LOCATIONS ∞
Locations ∞
Strongholds & Fringes
Overview
The Diadem is run by an alliance of three strongholds. These strongholds were constructed based on their stability, meaning they aren't affected by the same flux you'll find in the diffusion zones. Each stronghold serves a vital industry that contributes to the planet's survival: commerce, farming, and manufacturing (including oil).
Panorama is the main city. It's the only place with some semblance of road etiquette (people mostly stop at red lights). The Scrapyard is where all things auto-related are handled: parts, mechanics, and upgrades. A few smaller garages are in the strongholds, but you can't get more than an oil change at those. When traveling outside Panorama, you can stop by Acreage or Kolliery for a rest and refueling. There isn't a ton to see, just a couple of bars and shops to keep the town going.
Everything beyond the strongholds is called the Fringes. Here's where the diffusion zones, roads, and highways crisscross the Diadem. The mysterious Yawning Sea is considered a part of the Fringes.
For now, you can't settle down in Acreage or Kolliery by default. This isn't forever. If your journey evolves in that direction, you can start making plans. That said, visitors are welcome. Staying a few nights is no problem.
Panorama is the main city. It's the only place with some semblance of road etiquette (people mostly stop at red lights). The Scrapyard is where all things auto-related are handled: parts, mechanics, and upgrades. A few smaller garages are in the strongholds, but you can't get more than an oil change at those. When traveling outside Panorama, you can stop by Acreage or Kolliery for a rest and refueling. There isn't a ton to see, just a couple of bars and shops to keep the town going.
Everything beyond the strongholds is called the Fringes. Here's where the diffusion zones, roads, and highways crisscross the Diadem. The mysterious Yawning Sea is considered a part of the Fringes.
For now, you can't settle down in Acreage or Kolliery by default. This isn't forever. If your journey evolves in that direction, you can start making plans. That said, visitors are welcome. Staying a few nights is no problem.
For an overview of the world itself (currency, language, laws, etc.), see the Setting page linked below.
∞ Quick Links ∞
Panorama
The Capital
Population: 1 million+
Climate: Cool & wet, warm summers, mild snowfall
Consul: Ros Che
Time Zone: -1:00 hour behind Kolliery & +1:00 hour ahead of Acreage
Climate: Cool & wet, warm summers, mild snowfall
Consul: Ros Che
Time Zone: -1:00 hour behind Kolliery & +1:00 hour ahead of Acreage
The largest of the strongholds, Panorama is where the economy thrives. Its massive power plants are visible from a distance. Go here to refuel, resupply, buy upgrades, and rest. Some live on the streets or sleep in their cars, parked in the many lots and multi-level garages. Vending machines are scattered throughout. Shop signs, random books, CDs, branding, etc. can be found in many languages, including ones you've never seen. Types of food also span the international range and beyond.
The city is divided into three districts: the Pavilion, the Blocks, and the Sanctum. Follow a road two hours southwest to reach the Scrapyard. The Map is linked above.
Enforcers patrol the streets. Their job is to keep Panorama running. If you blatantly steal from a respected shopkeeper, you'll be arrested. If you start a fight with a drunk, no one cares. Wanton murder is bad for business, but they'll overlook the occasional unimportant death. Local jails will hold troublemakers for 2-3 weeks at most. Enforcers at local jails accept (and expect) bribes. Only notorious offenders go into the prison system. See Crime & Punishment.
Panorama is the size of a major North American city. Its road infrastructure is based on the same. You'll need your car to get around. It's still about 2 hours to drive across the city end to end. In-city public transport and taxis are nonexistent. Hitchhike if you're desperate. General signage and traffic lights are intact. Nobody will enforce laws or speed limits. Or rather, it's enforced by the fact that if you cut off the wrong person, you might get shot.
Luckily, it's not as crowded as a big city ought to be—the population's less than half that of Chicago's—so you won't be fighting too many people on the road. Keep your wits about you, and you'll be fine. Below, you'll find some shops and services that are in Panorama.
The city is divided into three districts: the Pavilion, the Blocks, and the Sanctum. Follow a road two hours southwest to reach the Scrapyard. The Map is linked above.
