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The Diadem ([personal profile] thediadem) wrote2024-11-02 09:47 pm

SETTING ∞

Setting ∞
World Information
See :: World Map
The Diadem
Overview
The planet designated the Diadem is populated entirely by fluxdrifts (those from other worlds, just like you) and fluxborn (those whose ancestry consists of fluxdrifts but who were born on the Diadem themselves). Additionally, young children are a small demographic. There just aren't that many families being started. No one on the planet can firmly say their people originated on the Diadem. Even if someone was born here, their grandparents or great-grandparents likely weren't.

The planet consists of three strongholds and the Fringes, a swath of cracked roads, overgrown forests, and highways that fill the space between the strongholds. Surrounding it is the vast Yawning Sea, an abyssal ocean that none dare cross. It's not that people who try don't always return. It's that they return...different. The same occurs for those who try to conquer flight, as though the skies swallowed a part of their soul and didn't let go. Consequently, air travel and sea travel are virtually non-existent.

The Fringes contain numerous pockets called diffusion zones, where the environment is in a constant state of flux. As you drive through the Fringes, you'll come across empty diners, abandoned homes, convenience stores, rundown motels, farmlands—the sort of stuff you'd expect to see on a road trip...and sometimes things you wouldn't. Places can become twisted by a watchful gaze or a strange presence.

The three strongholds are anchored. Outside powerful events during certain cosmic storms, the strongholds are stable. Each stronghold has its unique culture. The most populous one, Panorama, resembles a modern North American metropolis in structure. In Panorama, wealth discrepancy is major. As for the other two, Acreage is a rural agricultural town while Kolliery is all about mining, oil, and industry. Located far north, Kolliery is cold and harsh—and a good place to start over.

Laws are loose, and are governed by deals and alliances. In Panorama, Enforcers keep order, but they're more interested in protecting their territory than protecting the innocent, though there are a few good eggs. Knowing the right people is vital. Weapons are carried openly by the majority of the population, with some exceptions...and you may find that the exceptions are the ones you'd best keep an eye on.

Outside the diffusion zones, you'll likely be within Panorama, the major capital.
∞ In Detail ∞
Basics
Cosmic Influences, Currency, Language, Communication
Cosmic Influences
Due to the cosmic energy in the atmosphere, the setting in the Diadem is unstable and not easily explained. Outside of the strongholds, the environment is constantly changing. These areas are called diffusion zones. Cosmic influences are also the reason you can find such a vast range of stuff being sold in shops and lying around in abandoned stores in the Fringes.

Now and then, you might also discover a small item from your home: a coin, a CD cover, a familiar brand of sneakers. This only applies to generic items. More personal items can be found through AC Bonus.

See Cosmic Influences to learn about how diffusion zones and storms work.

The diffusion zone concept is designed for players to have the most flexibility and creativity when coming up with setting details for their threads. We'll regularly provide scenarios for guidance, but players aren't restricted to just what we say is there.

Currency (Joolies)
Vending machines, gas pumps, and shops in major cities take joolies (corrupted from jewels). Commonly denoted as JL. Joolies take the form of paper bank notes, each stamped with the Diadem's double infinity twist and a unique gemstone. They increase by standard increments (1, 5, 10, 20, 50, 100, 500). There are no coins. The wealthy have banks and credit cards, but most people don't. Banks wouldn't deal with the likes of you, anyway.

For conversion, assume a 1:1 to U.S. dollars. Prices echo the 1990s for non-premium goods like processed snacks (1 JL), cheap liquor (10 JL), clothes, canned food, etc. Hardy vegetables like potatoes are also relatively affordable. Premium goods cost more and encompass fresh fruit and meat, ammunition, top-shelf liquor, housing, and gas—anything in high demand for a setting of this nature. Filling up a tank on a standard car is about 30 JL. A handgun is 500 - 1100 JL, depending on quality.

For wages, you'll start at 5-8 JL an hour waiting tables or other common labor jobs. A lucrative but dangerous contract can net you 200-300 JL, more as you move on up and build your rep.

The main takeaway is: luxuries are rare but not unattainable, you can keep yourself decently fed if you're not picky, and most of your joolies will go into your car, weapons, and housing.

Just because you don't have the money upfront doesn't mean you can't buy it. The economy thrives on debt and favors. You can get things on credit (with interest) or through a deal.

