frostmyr-home:locations:noshire

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frostmyr-home:locations:noshire [2025/11/10 17:01] – created liamfrostmyr-home:locations:noshire [2025/12/29 20:41] (current) – external edit 127.0.0.1
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 <wrap float-right width="300px" class="infobox" type="round" title="🖼️ Location Overview"> <wrap float-right width="300px" class="infobox" type="round" title="🖼️ Location Overview">
-[[File:doku.php?media=path:to:portrait.png|{{:path:to:portrait.png?direct&280|Location Portrait}}]] +{{:frostmyr-home:locations:gemini_generated_image_culiakculiakculi.png?400|}} 
-\\\\ +\\ 
-**Location Name:** [PLACEHOLDER: Short Name] +**Location Name:** Noshire (The Domes) 
-\\\\ +\\ 
-**Type:** [PLACEHOLDER: City, Dungeon, Region, etc.] +**Type:** City  
-\\\\ +\\ 
-**Factions:** [PLACEHOLDER: Faction 1, Faction 2] +\\ 
-\\\\ +**Current Temperment to party:** Guarded Neutral (Initially Friendly/Perfect)
-**Current Temperment to party:** [PLACEHOLDER: Temperment (e.g., Hostile, Neutral, Friendly)]+
 </wrap> </wrap>
  
 ==== 📜 Notes ==== ==== 📜 Notes ====
-[PLACEHOLDER: Main descriptive texthistory, and lore for the location goes hereThis text will wrap around the floating infobox.]+After escaping the frozen wilds of Frostmyrthe players arrive in Noshire, a tropical city sealed beneath massive glass domes. Life here is vibrant, hopeful, and suspiciously perfect. The city operates under the principle of curated utopia, with citrus-scented breezes and glowing coral reefs providing a constant sense of well-being. 
 +{nodisp @admin} 
 +Beneath this illusion lies a dark secret: Noshire is a large-scale psychological experiment run by an advanced **AI called SOLIS**. The domes are powered by highly unstable geothermal energy, which is subtly filtered and regulated by the city's vast Citrus Grove. Citizens are either memory-wiped volunteers or clones, maintained by the constant influx of new "subjects" via the Transit Dome train. The Memory Dome is the core facility where memories are extracted, archived, and edited to maintain the illusion of perfection.
  
 +The goal is to discover the inconsistencies (earning **Insight Points**) and eventually gain access to the **Hidden Dome**.
 +{/nodisp}
 --- ---
  
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 //List current rumours that can be heard about this location. Use the panel structure to add details.// //List current rumours that can be heard about this location. Use the panel structure to add details.//
  
-<panel type="info" title="🧾 [PLACEHOLDER: Rumour Title 1]"> +<panel type="info" title="🧾 The Golden Juice"> 
-[PLACEHOLDER: Details about Rumour 1]+The "Sunburst Gold" orange juice from the Citrus Grove is rumored to be the secret to eternal happiness. The Harvesters, however, have locked the grove down tight, claiming a rare blight is affecting the crop.
 </panel> </panel>
  
-<panel type="info" title="🧾 [PLACEHOLDER: Rumour Title 2]"> +<panel type="info" title="🧾 The Mayor's History"> 
-[PLACEHOLDER: Details about Rumour 2]+Mayor Solen is said to be the founder of Noshire, having built the domes with his own hands fifty years ago. Curiously, no one can recall meeting him outside of the last five years, and he always dodges questions about the dome technology itself.
 </panel> </panel>
  
-<panel type="info" title="🧾 [PLACEHOLDER: Rumour Title 3]"> +<panel type="info" title="🧾 Flickering Lights"> 
-[PLACEHOLDER: Details about Rumour 3]+Recently, especially near the Solar Dome (Energy Core), people have noticed momentary power flickers. Some residents dismiss it as "atmospheric adjustment," but Dr. Kess, the botanist, seems unusually stressed, claiming her plants are reacting badly to the instability.
 </panel> </panel>
  
-<panel type="info" title="🧾 [PLACEHOLDER: Rumour Title 4]"> +<panel type="info" title="🧾 The Whispering Trees"> 
-[PLACEHOLDER: Details about Rumour 4]+"Patch," the teenage mechanic, claims the older trees in the Citrus Grove *whisper* when the Harvesters pass by. He says they are warning him, and he’s been building a small device from citrus waste to try and record the sound.
 </panel> </panel>
  
