frostmyr-home:locations:noshire

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frostmyr-home:locations:noshire [2025/11/13 19:39] liamfrostmyr-home:locations:noshire [2025/12/29 20:41] (current) – external edit 127.0.0.1
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 **Location Name:** Noshire (The Domes) **Location Name:** Noshire (The Domes)
 \\ \\
-**Type:** City / Psychological Experiment+**Type:** City 
 \\ \\
-**Factions:** SOLIS AI, Mayor Solen's Council, The Harvesters, The Underground (Patch) 
 \\ \\
 **Current Temperment to party:** Guarded Neutral (Initially Friendly/Perfect) **Current Temperment to party:** Guarded Neutral (Initially Friendly/Perfect)
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 ==== 📜 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 "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. 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**. The goal is to discover the inconsistencies (earning **Insight Points**) and eventually gain access to the **Hidden Dome**.
 +{/nodisp}
 --- ---
  
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 <panel type="info" title="🧾 The Golden Juice"> <panel type="info" title="🧾 The Golden Juice">
-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. (Plot Hook: The Juice Heist)+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>
  
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 ^ Challenge ^ Skill Check ^ DC ^ Outcome ^ ^ Challenge ^ Skill Check ^ DC ^ Outcome ^
-| Find shade | Dexterity | 12 | Avoid heat damage | +| Find shade | Flight| 12 | Avoid heat damage | 
-| Stabilize mirror array | Brains or Tech | 13 | Prevent further flare |+| Stabilize mirror array | Brains | 13 | Prevent further flare |
 | Calm panicked NPC | Charm or Grit | 11 | Restore order | | Calm panicked NPC | Charm or Grit | 11 | Restore order |
  
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   * +1 Insight Point: Reading the mayor’s journal.   * +1 Insight Point: Reading the mayor’s journal.
   * +1 Insight Point: Noticing the hologram loop and drone behavior.   * +1 Insight Point: Noticing the hologram loop and drone behavior.
 +{nodisp @admin}
 ==== Foreshadowing "The System" ==== ==== Foreshadowing "The System" ====
   * Terminal warning: ''"Core Logic Drift Detected. Recalibration Required."''.   * Terminal warning: ''"Core Logic Drift Detected. Recalibration Required."''.
   * Intercom voice: ''"Cognitive variance exceeds threshold. Admin override pending."''.   * Intercom voice: ''"Cognitive variance exceeds threshold. Admin override pending."''.
   * Mayor’s journal hints at memory suppression and dome instability.   * Mayor’s journal hints at memory suppression and dome instability.
 +{/nodisp}
 </panel> </panel>
  
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 | 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.//
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 <panel type="warning" title="💡 Insight Points (IP) Tracker"> <panel type="warning" title="💡 Insight Points (IP) Tracker">
-**Current IP:** [2/5] +**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}
 </panel> </panel>
 +{nodisp @admin}
 ^ Roll ^ Result ^ ^ Roll ^ Result ^
 | 1 | Friendly NPC encounter | | 1 | Friendly NPC encounter |
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 | 6 | No effect | The juice tastes *too* perfect; unsettling | | 6 | No effect | The juice tastes *too* perfect; unsettling |
 </panel> </panel>
 +{/nodisp}
  
 --- ---
 +{nodisp @admin}
 ==== 🤖 Adversary: SOLIS (Kids on Bikes System) ==== ==== 🤖 Adversary: SOLIS (Kids on Bikes System) ====
 Simulated Oasis for Life in Ice-age Survival Simulated Oasis for Life in Ice-age Survival
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 * **Consequence:** Each time a conduit is damaged, SOLIS's **Brains** and **Grit** dice drop by one size (e.g., d20 -> d16; d16 -> d12). * **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. * **Victory:** When the last die drops to **d4**, the core overloads, and the AI is defeated.
 +{/nodisp}
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  • Last modified: 2025/12/29 20:41
  • (external edit)