Enforcers patrol the streets. Their job is to keep Panorama running. If you blatantly steal from a respected shopkeeper, you'll be arrested. If you start a fight with a drunk, no one cares. Wanton murder is bad for business, but they'll overlook the occasional unimportant death. Local jails will hold troublemakers for 2-3 weeks at most. Enforcers at local jails accept (and expect) bribes. Only notorious offenders go into the prison system. See Crime & Punishment.
Panorama is the size of a major North American city. Its road infrastructure is based on the same. You'll need your car to get around. It's still about 2 hours to drive across the city end to end. In-city public transport and taxis are nonexistent. Hitchhike if you're desperate. General signage and traffic lights are intact. Nobody will enforce laws or speed limits. Or rather, it's enforced by the fact that if you cut off the wrong person, you might get shot.
Luckily, it's not as crowded as a big city ought to be—the population's less than half that of Chicago's—so you won't be fighting too many people on the road. Keep your wits about you, and you'll be fine. Below, you'll find some shops and services that are in Panorama.
The Pavilion
The Pavilion occupies the southwestern third of Panorama. It's got gas pumps, corner stores, street food, bars, laundromats, weapons—the usual. Some natural greenery can be found, particularly at the edges of the city, but nothing to write home about. Any meagre city parks and playgrounds are overgrown with minimal efforts at upkeep. Streets and alleys are grungy with the smells and grime associated with neglect. Not everything is natively produced or manufactured. Some items, especially recognizably branded items, have been looted from within the diffusion zones.
The "black market" is all around if you know where to look. Rather than a single concentrated area, it's backroom deals, meetings in someone's house, or a street corner. Gambling dens can be dangerous but are good places to network and gain valuable connections. They're usually run by a loan shark.
The "black market" is all around if you know where to look. Rather than a single concentrated area, it's backroom deals, meetings in someone's house, or a street corner. Gambling dens can be dangerous but are good places to network and gain valuable connections. They're usually run by a loan shark.
Players can make up businesses for generic places like diners, coffee shops, and clothing stores, but stick to what's below for unique services. Unique services are labeled.
LuxFilms
Unique Service
The Diadem's sole operational movie theater, LuxFilms, is semi-retro in appearance: screens are smaller, seats are red, and there's only one concession stand that serves popcorn and soda. The movies available are limited and eclectic: silent films, obscure foreign films, documentaries (including one about a red-tinted jungle infested with giant poison mushrooms), a smattering of classic cartoons, B-movie splatterfests that never saw the light of day, and most intriguingly, a black and white version of SpongeBob ©.
Sometimes, the movies will flicker or skip, as if spliced with mismatched footage or like a section of the film's missing or damaged. Still, it's a good way to pass the time, and tickets are cheap. Since the small collection of movies has been shown over and over, theater etiquette is a bit different: nobody cares if you talk during the show and most do. If you want a quiet viewing, go late at night or early morning. On rare occasions, a new film is found. This is a big deal—you'll know when it happens.
Sometimes, the movies will flicker or skip, as if spliced with mismatched footage or like a section of the film's missing or damaged. Still, it's a good way to pass the time, and tickets are cheap. Since the small collection of movies has been shown over and over, theater etiquette is a bit different: nobody cares if you talk during the show and most do. If you want a quiet viewing, go late at night or early morning. On rare occasions, a new film is found. This is a big deal—you'll know when it happens.
The Dome
Unique Service
The Dome is where people go to make money and lose money—or more. Nightly cage fights are held here, with larger events every few weeks. Anything goes; participants are advised not to kill each other (gets messy), but nobody will blink if it happens now and then. Speaking of the proprietor, The Dome is run by a woman named Juniper Rune. Bookies, fighters, and the audience all answer to her.
Anybody can sign up to fight or make a bet, including you. If you're too good too often, you'll be banned for boring the audience. These fights are supposed to be entertaining. That said, opponents can have a secret up their sleeve via enhancements or body mods, so even if you've got powers, there's a chance you'll meet your match.
Anybody can sign up to fight or make a bet, including you. If you're too good too often, you'll be banned for boring the audience. These fights are supposed to be entertaining. That said, opponents can have a secret up their sleeve via enhancements or body mods, so even if you've got powers, there's a chance you'll meet your match.
