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Posted: Wed Jul 02, 2008 10:29 am
Sometimes people become confuzzled when they read that Mishaps is set in the modern age, yet everybody is doing stuff in a bronze age world. To prevent confuzzlation, we have a world data thread. If someone demonstrates confuzzlatious behavior, tell them that it's all described here. (And if it's not, write it quickly, and then look at them confuzzlatiously when they insist that it wasn't there five minutes ago. That'll confuzzlify them.)
This is a handy reference guide to all of the worlds we visit, and all of the important locations within those worlds. I can't keep track of them all, so if you go somewhere important, describe it here. You should include both a description, and some idea of where it is. "In the base," "south part of Urkhal," "through the portal," etc.
As a general rule, try to use the local technology when visiting another world. There are any number of reasons why: a world might have slightly different physical laws which prohibit magic or technology from working right, different atmospheric conditions can cause weird things to happen to devices not built to handle it, the local gods might not like interference in their world, certain powerful organizations do not want cross-contamination between worlds, the government takes in interest in outsiders, or many other reasons. It is safest to assume that the people who live there are the experts on what works on their own planet. (Besides, it's just not right to use power armor against cave men, savvy?)
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Posted: Sat Jul 05, 2008 6:31 pm
Mishap Mercenaries HeadquartersLocated: Er, roughly at Mishap Mercenenaries Headquarters? Assumed to be somewhere on Earth. The world in which Mishaps operates is quite massive. The base spans over eight square miles. The surrounding area is relatively diverse. Headquarters is located about twenty miles from a large city. It is set within the rolling green hills of the countryside. It is bordered on the North side by a thin, spine like mountain range, one which only the insane and desperate attempt to climb, for the storms and chaotic winter weather that plague these grey ridges never cease. On the Western side spans a large forest. This forest is rarely entered, mainly because of the tales that surround these dark woods. Many say that it is haunted by the spirits of the old villagers that once resided there. Within the woods still stand the remains of the old village, including the empty shell of the old church and graveyard. The base itself is constructed almost entirely of stone. It is made up of several ancient buildings and various newer ones that were built as need aroused. The core of the base was once a private all girls academy, which Ryanna used to attend before the library incident (details on this will be posted later). Within the core buildings are the dorms (single room), the captain’s offices, Ryanna’s office (was the headmaster’s) the old training ground (this was a special all girl’s school >.>) the all metal portal room, (Mishaps is universal and does on occasion get requests from other worlds), Infirmary and the library. The base is under constant redesign. Rooms are frequently added or moved, making the exact layout of the complex uncertain. The last known blueprints are linked here. Mishap Mercenaries Headquarters, first floorMishap MercenariesHeadquarters, second floorRyanna Rindell's Office (to be kept locked until her return) Her office, which was the largest one in the entire base, was lined with book shelves along two of the four wall. Like the rounded windows, they reached from the large, glass domed ceiling to the hard wood floor, which was quite impressive since the ceiling was over twenty feet tall. To reach the top of the book shelves, a rolling ladder was set near the entrance of her dark wooden double doors. The light from the rising sun was reflected off of the huge brass handles. The wall behind her, which consisted of nothing but windows was unique in that it was rounded so that it caught both the sunset and the sunrise. A large number of plants, mostly exotic ones, were placed in one corner of the room. Various devices were set up on a table on the far side of her room. Some spun soundlessly, while others simply glowed. Few people knew what all of these gadgets did, but they must have served some purpose, since Ryanna was the definition of practical. Portal RoomA thick metal door with a glass porthole in the center opened to the Portal room. The portal room was huge. It might have been bigger than the rest of the building put together. Giant bubbles protruded out from the walls, each showing a different scene. Some showed snow-covered mountains, some showed tropical islands, and one showed what must have been the surface of a star. The scenes changed frequently, and their changing lights casted weird shadows on the steel floor. A shimmering circular patch at one end of the room was clearly the main portal. Simulation RoomAn invention of Brian de la Rooca, the Simulation Room is the apex of Mishap technology. A cloud of nanites inside will simulate almost any imaginable environment, as well as the occupants of that environment. It functions similarly to the Star Trek holodeck. It is possible to be injured or killed inside, if someone brings a real weapon. Magic has never been tested in the Simulation chamber, although Brian is dying for a subject to try it. The Simulation Room is partially fueled by a captured demon. In revenge for the death of a friend, Brian attempted to kill the demon in the most painful way possible, by encasing it in nanites programmed to consume the demon and convert the raw material to more nanites. The demon was immortal and regenerated lost organs quickly, so it is still there, providing a constant supply of fresh nanites. If power to the Simulation Room is ever cut, there is a chance that it will be released. If and when that happens, it will likely be slightly less inclined to an intellectual discourse on the life of Mozart than it was before Brian caught it. InfirmaryMedical technology borrowed from many worlds make the treatment of any wound a snap. DormsThe second floor of the base is dedicated to mercenary dorms. Weapons RoomThis room holds weapons. Anything from swords to bazookas to auto-targeting blasters may be found here. Rumor has it the weapons room was looted during a recent attack, so the selection may heavily reduced. GarageThe garage is a multilevel parking garage made of concrete. Dozens of vehicles are held here for the use of the mercenaries. Additionally, secret areas may contain rare or personal vehicles. Costume ClosetHundreds of costumes appropriate to thousands of worlds are contained in here. With a few simple commands, complex technology can bring forth clothing in your size and chosen style. Demannu ((tentative name)) Demannu is that city twenty miles away from Mishaps mentioned in the world description. It has modern-day technology. While the city is not known for anything, it does have more than its fair share of eccentrics.