OOC, this means players can have fun with owning things early into the game, but they're expected to balance the consequences and keep it reasonable. No one will loan you millions. While we won't moderate this directly, we'll keep an eye on things to make sure everything's fair and square.

For any crazy or potentially powerful items, ask us and we'll work out what they might cost.

Language
Language is one big melting pot, but for the sake of RP ease, assume most locals you encounter will know English or "Common." For fun, you can occasionally assume a local doesn't speak Common to facilitate shenanigans. Fluency in Common runs the entire spectrum. You'll hear accents of all kinds—including some you don't recognize. Writing and reading are the same. In addition to the Roman alphabet, you could come across alien runes.

For practical purposes, if you're communicating in your canon's default language (whether that's technically English or not), you'll be understood. If you're using a non-default foreign language to be secretive, you'll stay secretive. This effect goes both ways. You'll understand most NPCs, too, except when they don't want to be.

There's no explanation for how language works or for any inconsistent experiences. It's just one of life's many oddities. You probably have better things to worry about than figuring that out, anyway, and most people are gonna shrug and tell you that's how it's always been here.

In other words: the language aspects are meant for flavor, but as players, you don't need to overthink it while RPing. If you want your character to find a box of alien cookbooks that they spend months translating, go for it. If you want your character to never experience any trouble communicating, that's also completely fine.

On very rare occasions, you'll come across a random local that speaks a foreign language you do, including unique languages like Elvish or High Valyrian...just like how you might find a remnant of your home world here.

OOC, players can make up the NPC and scenario on their own + the level of fluency. Don't overdo it, but have fun with it.

Communication
Communication, or the network, is done through your average cell service. Using an old-fashioned cell phone, you can send texts, make calls, and access the "Forum." Every cell phone has service by default. Learn more here.

In addition, motels and stable establishments might have landline phones. Some of these work while others don't. The same goes for payphones, which can be found around Panorama. Many of the payphones are broken or shattered, though a few remain standing. Using one does not require any coins, though the coin slots themselves exist. Just pick up and dial. You'll need to know the number you're calling; there's no operator.

Walkie-talkies are available and are considered more reliable in the diffusion zones than cell phones, which can lose reception at any moment.
Culture
Media, Jobs, Education, "Crime", Recreation
Media
TV and radio channels are in flux. You'll get old reality shows, news from another planet, and everything in between. Nobody's sure where the signal is coming from. The broadcast content changes every 2-3 weeks with no warning. Dying to know if Kelly kissed Tom? Better hope you get to that episode before the channel swaps to Shark Week.

Found media (CDs, VHS tapes, cassette tapes, vinyls) are equally all over the place. Most films are old-timey classics or straight-to-VHS nobody's heard of. Games and consoles are off-brand titles. No Mario, sorry. Music seems to have stopped around the 2000s, maybe 2010s at best. Of course, common Earth worlds are just a fraction of the universe. Movies, shows, books, and music can all be from unknown realms or—on rare occasions—created right here on the Diadem itself by the local populace.

Shops around Panorama will also sell VHS tapes of shows and movies recorded off random TV channels, in addition to the tapes scavenged from the diffusion zones. The quality's not great, but it's not a bad way to kill time if you're bored.

Limit fourth-wall materials for scavenged books and films. We don't expect players to predict every canon that might be apped from, but do your best and be respectful of player preferences. If you're unsure, err on the side of not going there.

Jobs
The most common jobs in the Diadem are minimum wage-style jobs such as retail, food service, and manual labor. Low-level administrative positions are also available, such as bookkeeping and note-taking. Getting a job in the major city of Panorama is your best bet, but mining contracts can be sought after in Kolliery, as well.

Around the city, basic mechanics known as Swappies will "swap" your oil or tires for a fee. They'll also do basic body work like waxing or cleaning the interior. They're typically hired by slightly "wealthier" inhabitants of Panorama, like business owners who can afford to pay someone to do similar menial work. Swappies are occasionally looked down upon by those who do more advanced work in the Scrapyard. Doing mechanic work in the Scrapyard can take a bit more legwork, and players should check in with us before embedding their characters too deeply there. However, basic duties like cleaning and hauling junk are fine to go for.

Many people also take contracts, sell loot gathered in diffusion zones, or raid the less fortunate to sell car parts in scrapyards. All over Panorama, you'll find lots of sprawling tents and a constant rotation of tiny shops selling a variety of wares, similar to a flea market. Darker options are organ harvesters and drug runners. You can also just accept money for short errands (delivering packages, giving someone a ride) or simply trade a favor for a favor.