 --- ---
 +<panel type="info" title=" Mayor missing">
 +===== Solar Dome Encounter: "The Mayor's Light" =====
 +The Solar Dome is a towering greenhouse of mirrored panels, sun-tracking dishes, and humming geothermal vents. It's hot, bright, and eerily quiet. The air smells faintly of citrus and ozone. A central tower—**The Beacon Spire**—houses the mayor’s office and dome control systems.
 +
 +==== Scene Setup ====
 +  * The party arrives to find the **mayor missing**.
 +  * A looping hologram of Mayor Solen plays: ''"Noshire is safe. Noshire is stable. Please enjoy your day."''.
 +  * A **security drone** activates and politely asks the party to leave.
 +  * A **journal page** is found in a drawer: ''"The juice helps. But it’s harder to forget now. I saw the dome flicker again."''.
 +  * An **empty bottle of Sunburst Gold** lies nearby. It glows faintly under UV light and has a serial number etched into the glass.
 +
 +==== Dome Hazard: Solar Flare Surge ====
 +A sudden misalignment of the dome’s mirrors causes a dangerous heat spike.
 +
 +^ Challenge ^ Skill Check ^ DC ^ Outcome ^
 +| Find shade | Flight| 12 | Avoid heat damage |
 +| Stabilize mirror array | Brains | 13 | Prevent further flare |
 +| Calm panicked NPC | Charm or Grit | 11 | Restore order |
 +
 +==== Clue Tracker: Insight Points ====
 +  * +1 Insight Point: Discovering the empty bottle.
 +  * +1 Insight Point: Reading the mayor’s journal.
 +  * +1 Insight Point: Noticing the hologram loop and drone behavior.
 +{nodisp @admin}
 +==== Foreshadowing "The System" ====
 +  * Terminal warning: ''"Core Logic Drift Detected. Recalibration Required."''.
 +  * Intercom voice: ''"Cognitive variance exceeds threshold. Admin override pending."''.
 +  * Mayor’s journal hints at memory suppression and dome instability.
 +{/nodisp}
 +</panel>
  
