Welcome to Gaia! ::

♥ In the Name of the Moon! ♥

Back to Guilds

A Sailor Moon based B/C shop! Come join us! 

Tags: Sailor, Moon, Scouts, Breedables, Senshi 

Reply Negaspace & The Rift
[INFO] Negaspace and the Rift

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:26 am


Negaspace and The Rift

    A thousand years ago during Beryl’s war against the Moon, she used her power to sink a flourishing kingdom into a Chaotic pocket universe below Earth's crust, where Metallia has long since reigned. Here, Metallia’s Chaos is at its strongest, though she is confined to the unnatural realm and cannot manifest elsewhere. She must use the Negaverse Agents and Half-Youma Agents, Corrupted Senshi, Ascended Senshi, Youma, and Corrupted Mauvians to do her bidding.

    This realm has existed as it is for over a thousand years, and can only be accessed by members of the Negaverse. It is split into three unique locations: Negaspace, also known as the Dark Kingdom, and the Rift. The Hall of Shadows connects the two.

    Some abilities may be altered while in certain locations; for example, while Negaverse characters can teleport if they are in Negaspace, they cannot teleport into the Hall of Shadows or while they are in the Rift.
PostPosted: Sun Aug 15, 2021 9:27 am


Negaspace: The Dark Kingdom

    While the term ‘Negaspace’ may be colloquially used to refer to any area within Metallia’s domain, it specifically refers to The Dark Kingdom. Negaspace does not look like anything you will find on earth; the sky is a cosmic blackness, with an infinite stretch of dark, purplish-red, or slightly pinkish haze. It almost looks as though it is a warped view of the night sky, and lights flicker ominously in the distance. Negaspace has a rocky terrain, and unnatural rock formations, discolored in dark purples and reds and blues protrude ominously from the ground.

    There is no natural weather in Negaspace, but there may feel like a crackling cloud of electricity hovering above sometimes. There are no natural water sources, and no organic plants. Some agents have found ways to cultivate some hybrid plants by utilizing some of the many magically charged crystals in Negaspace.


User Image


    The Castle

      At the top of the highest peak, in the center of the Dark Kingdom, an ancient Castle looks over everything. It is a menacing monument, fortified and strong. The Castle is an important location for all Negaverse Agents; while most of the higher floors are blocked off, the base floor has an entire library of resources. There are several very large crystals located around the Castle; these are designed to collect and store harvested energy. Members of the Negaverse must log how much they have gathered to ensure they are meeting quota but can either deposit their collected energy here, or give collected energy to their superior officer so they can deposit the energy.

      The Computer Lab

        The Computer Lab is located on the first floor of the Castle and is accessible to all members of the Negaverse. The computers appear like standard high-tech computers, however they are attached to energy producing crystals rather than any outlets. The system is hosted with Mauvian technology and is powered by magical crystals, where agents can access resources such as the Negaverse Training Guide when they first join. All agents can access the Negaverse Database, which requires agents to input information on people they have interacted with. Agents are encouraged to make use of this database, both by keeping up to date on Order threats, and by inputting their own information to better prepare all agents for potential encounters.

        While basic files on enemies are accessible to anyone, files on other members of the Negaverse will be locked to those who do not have explicit information. Players are encouraged to PM the shop mule, The Space Cauldron, to confirm if their character can know information that is not clearly labeled as public knowledge.

        To input information, Agents will need to acquire a username and password; these can be received by filing with a General or Eternal in the Information Branch, or reaching out to a Corrupted Mauvian.

      The Throne Room

        This room is predominantly off limits to anyone unless they have obtained an audience or summons from Queen Laurelite. It is a great room, with an impossibly powerful aura smothering it, and it feels like someone is always watching.

        The room is large enough to fit a very large group of people, and at the front of it all there is a large, elaborate stone throne. While this room is on the base floor of the Castle, the doors are usually closed and locked.