In short, hustling is the name of the game. As another fluxdrift, you have as much opportunity as anyone to make your earnings or gain an apprenticeship. Whatever skill or raw dedication you have, put it to use, and you'll get by. If your character's got a special skill that might advance them up the totem pole fast, you can plot with us.
Education
By far, the most reliable education system for the majority will be apprenticeships. Mechanics, plumbers, medics, cooks, artists, etc., will take somebody under their wing or pass down a family trade. Exclusive apprenticeships with a master of their craft are highly sought after. It can make a difference in survival. Rivalries can grow violent.

When it comes to more standard education of the lectures and classes variety, the wealthy who live in the Sanctum will pay for private tutors, but that's about it. Schools as a formal institutional body aren't a thing. Instead, "schools" or classes will operate out of somebody's home or a rental hall. Skilled educators can be paid handsomely by Sanctum residents. Such classes are attended only by people with spare money and leisure time.

As for the lower class, such as yourself, you'll have to make do with less-than-stellar educational options in terms of sitting and learning. Some claim to teach classes, but you're going to have to be very discerning or you'll end up scammed or attending a cult sermon. On occasion, you can find someone who'll teach grade-level reading or similar for a small fee, usually used by parents as a form of babysitting at the same time.

Drop us a note if your character's decided to get a specialized apprenticeship. This is less for permission and more so we can keep track of what characters are up to + give you a general sense of what your character will experience.

"Crime"
Crime is virtually non-existent in the sense that nothing is specifically illegal on the books and there's no prosecution system to speak of. Enforcers maintain order, but each precinct oversees a particular territory, and they'll collaborate with "crime" lords and business owners alike. Whatever puts extra money in their pockets and keeps people in line is the main concern. Not every Enforcer is wholly corrupted, but the planet is what it is. When collapsing a drug ring could put dozens of Runners out of stable work and lead to worse violence, even the most straight-and-narrow cop will have to make some hard choices.

That said, Panorama contains a single major prison system, The Tullianum, for the worst of the worst: serial killers, mass murderers, and the like. Otherwise, standard jail cells are scattered throughout the city at various Enforcer precincts. You can end up in these temporary holding cells for acts like assault and theft, but only if somebody bothers to call the Enforcers in the first place. There's a good chance the shopkeeper might just chase you down with a shotgun and take care of the problem himself. What this means for you is that you can get away with a lot, but so can everyone else. The system basically balances itself out.

Posting "bail" is pretty easy, and you won't need to see a judge for it. It's as good as a bribe. Get someone to show up with the right amount of money and charm, and they'll let you go. Bribes are practically expected. Enforcers will get annoyed if you can't or won't pay up, and after 2 or 3 weeks, they'll simply take your valuables and kick you out.

You don't need to consult with the mods for the occasional murder, accidental death, or bar fight. Such crimes are often overlooked by the city, and citizens are reluctant to get involved. Just keep the scenario and frequency reasonable!

However, if you want your character to do something on a larger scale or you want clarity on jail time or bail amount, use our Plot Request.

Recreation
Life isn't strictly about survival. Like anyplace, the folks of the Diadem will make the most with what they have. Bars are popular, but there's also a movie theater and bowling alley in Panorama, arcades from looted and refurbished machines, drag races (both kinds), buskers, warehouse raves, and gambling (typically dice, cards, and mahjong). Anything found in a grungy modern-ish city can be found in Panorama, though occasionally with a twist. Establishments are frequently slapdash, making do with what decorations and equipment they can scavenge or afford, but people can get surprisingly creative.

Due to nonexistent laws, narcotics are an easily accessible vice and no one will bother you about indulging. Varieties of all kinds are available, including things unheard of from distant worlds scavenged or refined using unusual knowledge (or abilities). While rarely sold upfront in shops, Runners can be found if you know where to look or ask around a bit.

However, there is one narcotic unique to the Diadem: cosmic glaze (or simply "glaze"), which is refined from the cosmic residue found on items across the diffusion zones. Said to cause a gentle euphoria, sensory alterations, and vivid dreams, the effects are similar to psychedelic mushrooms. It contains minimal addictive properties and generally causes few problems among those who partake.
Advancements
Tech & Magic, Weapons, Research, Medicine
Tech & Magic
Technology, like everything else in the Diadem, is a mishmash. Aesthetically, designs resemble items from the 1980s to 2000s, even if they might have vaguely futuristic functions. There are more box TVs than flat screens; laptops and computers are bulky. Tape players, Walkmans, and CDs are most common. Cameras use film or, if digital, have the quality of the now-vintage kinds first introduced. Cars are manually steered, but somebody might have a semi-intelligent helper robot, like a slightly smarter Roomba.