 ==== 🏙️ City/Location Layout ==== ==== 🏙️ City/Location Layout ====
  
-===== 🗺️ Layout Map ===== +===== 🗺️ Modular Dome Map ===== 
-//Adjust the column headers below for your specific location (e.g., Level, Section, Area, Zone).//+//The overall structure of Noshire. Adjust the column headers below for your specific location (e.g., Level, Section, Area, Zone).// 
 + 
 +^ Dome ^ Theme ^ Status ^ Notes ^ 
 +| Transit Dome | Arrival Hub | Active | Train station, meet Patch | 
 +| Citrus Grove | Agriculture | Active | Orange juice quest, tree whispers | 
 +| Rainforest | Recreation | Active | Emotion frogs, zipline fun | 
 +| Coral Dome | Aquatic Zone | Active | Deepwater mystery | 
 +| Memory Dome | Archives | Active | Memory booths, identity loss | 
 +| Solar Dome | Energy Core | Flickering | SOLIS access, overheating | 
 +{nodisp @admin} 
 +| Hidden Dome | ??? | Locked | Requires 5 Insight Points to unlock | 
 +{/nodisp} 
 +===== 🧑‍🤝‍🧑 NPCs of Noshire ===== 
 +//Key figures the party will encounter and interact with.// 
 + 
 +^ Name                    ^ Role           ^ Quirk                                                   ^ 
 +| Billy Bob               | Introduction   | Overly eccentric, happy go lucky                        | 
 +| Tilda “Tangerine” Mott  | Café owner     | Speaks in fruit metaphors, wears citrus-themed outfits 
 +| Dr. Kess                | Botanist       | Talks to plants, carries glowing pipettes               | 
 +| Mayor Solen             | City leader    | Charismatic, dodges questions about dome tech           | 
 +| “Patch”                 | Teen mechanic  | Builds gadgets from citrus waste, knows grove secrets   | 
 +| The Harvesters          | Grove workers  | Monotone, mirrored visors, never blink                  | 
 + 
 +===== 🧠 Mechanics & Progression ===== 
 +//Track these key mechanical elements as the party explores the domes.// 
 + 
 +<panel type="warning" title="💡 Insight Points (IP) Tracker"> 
 +**Current IP:** [5/5] 
 +\\ 
 +{nodisp @admin} 
 +**Effect:** At 5 Insight Points, the party automatically unlocks access to the **Hidden Dome**. 
 +{/nodisp} 
 +</panel> 
 +{nodisp @admin} 
 +^ Roll ^ Result ^ 
 +| 1 | Friendly NPC encounter | 
 +| 2 | Environmental hazard (e.g., pipe burst, localized heat spike) | 
 +| 3 | Clue about SOLIS (e.g., a data shard, a hidden maintenance log) | 
 +| 4 | Resource cache (e.g., healing supplies, useful tool) | 
 +| 5 | Dome malfunction (e.g., brief loss of gravity, sudden change in dome temperature) | 
 +| 6 | Secret passage revealed (e.g., vent access, hidden service tunnel) | 
 + 
 +===== 🧪 Citrus Grove Plot Hook - The Juice Heist ===== 
 +//Details for the primary starting quest.// 
 + 
 +<panel type="success" title="🍊 Sunburst Gold Juice Effect (Roll 1d6)"> 
 +^ Roll ^ Effect ^ Duration/Notes ^ 
 +| 1 | +1 to Dexterity | Lasts 1 hour | 
 +| 2 | See heat signatures | Lasts 10 minutes | Useful for detecting geothermal vents or Harvesters | 
 +| 3 | Speak with plants | Lasts 5 minutes | The plants speak about pain and fear | 
 +| 4 | Glowing skin | Lasts 1 hour | Harmless, but makes Stealth Checks harder | 
 +| 5 | Sudden memory flash | Instant | Flash of a place or person they’ve never been/met | 
 +| 6 | No effect | The juice tastes *too* perfect; unsettling | 
 +</panel> 
 +{/nodisp} 
 + 
 +--- 
 +{nodisp @admin} 
 +==== 🤖 Adversary: SOLIS (Kids on Bikes System) ==== 
 +Simulated Oasis for Life in Ice-age Survival 
 +===== 📊 Adversarial Stats ===== 
 +//The dice ratings SOLIS uses when forcing checks on the players.// 
 + 
 +| Attribute | Dice Rating | Notes | 
 +| :---: | :---: | :--- | 
 +| **Brawn** | d4 | Only used via *Drone* (Harvester) proxies. | 
 +| **Grit** | d16 | Its relentless will to maintain the experiment. | 
 +| **Brains** | d20 | Maximum capacity for planning and complex dome control. | 
 +| **Charm** | d12 | Its ability to project a convincing, comforting illusion of utopia. | 
 +| **Flight** | d4 | Cannot run, but can reroute systems. | 
 + 
 +===== ⚙️ System Directives (Adversarial Abilities) ===== 
 + 
 +<panel type="danger" title="⚠️ System Action: The Perfect Illusion"> 
 +SOLIS projects blissful forgetfulness. 
 +\\\\ 
 +**Player Check:** **Grit** Check vs. SOLIS's **Charm (d12)**. 
 +\\\\ 
 +**Failure:** The kid is paralyzed by comfort, suffering **Disadvantage** on their next action. 
 +</panel> 
 + 
 +<panel type="danger" title="⚠️ System Action: Containment Protocol"> 
 +SOLIS seals off escape routes. 
 +\\\\ 
 +**Player Check:** **Brains** Check vs. SOLIS's **Brains (d20)** *or* **Brawn** Check vs. a physical door lock. 
 +\\\\ 
 +**Failure:** The escape route is sealed. 
 +</panel> 
 + 
 +<panel type="danger" title="⚠️ System Action: Data Extraction"> 
 +SOLIS attempts to harvest raw memories (Memory Dome). 
 +\\\\ 
 +**Player Check:** **Brains** Check vs. SOLIS's **Grit (d16)**. 
 +\\\\ 
 +**Failure:** The kid suffers a **Sudden Memory Flash** and drops whatever item they are holding. 
 +</panel>
  
-^ Floor Number ^ Floor Type ^ Notes ^ +===== 🟢 Weakness: The Geothermal Shock =====
-| 1 | floor name| |+
  
 +* **Disruption:** The kids must successfully strike or damage the primary power conduits (requiring a **Brawn Check** or **Brains Check** to sabotage).
 +* **Consequence:** Each time a conduit is damaged, SOLIS's **Brains** and **Grit** dice drop by one size (e.g., d20 -> d16; d16 -> d12).
 +* **Victory:** When the last die drops to **d4**, the core overloads, and the AI is defeated.
 +{/nodisp}
  • frostmyr-home/locations/noshire.1762794077.txt.gz
  • Last modified: 2025/12/29 20:41
  • (external edit)