Jolly Roger Munitions
Common Service
Other arms dealers exist, but this is the most reliable. You can buy guns, knives, ammunition, and tools here. Firearms are of the standard modern variety, but older revolvers and rifles are available. It's a bit of a mixed batch. Stock is unpredictable. Buy what's there, or try again next time. Be reasonable about what your character can afford and carry without attracting the wrong kind of attention. If they're the sword-type, there might be some of those around, too, and you can also find a blacksmith in the Pavilion somewhere. For anything more powerful or unique than the average shotgun or rifle, talk to the Purveyor.
A shooting range is available downstairs. You can pay a fee to use it. It has ear protection but not much safety oversight. No instructors are around, but you can try asking someone for help if you're bold.
A shooting range is available downstairs. You can pay a fee to use it. It has ear protection but not much safety oversight. No instructors are around, but you can try asking someone for help if you're bold.
Xiao Xue Dumpling House
Common Service
A restaurant that specializes in noodles and dumplings. The food is as incredible as it's cheap, and the service is fast and efficient. Named after the owner's dog from home, it's quickly becoming a staple location for a quick dinner or a lazy takeout. The owner herself is a cheerful young woman named Sophie, her black hair braided down her back. She gives out gold chocolate coins to her favorite regulars. According to her, a taxi ran her over ten years ago. She's been here ever since and surprisingly seems pretty okay with it. She's got dozens of stories about her grandma, whose recipes she uses.
Nashville Bowling Center
Common Service
A popular bowling alley complete with pool tables and a bar, the Nashville Bowling Center is called that for no reason at all. It's obviously not in Nashville but the name's stuck...possibly due to the music choice: the speakers play country music 24/7, including a mix of recognizably country tunes that are decidedly not in English or any known language from Earth. A curly-haired middle-aged man known only as Winston took over from his late boss, who went missing about a year ago. Rumors say old Carlisle lost her damn marbles and drove into the Yawning Sea, but who knows? Anyway, enjoy yourself. You can rent bowling shoes, mess around with the arcade games at the back, and have a drink and cheap food—the full bowling alley experience.
The Blocks
The Blocks occupies the southeastern third of Panorama. It is the residential area. Rentals only. It also has a hospital and the only prison. Your landlord is a faceless conglomerate. Managers are hired to look after the building and collect your rent. Folks in the Diadem come and go—disappearances and death are common, and new arrivals are frequent—so there isn't much emphasis on permanent housing. You can put your stays on a running tab but don't take advantage. You'll be banned if you can't pay it down.
If you don't need a room but have stuff you want to keep safe, you can rent storage lockers or units in the Blocks. They're located sporadically in between the motels and hotels.
If you don't need a room but have stuff you want to keep safe, you can rent storage lockers or units in the Blocks. They're located sporadically in between the motels and hotels.
Lodges
Pay: per night or up to a month
The Lodges are a network of various cheap hotels and motels. Inconsistent in design between buildings, they're functional and basic. Some have a small kitchenette, while others only have a bed and coffee maker. For the majority, this is the most bang for your buck. The walls are suspiciously stained, and your neighbors might yell at night, but it's dry (except when the roof leaks), and you have running water (unless the plumbing breaks). Sharing a room is a good idea to save money. No on-site laundry. Drive to a laundromat in the Pavillion to wash your clothes.
Eden Heights
Pay: per month only
Eden Heights is for those who have made it...kind of. Units are single to two bedrooms. They have a proper kitchen. It's still not close to paradise, but at least the water pressure is consistent, and usually, nothing leaks. The walls are relatively stain-free. Minimal mice and roaches. Comes with basic furnishings. Unless you've been here awhile and built a reputation or business, you probably won't be living here. It has an on-site communal laundry room.
Saint Margery's Hospital
The only functioning hospital for most of Panorama. Overnight stays will cost you, but negotiating down a bill is pretty common. The staff do their best to provide care for patients. Equipment and supplies are limited, and there aren't a ton of beds. Most people have learned field medicine, so hospital visits are reserved for near-death situations. If all you need are stitches, you can do it yourself or visit an alleyway doctor. Luckily, medical care is more advanced in the Diadem, so it evens out the mortality rate. The Setting page has more details on medical care in this world.