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Posted: Sun Jul 06, 2008 6:39 am
The Library Location: MMHQ
The library by far must be the most important part of this building, for it is constantly expanding and contracting, changing shape and creating new life within its walls. It is, in a sense, alive. Its own world, if I would be so bold. Several teams are regularly sent in to deal with the library’s creations when they become too strong. Other library’s connected to this one suffer from a similar problem, but are already in the care of Ryanna’s old organization. Maps of the first few sections of the library are given to every member of Mishaps.
The Library's "creations" are the (very) random beasts which escape from the pages of the books. They wander the labyrinthine aisles of the library seeking food. The doors within the library may open to other parts of the library, blank walls, or the infinite abyss. Be careful!
Librarians Brown robed, hooded, monk-like people (we assume there are people under those robes) wander the aisles obsessively sorting books. Sometimes they fight monsters, but they are generally ineffective at it. Conversation with them is generally limited to an admonishment to be quiet in the library. Their odd behavior makes a weird kind of sense. For instance, the books are more dangerous than the monsters, and one must be quiet or the monsters will hear you. This odd logic has given rise to the rumor that librarians are actually normal people who became lost in the library for years, and now no longer wish to leave. This rumor is false. They are Mageian librarians who were trained to work in this library.
Crypts Now, another “interesting” part of the library and the grounds of the school lay below ground. For deep within the grounds of the Mishaps Headquarters are networks of catacombs. Like a spider web, they stretch across the entire region. Some are said to contain treasure. But most just contain the rotting or skeletal remains of execution/murder victims. These tunnels can open up onto large, sewer like chambers. Only three entrances can be found, one in the library, one in the city, and one below the church in the forest (no one really wants to go to the last one anymore…)
The doors to the crypts must be sealed occasionally. No one knows why. Is there some ferocious beast down there? Have the dead risen to wreak havoc upon the living? After centuries without cleaning, does it really, really stink? We may never find out. Considering that one must brave the library to seal one of the doors, whatever is down there must be worse than the library. Scary thought.
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Posted: Sun Jul 06, 2008 6:57 am
Urkhal Location: through the portal, then north a few miles
Urkhal is a city in an unnamed bronze age world. It is located in a desert, several miles north of the ruins of an older city. Urkhal was built for the purpose of cutting off trade to this previous city, which caused that city to be abandoned. The inhabitants moved to Urkhal, and some of them formed the Thieves' Guild.
Two examples of magic have been seen in Urkhal. One is the video screen at the front gates, used to screen entrants. The other are a type of gun which, when inscribed with a rune, will fire elemental bullets. Other uses of magic might be known there, but these are the only ones we've seen.
Recently, one of Kavinsky's bases has been constructed on the edge of this desert near the mountains. This is probably illegal somehow.
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Posted: Mon Aug 11, 2008 12:15 am
Valhalla location: through one of the portals
A vast world, similar to Earth, located through another portal. Only recently did it acquire it's name, the name of the Viking warrior heaven. Valhallans long ago were given the choice of advanced technology or magic. They chose magic, and as such are fairly primitive- technologically, they are in the Medieval Age, using melee weapons, bows and arrows, and primitive siege weapons, with gunpowder just being developed. But their magical prowess is amazing, and all Valhallans, unlike Terrans (the inhabitants of Earth), have the capability of learning magic. Magic currents in Valhalla are much stronger than the ones on Earth.
Valhallans are human, just like Terrans, the only difference being height- they average about six to seven feet, and their unusual longevity- they've been known to live for two centuries.. They are not the only inhabitants of Valhalla, though, as many creatures of Terran mythology live there- dragons, giants, unicorns, angels, demons and various monsters.
Despite being technologically primitive, Valhalla does have some technology. Some countries have airships, flying boats which carry people and goods faster than any other method of travel. Automatons also exist. The most advanced technology, however, lies in a castle that lies two miles above the surface of the world. This "flying fortress" is self-sustaining, running off a power supply much like fusion.
Recently, a demon known as Thanatos emerged from the Demon World and conquered much of Valhalla. Though the people fight with a tenacity known to few Terrans, they are badly outnumbered. It is only a matter of time before Thanatos conquerors the whole world, and other dimensions as well.
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Posted: Mon Aug 18, 2008 8:31 pm
That Unnamed Kingdom In Which We May Find Ace And His Squad Location: Through the portal, fall straight down 50 feet, and then take a brisk jog through the woods (good luck getting back up) TUKIWWMFAAHS is a medieval setting, covered in forest except where cities and villages have been constructed. Dragons have been sighted there, and have been known to terrorize the populace on occasion. Rumor has it that Thanatos has placed an agent there in a minor village. This village happens to be located near a light crystal mine, light crystals being one of the few things which can harm Thanatos's demons. The Clock TowerThe tallest point in the main city. Dragons (the local version) snake311 "Well first, the red dragon. The red dragon is of the Chromatic family of dragons, the evil branch of dragon kind. Red dragons represent the element fire. They live in Temperate climates or in the mountains. They are obviously red. The wrymlings have bright red scales where the holder dragons have duller scales. They can breath fire, but would much rather attack weaker foes by swooping down on them and biting." Sokato continued on. "There are also silver dragons in the area, although I don’t think there are too many left since the red dragons came. Silver dragons are of the metallic family of dragons, which make up the good branch of dragonkind. Silver dragons live on the mountain peaks or on top of the clouds themselves. A silver wyrmling’s scales are blue gray with silver highlights. The scales get brighter with age."
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