      Offices

        The Castle hosts many empty rooms on the second floor that have been converted for use by members of the Negaverse. Any character can apply for an office space once they reach Captain or Super stage. When they first begin, they will typically be offered a smaller room, but as they grow in rank they may be offered a larger space to work out of.

        All starter offices will be modestly sized and contain a desk, chair, and filing cabinet. Agents would be required to either provide their own materials or fill out request forms for supplies. While not all rooms in the castle have been upgraded, Mauvian technology can be installed to allow officers to access the Negaverse Database without having to go to the Computer room. Mauvians may help customize rooms to have adjustable temperatures, electricity, internet connection, and running water where needed.

      Training Rooms

        Several of the old ballrooms on the first floor have been converted into training rooms and have been equipped with the most modern tools to help agents train. Members of the Negaverse can find all sorts of practice weapons and gear, and gym equipment to help encourage proper fitness. Skilled members of the Negaverse may host training classes, and a bulletin board is up in every room to allow members to advertise classes or make requests for training partners.

      Medical Bay

        A large room on the first floor of the Castle has been upgraded with state of the art medical supplies; while there are only twenty beds in the area, they are equipped to handle nearly any medical emergency. A minimum of two professionals man the Medical Bay at all time, and other professional trained medical experts are on call.

        Officers can sign up for first aid lessons here, and the Negaverse offers a professional internship to those interested in pursuing a medical career.

        Members of the Negaverse are encouraged to utilize Destiny City Medical Center, a Negaverse owned and operated hospital that gives them free checkups, medical aid, and various other treatments if they choose to opt in for it.

    The City

      Beneath the Castle, on a lower level of ground, is a sprawling labyrinth of petrified buildings. This is a lost city that once housed the people of Earth, at the very beginning of Beryl's rebellion.

      Very near to the Castle is a line of barracks; here, agents with nowhere else to go, or Half-Youma Officers or Ascended Senshi, can set up a temporary or permanent residence. The barracks offer a single room or dorm style living space, have several common rooms, and a few shared kitchens. The barracks are equipped with some of the comforts of home, including air conditioning, running water, indoor plumbing, electricity, and an internet connection.

      While members of the Negaverse are permitted to stay in the Barracks either long or short term, those who are willing to put in a little extra work can also help repair an empty building in the city and renovate it to be a personal home. Some buildings have already been renovated and are habitable, but the majority of buildings in the city are not structurally sound. To ICly obtain a non-barracks assigned living space, players will need to PM the mule to make a request for a house in the Dark Kingdom and outline what specific features they are looking for. OOCly this requires very little approval and staff just needs to touch base with players to make sure information is consistent.

      Much of the sunken city is off limits for safety reasons; parts of the ground have crumbled in on itself and beneath that there are many winding labyrinths and dead ends. While much of the terrain seems undocumented or unexplored, it is suspected that anything or anywhere of use was found by Beryl long ago.

      Youma may rarely visit the City, however most youma do not feel comfortable in this area. Personal Youma may choose to be present in the City when their bonded Agent is there, and PC Youma may also choose to visit or live in the City. Any youma that causes trouble in the City can immediately be banished elsewhere.

      A great wall surrounds the City and it is impossible to pass through. The only way out of the City and to the Rift is through the Hall of Shadows.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:27 am


Negaspace: The Hall of Shadows

    The Hall of Shadows is a unique location within Negaspace; it connects the Dark Kingdom to the Rift. The Hall of Shadows is the only way to access the Rift, as members of the Negaverse cannot teleport directly to the Rift.


User Image


    The Hall of Shadows serves as an extra line of protection to keep the youma of the Rift out of the Dark Kingdom. While most youma near the barrier are respectful, there are youma, more twisted by time and Chaos, that may not be so friendly. Stray youma are not allowed in the Dark Kingdom, so the Hall of Shadows prevents them from entering.

    To reach the Hall of Shadows, Negaverse members need to first travel to the Castle; from there, they must descend a set of stairs to reach the Hall--a long, narrow hallway. Within the crystalline walls, dark guardians monitor who goes in and out of the Rift.