The Tullianum
The Diadem's sole prison. Major criminals from all strongholds are transported here. Processing and housing inmates takes a lot of resources, so street justice is much more common. Consequently, while you might get taken to a local jail cell for a couple weeks for a stabbing, you're unlikely to end up in the actual prison. If you step out of line, somebody will probably take care of you before the "legal" system ever gets to you. That might be for the best. Word has it that once you're in the Tullianum, you're never coming out.
The Scrapyard
Though a 2-hour drive southwest of Panorama, the Scrapyard is considered part of the city since the road leading to Panorama is stable. The Yard is akin to a giant flea market for cars and auto parts. You'll have to check back frequently to find what you need. Conflict can break out over rare parts. Bartering and bargaining are frequent, but don't push too hard or you'll start making enemies. You can purchase engine boosts, reinforce the frame, request a paint job...anything you can think of. The most skilled mechanics are in the Scrapyard. Mechanics elsewhere are looked down on as swappies, people who only know how to "swap" your tires or change your oil.
Speaking of, the Scrapyard is the only place you can buy another vehicle. If you total your car or want to trade up, you'll have to go here. In the Diadem, every vehicle's been rebuilt and resold. Often, they're looted from the diffusion zones or outright stolen. Skilled mechanics will rebuild them in the Scrapyard, sell them to the dealers, and then the dealers will sell them to the general populace. The system isn't well-regulated, so don't worry about the specifics.
You can find civilian vehicles of all types: jeeps, trucks, motorcycles, VW buses, and even scooters (not recommended). No tanks or specialized vehicles. Early in, you won't need to visit the Scrapyard much, but you'll eventually want to start customizing your ride—and nobody's car lasts forever. Accidents are common.
Vehicles and expensive parts like engines are usually sold on loan. Very few have the funds to purchase outright. Yom Crook, the guys who collect the loan, drive the same shark-mouth cars that you first ran into when you landed here. Learn more about vehicles and travel.
Speaking of, the Scrapyard is the only place you can buy another vehicle. If you total your car or want to trade up, you'll have to go here. In the Diadem, every vehicle's been rebuilt and resold. Often, they're looted from the diffusion zones or outright stolen. Skilled mechanics will rebuild them in the Scrapyard, sell them to the dealers, and then the dealers will sell them to the general populace. The system isn't well-regulated, so don't worry about the specifics.
You can find civilian vehicles of all types: jeeps, trucks, motorcycles, VW buses, and even scooters (not recommended). No tanks or specialized vehicles. Early in, you won't need to visit the Scrapyard much, but you'll eventually want to start customizing your ride—and nobody's car lasts forever. Accidents are common.
Vehicles and expensive parts like engines are usually sold on loan. Very few have the funds to purchase outright. Yom Crook, the guys who collect the loan, drive the same shark-mouth cars that you first ran into when you landed here. Learn more about vehicles and travel.
The Sanctum
The Sanctum occupies the northern tip of Panorama. Here, the wealthy reside with access to their own shops and services. The Sanctum is currently locked. It's heavily guarded, and someone of your low economic standing won't be able to get in. It'll open up in the future.
The Fringes
The In-Between
The Fringes are the in-between areas of roads and highways filling up the space beyond the three strongholds. Everything in the Fringes is in flux. Permanently shifting diffusion zones make the environment impossible to predict, from time of day to weather to terrain. Even when driving north, you might still run into a desert zone. Surrounding the Fringes is an unconquerable ocean called the Yawning Sea.
Diffusion zones appear as patchwork throughout the Fringes. They do not have clearly defined borders, nor is any one zone consistent in size. Zones come and go; they might return the next week, or they might never be seen again. Learn more about diffusion zones and cosmic storms.
Diffusion zones appear as patchwork throughout the Fringes. They do not have clearly defined borders, nor is any one zone consistent in size. Zones come and go; they might return the next week, or they might never be seen again. Learn more about diffusion zones and cosmic storms.
The Yawning Sea
Seemingly an ocean like any other, the Yawning Sea surrounds the piece of land fluxdrift individuals find themselves on. Nobody knows if more land is across the water since no one can cross it. Sometimes, pieces of driftwood or abandoned boats wash ashore. Sometimes, there's evidence of a plane crash—an engine or a broken propeller.
