This is a very solid, very "real" take on the classic pit-under-the-pub. You put in enough detail to make this place solidly imaginable, and I loved the plot hook where you have the different party members fight each other. What a great way to spark a rivalry (or fulfil an existing one)! Go to Comment
nice. I've done little with the USSA, so I have two things for you to think about.
One of the biggest theatres in the Resource Wars with vicious fighting between the Alliance of South American Nations against the United States, and though the wars were 200 years ago there is still animosity.
I was googling images, and sao paolo beach was a suggested search
Also, you can very easily move the city, since the arcologies will have either been built in the city core, or moved a distance away and the new city grown around them while the old city fades into ruins. Go to Comment
1. Nature of location: we need to fix and describe the arcology/arcologies/geofront of Novo Sao Paulo, then set up the favelas around it.
2. Residents: who lives there, are there any groups of interest or note, especially with consideration to the resident AISC of the city, clones, neo-ethnic communities, military and paramilitary organizations, cultural communities and so forth
3. Access to Location: how do you get there, in and out, and around the city? What is the condition of the mass transit system, and is there a spaceport/mass driver present?
4. History: Destruction/Fall of old Sao Paulo, reconstruction during the Second Renaissance, emergence as the financial center of the USSA, and where it is looking down the road Go to Comment
Good questions. I shall ponder why Novo São Paulo beat out Brasilia as the capital, though immediate thoughts are that it São Paulo is larger and more economically-significant than Brasilia.
I'll add some outline on geofronts. As for seacologies, Novo São Paulo is close to but not on the coast proper, perhaps too far from the water to build seacologies. But there are two significant rivers nearby, perhaps some sort of freshwater enclosed sea could be artificed to provide a food source. Go to Comment
I had intended to write on the architecture, but as I tried to do that, I struggled with the ramifications of arcologies on architecture. Given the scale of arcologies, I would assume architecture would be so highly specialized as to vary from level to level in each arco, let alone providing a consistent architectural scheme for the whole city. You're right, the CityImage tag here is inappropriate and shall be excised until (if) I can provide the necessary architectural details.
Methinks I let this one out a little early. I'm putting 'er back into development for refit and polishing. Go to Comment
Helpful. I forgot that post-modern looking suspension bridge is in Sao Paolo.
The arcology pics are helpful too. I just kept defaulting to SimCity 2000.
"If you're looking for a beach in Sao Paulo you won't find it in Brazil's largest city of Sao Paulo. The city, which is the capital of the state of Sao Paulo, is almost 50 miles from the Atlantic coast and has no beaches to speak of, even though it is part of a river system that flows to the ocean."
The Sao Paolo beach pics are of beaches in Sao Paolo State, I believe. But that said, I now like the idea of a freshwater seacology created by damming/excavating the Pinheiros and Tietê rivers. Go to Comment
this is cooool - I honestly have not given too much thought into sci-fi before for this site, but I really like what I see here; it opens up so much possibility. The chance to uncover alien history, the mystery surrounding Venator's vessel and crew, space bandits, salvage operations.
A massive space-war graveyard with no history. So much for PC's to find out!
Also, I got a Firefly vibe too (although i've only seen the movie, Serenity) - where they went out into reaver territory to get to the planet Miranda. Go to Comment
I don't know if this was an inspiration (and I know that sometimes I get annoyed when a comment points out This is Just Like insert comic/novel/movie/game/etc) but I am getting an awesome Star Wars vibe from this. What would it be like for the ruins of the second Death Star to be found? Eventually gravity would pool the millions of tons of debris into certain stable places and then thousands of years later, the wreckage is found... Awesome.
I actually kept picturing one of the first scenes of Firefly, where the crew is salvaging cargo from a derelict, but imagining what would happen if they salvaged from a far older and more alien ship. But I can see this working well in the Star Wars universe, too, like salvaging Sith artifacts from Korriban. Go to Comment
This is fantastic, I could have drop this into my Traveller Universe without changing a thing. I suggest moving Venator's entry to the start, it has that strong opening quality. really great stuff, Go to Comment
Hoohah, you really fleshed this sucker out, huh! V. Nice work, myriad of uses and easily slotted into any campaign. Now to think up a few colorful insults for trade priests, as i'm sure Nisher will be using them before long. I'm thinking about something along the lines of 'whoring' out prayers; what with it costing them money and all...
Oh, I can also imagine Trade Priests will be very well liked in mid-to-upper class areas, and can easily imagine them being hailed over by a member of the gentry who wants a divine favor of luck for his card game tonight and has several coin for the priest's holy coffer. I wonder though, if the idea of donating money for a blessing (rather than trade) would be an insult to the Trade Priest or not. Go to Comment
The dwarven gods true names can only be known by dwarves. They are referred to by nicknames in the presence of non-dwarves. I.E. Gudurran( Allfather) Baenna ( Hearthmother) Dudrak ( Ore), etc. No torture or magic or direct intent can reveal their true names to non-dwrves.