258) It is night. In one of those little green square parks, there are party lights hung - and glowing bright. If you look through the bars in the fence, the party is all set up. If you look well, you will notice that it is full of half eaten food, drinks, and the sounds of static of a player that has stopped playing. It is as if, everyone just got up and left.
259) It is night and it is raining. You notice that the bricks in a wall that you are standing near/ walking near are disolving.
260) You are walking along at night, there is a muffled scream that ends abruptly.
261) You are walking along at night, there is a muffled scream that ends abruptly. You could swear that scream came from the sewer grate you were standing near.
262) It is night time and there is a street blocked off for a street faire.
263) It is night. It is late. For a moment, the sounds of the city still, and you can hear crickets.
264) It is late night. A number of people in baker's whites leave a closing diner.
265) It is late at night and a garbage truck is collecting trash from dumpsters. That doesn't seem that odd, except don't they do that during the day? ....
267) It is late at night. A panting person blows past you at a dead run.
268) It is late at night and the bus driver is stopped at a stop. He has fallen asleep. Loud snores can be heard through the bus windows.
269) It is late a night, you are being followed by what you think is a hooker, walking suggestively and making an occaisional comment. But they way she moves and her eyes makes you think she is after something else.
270) It is late at night and a number of cabbies congregate on a side street not too far from a few blocks of clubs, bars, and restaurants.
271) It is late at night. A truck with a police escort drives by. You see a nuclear warning/ biohazard symbol on the truck.
272) It is late at night. You see someone in a ninja costume waiting by the bus stop. (to add more fun, you blink or the bus drives by without stopping, and he is gone.) Go to Comment
That is the point. Little things to throw in the background to show the world is still moving and does not (completely) revolve around the PCs. Most of these are things players won't enage. If they do, they are either between "adventures" or really bored with the one they are on. Go to Comment
A very solid, very useful submissions. A good twist to add to any cosmology.
I would of liked to have seen how this demon kind reigns in hell, and how demon kind has changed under his reign. If he exists, how does he impact all things?
Also how sad is he? DO we have a morose demon king? Do we have a bitter man who is not offing demons (because he can) for every little offense. Has he become a demon in all but birth? He is their king, he could stop all of them from doing Evil on the world, so why is he still allowing them to run loose?
I am giving it an extra bump in score because it is your first submission. Nicely done, would like to see more. Go to Comment
They are a nicely done random monster for underground adventuring (and Dwarf annoyances). You did add some touches towards the end that made them a bit more that suprise/ pounce attackers of the lower depths. So they are a mysterious monster people race of the deep.
Still, they are underground Gnollish/ Orcish bags of hitpoints with suprise options.
A lovely item for an Elven or Immortal society. Now you no longer have to feel bad about those past experiences. You can now "whisk" them away, and never have to think about them again. (But still around, should you need the experience).
So mechanically you might score skills/ xp in these memory spots. After all, if you are forgetting that century long war, you are forgetting all that combative skill advancement, tactical knowledge, and so on as well.
This works very well in a game like Burning Wheel which has
a mechanic of grief (melancholy), where you can loose these points, with somekind of trade of checks/ skils/ xp.
There are a lot of uses beyond the sanity maintaining of a near immortal being. Some are unpleasant.
The mechanism for transference is a bit vague. And the retrieval. Other wise you could have someone trained as an assassin, then they "give" their memory of that time over, and then later told to retrieve this when the see "that certain someone" (or compelled). Thus instant assassin that is undetectable before the retrieval happens.
I could see the mechanics being abused by players who "want to forget their romantic home life" for a time, so they can be stone cold killers of their younger days again. Literally, you could be swapping out skill sets and memory sets.
The easy to break is something I would think they would address. After all, unless the point was to totally forget the memory, you would try to make them hard to break.
Can you be compelled to give up a memory? Forced or told to give up part of your life as punishment for a crime?
A new variation of Elven Prison.
It is a well written piece. It is clear, articulate, and inclusive of all the information you need.
The item, I am not so fond of.
The name comes from, in my mind, from a moderator's banning powers.. called the ban hammer - brought down on the head of the offending party.
The random teleport without mass restriction, where you get a chance of killing someone instant by teleporting them into the ground or near instant - high in the air, is a bit "messy". Even offset by the nausea, you still have a great chance of killing your target right out.
This terraforming process must have taken something to make it happen, even if it is just handwavium. What happened to the ships and devices that corralled the comets and altered atmospheres? Is it still out there, churning out marginally habitable single biome worlds, was it used up and there is none left?
In canon, it seems handwavium. They came, they morphed, they moved on. They are probably elsewhere spending a decade or twelve on the next world. The Rim worlds are "new" in the last century or so, so the process seems to be continuing. However, it is implied that they might of stopped since The War or encountering The Reavers.
The whole Terraforming thing is glossed over, falling into the category of "assumed by the characters, so nobody has to have an Asmovian monolog explaining what to the characters are obvious."
Otherwise, this is a nice list of planets, the multiple intros from the varying perspectives was a bit long winded though.