All attempts to traverse the ocean have failed. People don't always die. It's more like they disappear or they come back...not themselves. Some are found wandering the roads in a fugue state. Others return calmly in their car, go about their lives, and never speak of their experience again. Others still don't remember ever trying to cross in the first place. Some have a perfectly logical explanation, but their friends and loved ones insist the person who returned is not the same person who left. They can't prove it, but it's true.
Whatever it is, the Yawning Sea takes something you can't get back. Best not to go there.
All attempts to traverse the ocean have failed. People don't always die. It's more like they disappear or they come back...not themselves. Some are found wandering the roads in a fugue state. Others return calmly in their car, go about their lives, and never speak of their experience again. Others still don't remember ever trying to cross in the first place. Some have a perfectly logical explanation, but their friends and loved ones insist the person who returned is not the same person who left. They can't prove it, but it's true.
Whatever it is, the Yawning Sea takes something you can't get back. Best not to go there.
Characters can try to swim or drive into the ocean but they won't emerge the same. If they attempt early on in the game, they'll wake up somewhere else in their car, dazed and with no memory of what happened. If a character's been in the game a while and you want a unique effect for them, ask and we'll see what we can do.
The Stygian Sky
Like the ocean, the sky seems to possess a mysterious force. Constellations are inconsistent, weather is unpredictable outside of the anchored strongholds, and most importantly, all attempts at true flight fail. Even birds don't follow their usual migratory patterns, staying put throughout the winter.
For this reason, only ground travel is possible in the Diadem. Hovercrafts and low-flying drones are occasionally spotted, but planes are nonexistent. Anyone who goes up into the air either never comes down or returns with gaps in their memories. Not many will agree to talk about their experiences. It's almost as if they can't.
For this reason, only ground travel is possible in the Diadem. Hovercrafts and low-flying drones are occasionally spotted, but planes are nonexistent. Anyone who goes up into the air either never comes down or returns with gaps in their memories. Not many will agree to talk about their experiences. It's almost as if they can't.
Characters with flight capabilities can try it, but they won't reach their destination. If they attempt early on in the game, they'll be found unconscious someplace. Alternatively, their ability will simply backfire, causing them to fall. If a character's been in the game a while and you want a unique effect for them, ask and we'll see what we can do.
Acreage
Agriculture
Population: under 50,000
Climate: Mediterranean-like
Sheriff: Maeve Sov
Time Zone: -1:00 hour behind Panorama & -2:00 hours behind Kolliery
Climate: Mediterranean-like
Sheriff: Maeve Sov
Time Zone: -1:00 hour behind Panorama & -2:00 hours behind Kolliery
Acreage's climate would make it a popular settlement in any other world, but the necessity of its land for farming, fishing, and livestock has driven anybody not working in agriculture or the slaughterhouses to Panorama. The remaining population is that of a small town. Governed by the Sheriff and her deputies, word spreads like wildfire here, and interfering with the locals can get you chased out of town—or worse.
The only source of sustainable produce, grains, eggs, and meat and fish, Acreage fills the gap of looted grocery chains and supermarkets in the diffusion zones. It also produces textiles like linen, cotton, and yarn. Since its yield can only output so much and must be transported by the Rail, its goods can be pricey. It's also the only place with a concentration of animals...though most are slated to become meat.
Acreage has some of the oldest generations of fluxdrifts. More than anywhere else, these families seem to have lived in Acreage the longest. They're less welcoming of newcomers as a result, concerned that their farms and livelihood will be taken away. However, if you're just visiting, you'll be greeted warmly. You can stay in the barn at some homesteads near the Rail. The fee for a night or two is small, and you can barter to perform a service instead, like fixing the pipes or mending the fence. You can grab supplies and ammo at The Easy Shop, the town's general store, or a bite to eat at Rusty's Pub. Rusty's specialty is fish and chips.
The only source of sustainable produce, grains, eggs, and meat and fish, Acreage fills the gap of looted grocery chains and supermarkets in the diffusion zones. It also produces textiles like linen, cotton, and yarn. Since its yield can only output so much and must be transported by the Rail, its goods can be pricey. It's also the only place with a concentration of animals...though most are slated to become meat.
