Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| frostmyr-home:locations:noshire [2025/11/12 21:23] – liam | frostmyr-home:locations:noshire [2025/12/29 20:41] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 2: | Line 2: | ||
| <wrap float-right width=" | <wrap float-right width=" | ||
| - | [[File: | + | {{:frostmyr-home:locations:gemini_generated_image_culiakculiakculi.png?400|}} |
| - | \\\\ | + | \\ |
| **Location Name:** Noshire (The Domes) | **Location Name:** Noshire (The Domes) | ||
| - | \\\\ | + | \\ |
| - | **Type:** City / Psychological Experiment | + | **Type:** City |
| - | \\\\ | + | \\ |
| - | **Factions: | + | \\ |
| - | \\\\ | + | |
| **Current Temperment to party:** Guarded Neutral (Initially Friendly/ | **Current Temperment to party:** Guarded Neutral (Initially Friendly/ | ||
| </ | </ | ||
| Line 15: | Line 14: | ||
| ==== 📜 Notes ==== | ==== 📜 Notes ==== | ||
| After escaping the frozen wilds of Frostmyr, the 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. | After escaping the frozen wilds of Frostmyr, the 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 " | 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 " | ||
| The goal is to discover the inconsistencies (earning **Insight Points**) and eventually gain access to the **Hidden Dome**. | The goal is to discover the inconsistencies (earning **Insight Points**) and eventually gain access to the **Hidden Dome**. | ||
| + | {/nodisp} | ||
| --- | --- | ||
| Line 26: | Line 25: | ||
| <panel type=" | <panel type=" | ||
| - | The " | + | The " |
| </ | </ | ||
| Line 42: | Line 41: | ||
| --- | --- | ||
| + | <panel type=" | ||
| + | ===== Solar Dome Encounter: "The Mayor' | ||
| + | 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: ''" | ||
| + | * A **security drone** activates and politely asks the party to leave. | ||
| + | * A **journal page** is found in a drawer: ''" | ||
| + | * 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: ''" | ||
| + | * Intercom voice: ''" | ||
| + | * Mayor’s journal hints at memory suppression and dome instability. | ||
| + | {/nodisp} | ||
| + | </ | ||
| ==== 🏙️ City/ | ==== 🏙️ City/ | ||
| Line 55: | Line 84: | ||
| | Memory Dome | Archives | Active | Memory booths, identity loss | | | Memory Dome | Archives | Active | Memory booths, identity loss | | ||
| | Solar Dome | Energy Core | Flickering | SOLIS access, overheating | | | Solar Dome | Energy Core | Flickering | SOLIS access, overheating | | ||
| + | {nodisp @admin} | ||
| | Hidden Dome | ??? | Locked | Requires 5 Insight Points to unlock | | | Hidden Dome | ??? | Locked | Requires 5 Insight Points to unlock | | ||
| + | {/nodisp} | ||
| ===== 🧑🤝🧑 NPCs of Noshire ===== | ===== 🧑🤝🧑 NPCs of Noshire ===== | ||
| //Key figures the party will encounter and interact with.// | //Key figures the party will encounter and interact with.// | ||
| - | ^ Name ^ Role ^ Quirk ^ | + | ^ Name ^ Role |
| - | | Tilda “Tangerine” Mott | Café owner | Speaks in fruit metaphors, wears citrus-themed outfits | | + | | Billy Bob | Introduction |
| - | | Dr. Kess | Botanist | Talks to plants, carries glowing pipettes | | + | | Tilda “Tangerine” Mott | Café owner |
| - | | Mayor Solen | City leader | Charismatic, | + | | Dr. Kess | Botanist |
| - | | “Patch” | Teen mechanic | Builds gadgets from citrus waste, knows grove secrets | | + | | Mayor Solen |
| - | | The Harvesters | Grove workers | Monotone, mirrored visors, never blink | | + | | “Patch” |
| + | | The Harvesters | ||
| ===== 🧠 Mechanics & Progression ===== | ===== 🧠 Mechanics & Progression ===== | ||
| Line 71: | Line 102: | ||
| <panel type=" | <panel type=" | ||
| - | **Current IP:** [0/5] | + | **Current IP:** [5/5] |
| - | \\\\ | + | \\ |
| + | {nodisp @admin} | ||
| **Effect:** At 5 Insight Points, the party automatically unlocks access to the **Hidden Dome**. | **Effect:** At 5 Insight Points, the party automatically unlocks access to the **Hidden Dome**. | ||
| + | {/nodisp} | ||
| </ | </ | ||
| + | {nodisp @admin} | ||
| ^ Roll ^ Result ^ | ^ Roll ^ Result ^ | ||
| | 1 | Friendly NPC encounter | | | 1 | Friendly NPC encounter | | ||
| Line 96: | Line 129: | ||
| | 6 | No effect | The juice tastes *too* perfect; unsettling | | | 6 | No effect | The juice tastes *too* perfect; unsettling | | ||
| </ | </ | ||
| + | {/nodisp} | ||
| --- | --- | ||
| + | {nodisp @admin} | ||
| ==== 🤖 Adversary: SOLIS (Kids on Bikes System) ==== | ==== 🤖 Adversary: SOLIS (Kids on Bikes System) ==== | ||
| + | Simulated Oasis for Life in Ice-age Survival | ||
| ===== 📊 Adversarial Stats ===== | ===== 📊 Adversarial Stats ===== | ||
| //The dice ratings SOLIS uses when forcing checks on the players.// | //The dice ratings SOLIS uses when forcing checks on the players.// | ||
| Line 143: | Line 177: | ||
| * **Consequence: | * **Consequence: | ||
| * **Victory: | * **Victory: | ||
| + | {/nodisp} | ||