The multiple intros are a feature of the series. Each one shows the universe from a different character's point of view. Since our primary source of information are three ex-rebels, we get a skewed view of thing - per Joss W himself. Go to Comment
Long ago, on the Earth-that-was, there were a few people who saw the future of the planet as it truly was: doomed. They endeavored through doubt and denial, sending automated terraforming machinery to prospective planets. Years later, in the hopes that their actions had been fruitful, hundreds of multi-generational ships traveled to these planets in the hope of continued life.
Terraforming was only the first stage. The most dense cluster of planets received the largest support in terms of cargo and personnel. These planets became the central planets and formed themselves into an Alliance. Outlying settlements did not receive the same level of support with the result of these border planets being fairly dangerous and forbidding environments.
Hundreds of years passed as humanity struggled to create their niche in the new worlds. Once this was established, many started to look at their neighbors in the hopes of forming permanent alliances. The central planets stood to gain the most in terms of trade and manufacturing. In many ways, the proposed alliance was only a formalization of the pact between several large families with almost unlimited control and influence.
Feeling the proposal would serve these families at the expense of the outlying planets, the Border planets chose to refuse to join the Alliance. The resolve continued, despite increasing economic and medical embargos, designed to cripple the settlements. Facing vastly larger numbers, superior technology and a unified front, the Border planets resisted what they saw as self-serving propaganda. In the end, after several negotiations led to deaths, the Border planets, calling themselves Browncoats, declared they would never become part of the Alliance. Tensions and violence escalated. War was declared.
Despite easy predictions of defeat, the Browncoats held themselves against the Alliance far longer than any had dared to hope. But, it was in 251, in the Battle of Serenity Valley, that the war was ended. Almost a quarter of a million people died in the valley after four months of continued fire. After a particularly crushing defeat, the Browncoats offered surrender. They had lost. Go to Comment
A Technological paradise, comprised of tall buildings of steel and glass with holographic billboards illustrating the latest in consumer news. Ariel is known for its wonderful medical facilities. The technology is the very latest, featuring fancifications as holographic scanners among other glorified equipment. As with most of the Core worlds, Ariel is a restricted landing site. Only those with legitimate business are allowed to land. St. Lucy's Hospital is here.
The crew of Serenity arrives on this planet for a heist on an advanced medical facility. Featured in Firefly Go to Comment
The heavily industrialized planet here is the manufacturing hub of the system. Its cities are surrounded by factories that produce everything from computer parts to ceramic dishware. Some of the factories are owned by the Blue Sun Corporation., though there are rumors that some of the factories are not factories at all. Security is tight in all their holdings, so no one has ever been to verify this. Or, they never got back out to tell.
Pollution is a problem on Beaumonde and the cities are covered in a perpetual haze. Technology keeps this at bay as best it can, but the problem grows worse each year, causing problems with the agricultural population. A popular bar, in the less prosperous part of town, is the Maidenhead, owned formerly by the brothers Fanti and Mingo.
Outside the cities, the atmosphere improves dramatically. Ranchers and farmers manage to make a decent supplying the cities and ships going off-world.
New Dunsmuir is the capital city of the planet. This is the only city that has no factories. It's located on an ocean and is a popular tourist attraction. Here is where the wealthy reside. New Dunsmuir is a beautiful city with avenues of trees and carefully maintained flower gardens.
The crew was headed for Beaumonde in the episode "Our Mrs. Reynolds". The Serenity crew arrives here in the movie. Go to Comment
Bellerophon has both a large ocean and an empty area of desert climate, complete with canyons, rock and sand. Isis Canyon is pointed out as the most deserted spot on the world. And those spots can be pretty isolated, if you want to do some business out there.
Bellerophon Estates, large self-contained estates that hover above the planets ocean, are described as having "gracious living, ocean views and state-of-the-art security." These are the private estates of the Borders and some of the Cores wealthiest folk. Everything required is shipped in, so there is no need for trade, shops or tourists. Each estate is a self-contained world, about the size of a town and float over Bellerophon's oceans.
The owners value their privacy so the skies around each estate are regularly patrolled by private and Alliance security. Visiting is by invitation only, so be prepared to have a very good reason for being there. Durran Haymer, a collector of priceless Earth That Was artifacts, lives in Bellerophon Estates.
After the colonization of Londinum and Sihnon, Bernadette was the first place to be terraformed and settled. The only remaining ship that brought the founding folk, stands in the capital city of New Paris. The ark is a monstrous ship, at least five times the size of an Alliance cruiser. The ark is named the Prometheus.
Bernadette is a traditional launching point for those leaving to settle on other worlds. Settlers arrive here from the Core, the last point of civilization before launching into the Rim. Many businesses cater to these folk, selling the necessities that no one wanted to drag here aforehand.
The dark side of Bernadett is the slave trade. It's an underground organization and its all too realy. Settlers disappear and are hauled off to work on terraforming stations or mines. Most times, the settler is assumed to have died in the black.
Oddly enough, or perhaps not so odd, Bernadette is also home to a number of religious sects. Buddhists, Christians, Islamic and Hindus all rub shoulders with each other, along with a number of fringe cults.
