past and a desire to learn more. Everyone has access to education and libraries of some kind, either traditional schools and libraries or elaborate cyber-schools. University: Upper-education is mostly centered around mech-pilots or magitech engineers, but is no less impressive as every city-state strives to maintain high standards of education and training for the pilot elite. Wealthy: The World-Engines provide great wealth for their people, freeing them from most of their base material needs if the right templates are available. For what the Engines don’t provide, there are plenty of merchants and inventors working to do so in their place. Wealth is determined more by ability and skill than material riches, although there is plenty of the latter to go around too. Industrial: The people of the Mech Haven cluster are inventive and industrious, continuously working to fill in the gaps in the World-Engine databases and keep up in a pan-cluster mecha arms race between city-states and invaders. Mystical: There is no avoiding the presence of magic in everyday life in Mech Haven, with some city-states integrating it on every level of their society. Magical academies and colleges centered around specific magics and arcana Technomagic: While magic is common, fusions between magic and technology are even more common. Magitech mecha are the staple of every city-state in some shape or form, and the results of rune-infused automata or alchemical engineering can be seen in everyday goods.: Magic and technology are melded and merged by the inventors and pilots of Mech Haven on a regular basis. Any given mech will have at least a few magic-based parts, and technology exists capable of amplifying magical powers. Everyday citizens and people will have Infrastructure Sanitation Healthy '''Culture''' (Note: Each City-State will have differing affinities and degrees of affinity) Music Affinity Theater Affinity Animation Affinity Literature Affinity Mechanical Affinity Gaming Affinity Sports Affinity Food Affinity Sexual Affinity Warfare Affinity Festival Affinity '''Environment:''' Cosmic Adjustment Landscape Adjustment Fertile Rich: The worlds of Mech Haven are rich with ores and materials. Coal, oil, iron, titanium, and every other conventional material is available in abundance, merely waiting to be claimed and exploited. Exceptional Materials: More exotic materials such as magic crystals and room-temperature superconductors also exist in this realm. The most important of them is mage-steel, a critical element in the construction of magic engines that World-Engine nanolathes cannot reproduce in its pure form. '''Adventure''' Dungeons 3: The worlds of Mech Haven are filled with ruins and abandoned world-engine cities now occupied by monsters, invaders, and rogue auto-mechs. And many more such ruins are being discovered as the explorers venture out among the worlds, and no two dungeon-zones are alike. One of the greatest known mega-dungeon-zones is the “Infinity Spire”, a hybrid space elevator tower and giga-arcology now occupied on all levels by monsters, Swarm, auto-mechs, rogue AI’s, and more. Whats more, the Spire is quasi-sentient, and constantly reconstructing and reconfiguring itself, in the process re-seeding the Spire with new threats. Yet despite the danger to even ace pilots, there are no shortage of volunteers to storm the Infinity Spire for its equally endless amount of treasure and magical artifacts it is capable of manufacturing. Malice: All is not peaceful in Mech Haven. Invading alien machine-armies, the rise of monsters the size of colossal-class mechs and buildings, and the increased activity of dungeon-zones in spawning new threats threaten the safety of the city-states. Yet not even threats from without can prevent the outbreak of vendettas between the city-state mech forces over scavenged technology and magical relics, or over boundaries or honor disputes. But these conflicts are hardly a looming doom nor a hopeless war, they are challenges to rise to and overcome. Fate: There are a few, a chosen few, who are gifted by fate to be able to control and manipulate their destinies, and see what they are capable of achieving. Those individuals that are touched by fate are destined for great achievements and obtaining great power, but also to face great challenges that will come whether they are ready or not. The Traveler keeps watch over such individuals and whether they can rise to the challenge offered to them. But by and large, the general population are left to make their own fates on their own merits or failures, unless the Traveler wishes otherwise. Theme: The overriding mentality and reality of the cluster is that of post-post-apocalypse mecha adventure. The dark