Acreage has some of the oldest generations of fluxdrifts. More than anywhere else, these families seem to have lived in Acreage the longest. They're less welcoming of newcomers as a result, concerned that their farms and livelihood will be taken away. However, if you're just visiting, you'll be greeted warmly. You can stay in the barn at some homesteads near the Rail. The fee for a night or two is small, and you can barter to perform a service instead, like fixing the pipes or mending the fence. You can grab supplies and ammo at The Easy Shop, the town's general store, or a bite to eat at Rusty's Pub. Rusty's specialty is fish and chips.
Players can have a goal of settling their characters here long-term, but it'll take some plotting. We recommend new arrivals get their footing first in Panorama before exploring other options.
Kolliery
Mining & Industry
Population: under 50,000
Climate: Cold long winters; short summers
Foreman: Gaiaelus
Time Zone: +1:00 hour ahead of Panorama & +2:00 hours ahead of Acreage
Climate: Cold long winters; short summers
Foreman: Gaiaelus
Time Zone: +1:00 hour ahead of Panorama & +2:00 hours ahead of Acreage
Kolliery contains two of the biggest industries that keep the Diadem going: mining and oil. There are also manufacturing plants for essential goods to help sustain the population, which can't subsist solely from looting and scavenging.
Operated by a combination of helper robots, machinery, and manpower, this is a cold, lonely, and dangerous place to live. At the height of winter, the polar night lasts the entire month of January, while an uninterrupted midnight sun spans the month of June. As you drive towards Kolliery from Panorama, you can physically see the curtain of darkness (or light, depending on the season) descend around your car. It shouldn't be possible, but somehow it is.
Not everybody lasts out here despite the decent pay by Diadem standards. The majority of the workers are single, unattached men. A rare few thrive in this environment and have made it their home. Some have even moved their families here or started one, but the presence of children remains extremely rare. The Foreman keeps order with the help of his crew, but this desolate town © largely governs itself. People go to Kolliery for a fresh start. Nobody wants to ask too many questions, and most stick to their business.
Beyond the town's industries and oil rigs, important locations include: The Dusk Rose (a bed and breakfast), a diner fashioned after an old tavern called Clover Hart, a saloon named Blue Texas (the owner insists his granddad came from the distant land of Dallas), and a general store (sells booze, ammo, and other goodies) simply labeled The General Store. Kolliery gets its share of visiting fluxdrifts who pass through and need a place to rest. They're usually friendly to travelers as long as it doesn't look like anybody will cause trouble. For a small fee, you can stay a couple of days at the Dusk Rose, which is run by an elderly couple, before moving on.
The importance of their work and the town's insular nature means locals are highly suspicious of new fluxdrifts who want to join them. Of course, the high turnover rate also means they're always recruiting new workers. It's a balancing act for the Foreman who runs the town.
Operated by a combination of helper robots, machinery, and manpower, this is a cold, lonely, and dangerous place to live. At the height of winter, the polar night lasts the entire month of January, while an uninterrupted midnight sun spans the month of June. As you drive towards Kolliery from Panorama, you can physically see the curtain of darkness (or light, depending on the season) descend around your car. It shouldn't be possible, but somehow it is.
Not everybody lasts out here despite the decent pay by Diadem standards. The majority of the workers are single, unattached men. A rare few thrive in this environment and have made it their home. Some have even moved their families here or started one, but the presence of children remains extremely rare. The Foreman keeps order with the help of his crew, but this desolate town © largely governs itself. People go to Kolliery for a fresh start. Nobody wants to ask too many questions, and most stick to their business.
Beyond the town's industries and oil rigs, important locations include: The Dusk Rose (a bed and breakfast), a diner fashioned after an old tavern called Clover Hart, a saloon named Blue Texas (the owner insists his granddad came from the distant land of Dallas), and a general store (sells booze, ammo, and other goodies) simply labeled The General Store. Kolliery gets its share of visiting fluxdrifts who pass through and need a place to rest. They're usually friendly to travelers as long as it doesn't look like anybody will cause trouble. For a small fee, you can stay a couple of days at the Dusk Rose, which is run by an elderly couple, before moving on.
The importance of their work and the town's insular nature means locals are highly suspicious of new fluxdrifts who want to join them. Of course, the high turnover rate also means they're always recruiting new workers. It's a balancing act for the Foreman who runs the town.
Players can have a goal of settling their characters here long-term, but it'll take some plotting. We recommend new arrivals get their footing first in Panorama before exploring other options.
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