Landing is restricted, but will usually allow visitations to the ark, or people claiming to be settlers. In both cases, business is expected to be concluded in two days. Go to Comment
A small planet with extensive farming lands, often used for smuggling rendevous. Permanent cloud cover and dense ice rings are indicative of the atmosphere. It is often used for recycling and garbage warehousing by the central planets. And what was chaff to the Central planets is often enough gold to those on the Rim and soon entrepreneurial prospectors began profitable dealings in secondhand goods. Almost anything can be found here, used parts, moderately obsolete materials, even old Fireflies.
Mals war buddy, Monty, was caught by the Alliance here. Go to Comment
Around Boros itself, you will find the Alliance shipyards, where there is always a few of the latest designs being constructed. A ship can take anywhere between 3-6 years to construct. They are extremely heavily guarded to prevent terrorist attacks and technological espionage.
Boros itself has extensive prairies with ranches and farms. The majority of the industry is scrap metal. Parts that didn't meet the rigorous standards of the Alliance, castoffs, damaged parts and plain old junk.
It makes it even more advantageous that there are few restrictions in landing on Boros.
Ares: Boros' moon is the home to Iskellkian, the primary builder of the Alliance's cruisers and ships. As a result, the place is crawling with all manner of governmental agents, bureaucrats and military people. The area is restricted to Alliance and Iskellkian personnel. Go to Comment
Georgia is a Gas giant that is unusual in that it has only two moons, for such a large body.
Ezra: A planet orbiting the gas giant, Georgia, it's a planet going through considerable changes. Ezra started out as a planet largely filled with farmers and ranchers. Toward the end of the Unification war, the planet's representative died unexpectantly, throwing the planet into a virtual civil war as various factions vied in the power struggles. Confusing the situation further, hordes of refugees and former soldiers from both sides flooded the small central towns. Jobs grew scarce, unemployment rose and the economy was destroyed. Crime rose and criminal organizations rose to power when the local law officials failed to keep it in check.
One crimelord in particular, Adelei Niska, moved his skyplex into Ezra's orbit and assumed control. Using bribes, extortion and threats, he maintains his powerbase, somewhat covered by legitimate business organizations. As of yet, the Alliance hasn't been able to conclude what to do with the situation, as they'd need someone to deal with Niska; thus far, no one has been willing to take on the task.
Farming and ranching is still common professions, and Niska has given more jobs to people than not. Nevertheless, despite the largely stable economy, the law of the land is the strongest survive. If you can't defend what you have, you lose it. That applies to people as well as property, since slavers make many of their business contracts here. As such, Ezra is a place for almost unlimited opportunity, whether they enjoy the particular opportunities is up to the individuals.
Regina: A moon orbiting the gas giant along with Ezra. It is a mining moon, where everyone is suffering from Bowdens malady, a degenerative disease.
Ironically (for a setting as rich in the flavor of the American Old West and American Civil War as the Firefly 'verse), it's more likely, given the accents prevalent in the area, that the Georgia system owes its name to a region of eastern Europe on Earth-that-was, rather than the more obvious stateside source. Go to Comment
Greenleaf is a world with a large tropical belt, with massive jungles and forests. (The rest of the world is pretty rocky, full of lava plains yet to be converted to soil proper.) These are harvested with a multitude of species of plants with medicinal properties. As a result, many pharmaceutical companies have set up laboratories on Greenleaf. Also, as a result, there is a fringe population that takes some of the plants to grow privately for the black market. This is a dangerous occupation since the drug companies began inserting traceable genetic markers to stop the illegal trade. This has been only nominally successful due to the fact that there are untold places for cartels to hide within the jungles. To compensate, the Alliance has clamped down on landing restrictions, though if you have the necessary knowledge of the jungles one can always slip through. Go to Comment
Also called "pale-yellow witch" by alchemists, this mineral is known to possess a peculiar attribute. When found, a Yupiorite will appear the palest yellow. Rather than crystalline in structure, Yupiorite occurs in weird, smooth, ovaline shapes, as if already carved by skilled hands to serve as ring or necklace ornaments. Yupiorite somehow detects and reacts to mood. When the wearer of the gem is content, calm, and happy, the stone will remain the palest yellow. As the person gets more excited, angry, or otherwise stimulated, the mineral will darken progressively to a dark corn-yellow in color. Why the gem reacts this way to sentient mood swings, is still debated by gemologists and alchemists alike.
It is said that the Elven Halls of Vala-Aluduwy are resplendent with wall-sized mirrors of pure Yupiorite, showing plainly and ironically, the emotions of everyone present, despite the Elven love of restraint and stoicism.
"Cave-grass" or "cave-pine" is a deep forest green in color, rare and often mistaken for other minerals, though otherwise mundane. Crystals form into tiny, ultra-thin, needle-like clusters by the hundreds of thousands, creating vast dark green bursts and structures, resembling evergreen conifers, if viewed by any sort of light. Despite its ephemeral shape, Aragdulose is only second to a diamond in hardness.
Dwarves are said to keep these mineral "trees" in their homes, putting them up during festive family holidays, leaving presents beneath them, for kin to open.