days of the apocalypse are over, it is now time to reclaim and rediscover. Mecha are the primarily instrument of the demiplane, both in war and exploration, and events, magic, and technology will conspire to keep mecha-primacy. '''Capital''' Lifestyle Upgrade 3: The personal estate of the Guardian is a orbital city centered around the orb starship that brought the Guardian to the realm during the Great Collapse. A estate the size of a small city granting any who live in it unparalleled luxury and comfort while attended to by automata, while at the same time also host to large nanoforges and assembly complexes for Guardian-gifted mecha and his personal guard, paired with a portal-gate to deploy troops whenever and wherever needed. Automatons 2: The Guardian commands an army of automata and auto-mechs. Ranging from maid-bots and near-human servants to large hulking sentient combat mechs. These automata perform all menial labor in the Traveler’s estate, and function as companions, servants, and private soldiers. Influence 3: I am the Guardian. I am effectively a deity to the peoples of Mech Haven as their protector and provider of advanced technology. When I speak as the Guardian, they listen. When I order them to put aside their petty wars to face the invaders, they obey. When I challenge them to face my champions, they will come. In practice though, I try to keep hands-off on rulership and techno-divine intervention, and instead focus on groups of heroes as they come up, and the larger picture of how the realm develops. Sometimes I arbitrate large-scale wars to ensure they do not end up going out of hand. '''Personal''' Immortality Spirit Walk: I can respawn, although its not exactly a pleasant experience and I would prefer not dying in the first place. Shape Shift 2: I, the Guardian, can assume many forms and guises when I want to walk among mortals. Afterall, what is the point of making this realm if I cannot interact with it? Tongues Inspiration: In mortal form or in my immortal self, I can inspire others to perform great things or make grand discoveries. Peak Condition '''Powers''' Teleportation Geas Alchemy Enchanting Machina Mind Elementalism 3 Dominion: I control the realm, and to an extent control how new dungeons and malice-threats emerge and develop. Useful to maintain balances of power, and bring about desired change. Also allows me to influence individual city-state’s themes. '''Companions''' Friendship 2: Waifu 2: Harem: My adopted persona’s amongst mortals tend to attract rather friendly attention to say the least. Familiar: Part of me is copied and uploaded into cyberspace as a AI-familiar which can assume control of a number of different automata. It is also a remote-controlled asset I can use to interact with other realms despite technically not being able to leave my realm, but I allow my AI-self to maintain some self-independence. I can trust myself afterall. '''Ascendence''' Guidance 2: When I became realm-lord, I made damn sure it came with an instruction manual. Paired with access to a private repository of resources, magic items, information, the universe is the limit for what I could chose to achieve. Just wish the archive was a bit better organized, its gonna take me centuries to get through all of this before I can get anywhere near godhood. '''Complications''' Random: Benevolent: As part of my compact as the realm’s patron and guardian, I am compelled to grant favors to heroes and heroines touched by Fate in their adventures. My preferred way to do so is to build or gift custom mechs to heroes, which are tuned for what they need in their adventures, not just what they ask for when they submit an application to the foundries of the Traveler. Sometimes I go about performing random favors too for fun or to play the role of the mysterious benefactor. Trapped: At time of writing, I am trapped in the Mech Haven Cluster, and can only send my drone-familiar out to other universes to represent myself to other realm-lords. Not that I mind too much, I’m rather busy in this cluster to go about to other worlds myself. Plus I’m certain I can find a way to bypass the barrier/series of contrived coincidences to keep me trapped somewhere in my guidebook eventually. Artifact: My biggest flaw is that my personal powers are tied to the Traveler-starship itself, specifically its central magical power core. While the ship is made of Adamantium, heavily protected by both my auto-defenses and the pilots of the Cluster, and I hold all the control-keys so that nobody can override my control over the ship, I’m still a little paranoid about protecting the core and am continuously upgrading the defenses and wards.
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