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noshire
Location Name: Noshire (The Domes)
Type: City / Psychological Experiment
Factions: SOLIS AI, Mayor Solen's Council, The Harvesters, The Underground (Patch)
Current Temperment to party: Guarded Neutral (Initially Friendly/Perfect)
๐ 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.
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 โsubjectsโ 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.
๐ Rumours
List current rumours that can be heard about this location. Use the panel structure to add details.
๐งพ The Golden Juice
The โSunburst Goldโ 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)
๐งพ The Mayor's History
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.
๐งพ Flickering Lights
Recently, especially near the Solar Dome (Energy Core), people have noticed momentary power flickers. Some residents dismiss it as โatmospheric adjustment,โ but Dr. Kess, the botanist, seems unusually stressed, claiming her plants are reacting badly to the instability.
๐งพ The Whispering Trees
โPatch,โ the teenage mechanic, claims the older trees in the Citrus Grove whisper when the Harvesters pass by. He says they are warning him, and heโs been building a small device from citrus waste to try and record the sound.
๐๏ธ City/Location Layout
๐บ๏ธ Modular Dome Map
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 |
| Hidden Dome | ??? | Locked | Requires 5 Insight Points to unlock |
๐งโ๐คโ๐ง NPCs of Noshire
Key figures the party will encounter and interact with.
| Name | Role | Quirk |
|---|---|---|
| Billy Bob | Introduction | Overly eccentric, happy go lucky |
| Tilda โTangerineโ Mott | Cafรฉ 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 |
| โPatchโ | Teen mechanic | Builds gadgets from citrus waste, knows grove secrets |
| The Harvesters | Grove workers | Monotone, mirrored visors, never blink |
๐ง Mechanics & Progression
Track these key mechanical elements as the party explores the domes.
๐ก Insight Points (IP) Tracker
Current IP: [2/5]
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Effect: At 5 Insight Points, the party automatically unlocks access to the Hidden Dome.
| 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) |
๐งช Citrus Grove Plot Hook - The Juice Heist
Details for the primary starting quest.
๐ 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 theyโve never been/met |
| 6 | No effect | The juice tastes too perfect; unsettling |
๐ค Adversary: SOLIS (Kids on Bikes System)
๐ Adversarial Stats
The dice ratings SOLIS uses when forcing checks on the players.
| Attribute | Dice Rating | Notes |
| :โ: | :โ: | :โ |
| 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. |
โ๏ธ System Directives (Adversarial Abilities)
โ ๏ธ System Action: The Perfect Illusion
SOLIS projects blissful forgetfulness.
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Player Check: Grit Check vs. SOLIS's Charm (d12).
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Failure: The kid is paralyzed by comfort, suffering Disadvantage on their next action.
โ ๏ธ System Action: Containment Protocol
SOLIS seals off escape routes.
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Player Check: Brains Check vs. SOLIS's Brains (d20) or Brawn Check vs. a physical door lock.
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Failure: The escape route is sealed.
โ ๏ธ System Action: Data Extraction
SOLIS attempts to harvest raw memories (Memory Dome).
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Player Check: Brains Check vs. SOLIS's Grit (d16).
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Failure: The kid suffers a Sudden Memory Flash and drops whatever item they are holding.
๐ข Weakness: The Geothermal Shock
- 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 โ d16; d16 โ d12).
- Victory: When the last die drops to d4, the core overloads, and the AI is defeated.