The higher up the social ladder you go, the more you'll see personal possessions and automated technology that match or slightly exceed modern-day Earth (basic holographic projections, tablets, turrets, drones).

The Diadem has no set magic system. It's just whatever the fluxdrifts bring with them from off-world or what a fluxborn might've inherited from their parents. Enchantments are often corrupted by cosmic storms. This chiefly applies to spells on a large scale. You won't see magic powering important infrastructure in any stronghold, even if there are fluxdrifts capable of it. Small trinkets or personal items are low-risk.

Characters with magic can use it to help them on a small scale. They can't enchant their vehicle to run on magic instead of gasoline, but temporarily repairing a broken headlight with a spell is okay.

Weapons
Weapons follow the same technological guidelines. Firearms require bullets; there are no sleek laser guns, but you might find something that looks a bit "sci-fi," like an unusually designed scope. Powerful weapons like machine guns or grenade launchers are rare and expensive. You won't get your hands on those except under specific circumstances. When it comes to firearms, the part that'll hold you back isn't the weapon itself. It's the ammunition and the upkeep. Common ammo is easier to come by, but if you loot or bring a more unique weapon, you might sometimes end up without any bullets until you can find some to buy or scavenge.

Swords, knives, and bows or crossbows are available. Fluxdrifts can consist of those pulled from worlds where blacksmithing and other crafts are more relied upon, and they've brought their skills for the trade here. If you prefer a blade over a gun, you can find someone who'll make it for you. Custom designs will be costly. Well-balanced swords can also cost a bit. Machetes and knives are more readily available.

Most fluxdrifts are armed. You should consider doing the same once you can afford it.

The nature of the setting means we won't moderate weapons ownership much. As long as it's reasonable for your character to achieve and you're not going too wild immediately, feel free to give your character a couple of handguns, rifles, and knives. If you're unsure of the limits, just ask.

Research
There are three types of research commonly done in the Diadem: cosmic, technological, and biological. Not all research is ethical. There's no code of conduct or review board here.

Cosmic research is done by storm chasers. Storm chasers explore the Fringes and its associated diffusion zones to study the cosmic forces that influence the planet. To support themselves, they'll frequently loot what they find and sell it, but this is not their primary purpose. Storm chasing is a passion. Some might even call it a lifestyle. But, as with any lifestyle, they're not an organized bunch. Amateur storm chasers are aplenty, many calling themselves such when all they're doing is basically joyriding through the Fringes and taking stuff or using equipment that does nothing. If you want to learn about storm chasing seriously, Felix Bjurstrom is your go-to man.

Technological research is often focused on enhancements to vehicles, energy, and weapons. In the Diadem, function and survival take precedent, although you'll find plenty of people who'll develop trinkets and less useful items for their own curiosity or pleasure. Due to the diffusion zones, there's lots to bring back and take apart to study. The question is getting the time and resources to do so. Currently, there's a buzz around the newly discovered chromatic ore, or chroma, discovered following an unusual meteorfall incident.

Biological enhancements include grafted steel parts, performance-enhancing injections, and similar. Many of these options are on the market at a cost. Some fluxdrifts have these upgrades, while a small handful bear enhancements that don't seem like they ought to have come from this world...possibly because they haven't. Not every bio upgrade goes well. Scams and malpractice are rampant. For any major and/or permanent enhancements, contact us or use the Bonus Upgrade system.
Medicine
The first thing to note is that these medical advancements are only useful to you if you've got it at the time you're injured or if you can get yourself to a clinic on time. Otherwise, you might be stitching yourself up with fishing wire out in the middle of nowhere with everybody else.

Where available, a system of medical robots (or MedBots), medical patches, and advanced injections removes most of the need for human diagnostics. Doctors exist more in a nursing capacity: bandaging and stitching wounds, administering IV bags, that sort of thing. Treatment isn't the most painless, but it'll keep you alive and get you back on your feet. More advanced MedBots exist for the wealthy but not for the rest of you. Panorama has one hospital reserved for critical situations. If you're not at death's door, learn first aid or visit a clinic.

As a general reference: injections can speed up healing and prevent infections, generic pills will keep most illnesses at bay, and broken bones can heal within a week or two instead of months with the correct treatment (but it'll hurt). If it's a clean cut, you might be able to reattach the limb and get it functional again. If it's not, you'd better start looking for a prosthetic. Luckily, if you can pony up the cash, you can get a decently advanced one with some semi-auto tech. If you're destitute, you might have to make do with a wooden leg.

Medical care will cost you, so if you know field medicine, you'll save a few joolies. Still, you might luck out and find somebody who'll help patch you up for free (or a favor). People aren't all bad in the Diadem. Plenty will take pity on you if you play your cards right.

Check out the Locations page linked above for info on the hospital in Panorama. The price tag on medical care is meant as a world detail, not a hardship for players. Use it to flavor threads, but don't stress over the specifics.

Environment
Diversity, Ecology, Threats
Diversity
In Panorama, due to the vast range of individuals and objects pulled from other worlds, the level of diversity is high. You'll find noodle houses stacked next to burger joints, liquor of all varieties from baijiu to old-fashioned mead to alien moonshine, and everything in between. This also applies to customs. Many seem aware of popular holidays like Halloween or New Year's, but there are also those who only vaguely heard of those things from passing and instead are more familiar with solstices, lunar celebrations, and more.

Religion is an equally wide umbrella. Organized religion is a modest influence at best, with gatherings taking place in buildings repurposed as churches or temples. Some are religions you might've heard of; others you wouldn't. Others still are actually cults, worshipping the unexplained cosmic forces surrounding the planet. In the Diadem, the lines between religion, superstition, and cults are pretty blurry.

As for clothing and fashion, it's a similar mishmash. Clothes from all sorts of time periods and realms can make an appearance. If you want jeans, you got it. If you're looking for a Viking-style cloak, someone's probably looted that or sewn it. Many likely dress in something that leans more modern than not, but you won't be too out of place if you decide to go around in a leather tunic instead.

Acreage and Kolliery are somewhat more uniform, adapted to their respective industries and climate.
Ecology
In Panorama, flora and fauna reflect modern big-city living: stray dogs and cats run along the streets, raccoons root through dumpsters, and mosquitoes bite in summer. Crows, mice, and pigeons are everywhere. Trees and grass are scarce within Panorama, but a few communities have made an effort to plant flowers, shrubs, and small trees along sidewalks. Beautifying the city isn't the biggest priority, but people are people, and there's always gonna be somebody trying to brighten things up a bit. Small domestic pets are also available in pet stores, including hamsters, gerbils, fish, and lizards.

Acreage contains the only stable population of livestock. While the majority of their livestock are not touched by cosmic forces, a rare few are. These animals are not used for consumption. They do become beloved family pets.

Kolliery has bears, elk, and a variety of birds—essentially, the typical wildlife you'd find in a northern mining town.

Meanwhile, in the Fringes, anything goes. You might find a tiger or a woolly mammoth. Animals and creatures that spawn in the unstable diffusion zones are not persistent features, and will destabilize even if you remove them from the zone. Don't put that monkey in your car. At best, it'll just vanish after a couple of hours. At worst, it'll morph into something that tries to eat you. You could go ahead and try. Just don't be surprised by the consequences.

Players are welcome to find and keep common pets like stray cats or dogs, lizards, hamsters, and so on. Pets and animals in the anchor points are typically normal. If they have any small cosmic oddities, signs will be minor.

Threats
Outside of the cosmic influences, life in the Diadem is dangerous in plenty of ways.

In the strongholds, the dangers are other people. Muggers, murderers, swindlers, angry drunks—it's the risk of being in a city full of folks scraping by. Environmental hazards include fires, downed power lines, flooding, and falling debris from unstable structures. If you've got street smarts, you'll probably be okay. If you're naïve, you'd better learn fast or find a protector.

In the Fringes, you're subject to raiders, looters, and others who might be jockeying for the same valuables you discover. Roads might break unexpectedly, black ice can get you in winter, and mudslides during the rainy season can cause problems. On top of that, the diffusion zones in particular spawn mysterious and unexplained forces. An escaped tiger from an off-world zoo might be wandering an abandoned Walmart. A waitress in the middle of nowhere morphs into a grotesque entity. The concrete beneath your feet could turn into quicksand at any moment.

To guide players, we'll post a couple of effects and instabilities in each non-event month's Bulletin. Players are not constrained to what we describe, but the goal is to give some ideas and structure as prompts.