    This is the most dangerous location within The Dark Kingdom because the wall is not a perfect solution and accidents can still happen here. While the youma that lurk on the other side of the wall typically do so with the Dark Kingdom’s best interests in mind, and will lash out at dangerous youma that try to intrude, their hostile nature also means that they sometimes cannot help themselves from attacking lower ranked officers and Senshi.

    Lietenants should not venture down here alone, and even newer Captains may be at risk. Corrupted Senshi should never pass through the hall alone, no matter their rank. Ascended Senshi have earned the respect of the youma and can pass with the same ease as any other General.

    The youma cannot completely pass through the walls of the Hall of Shadows, but they may be able to use a magic attack, or slip a limb through to grab at weaker agents, Senshi, or those who have lost respect within the Negaverse.
PostPosted: Sun Aug 15, 2021 9:28 am


The Rift

    The Hall of Shadows connects The Dark Kingdom to the Rift. Due to the extreme imbalance and fluctuation in Chaos energy, it is impossible to teleport into, out of, or around the Rift, so passing through the Hall is the only way to enter it.

    The Rift is a vast wasteland, and is an uncommonly dark place. Much of the terrain is rough and rocky, and there are deep cracks and fissures that seem to plummet for miles. Chaos is a very volatile force and the Rift reflects that. The Rift shares the same sky as the Dark Kingdom: a cosmic blackness, with an infinite stretch of dark, purplish-red, or slightly pinkish haze. It almost looks as though it is a warped view of the night sky, and lights flicker ominously in the distance. The Rift does not have its own weather, but it is not uncommon to have strange, electrical type storms in some of the very distant regions.

    An eerie purple light is cast on the area, and the Rift is illuminated with many strange crystals that can cling to almost any surface. There are no organic plants, but there are some water sources. This water is not drinkable, and is often charged with volatile Chaos energy that doesn't affect the youma, but would affect humans. Sometimes, riverbeds may appear to be filled with a thick, sludge-like river of Chaos, and toxic miasma fills the air around it. These areas can cause officers to become sick, and often attract dangerous youma.

    The Rift is the natural home for all youma; when a youma is not carrying out Negaverse duties, they will rest and recover here. Most of these youma are still subservient to the Negaverse, but the Rift is their territory, and all members of the Negaverse need to watch your step and venture into the Rift with caution and respect.

    Youma are generally uncivilized creatures, and the vast majority of them are little more than feral creatures. They operate like animals, sometimes on their own, or sometimes in a colony. Youma are unpredictable and do not all have similar habits or lifestyles. Some youma may live in the open, some may burrow, and some may live in caves. More intelligent Humanoid Youma, such as PC Youma, may try to build housing, if they have not been approved to or do not want to live in Negaspace. There are no comforts of home in the Rift and it is impossible to tame this environment into any sort of space capable of supporting human life.

    Not all youma take kindly to Agents visiting—and any senshi who has not ascended absolutely cannot enter this area without an escort. The youma still hold very hostile feelings towards Senshi—even the Corrupted ones. Ascended Senshi may enter unescorted and are spared the hostilities of the youma, as they are seen as Negaverse Agents, but Corrupted Senshi risk being targeted. Corrupted Guardian Cats receive even more aggression from the youma, however as long as they have an escort they should be reasonably safe. Far away from the safety of Negaspace and its protective Hall of Shadows, Greater Youma sleep, but they require much energy to awaken and control, and it would be unwise to seek one out.

    There are probably many mysteries tucked away in the Rift, but no Agent should waste much time trying to uncover what someone's tried to bury—especially at the risk of their life. The only generally approved reason for entering the Rift is for an Agent to locate and bond with a Personal Youma.

    With plot approval, characters may be tasked with missions in the Rift. While most agents aren’t approved to spend any sort of extended time in the Rift, there are several strategically placed locations designed to offer safe housing and resources for officers that may be injured or require supplies. These are small stone structures, often stocked with non-perishable food and medical supplies. They may also find maps to guide them back to the Hall of Shadows. Youma frequently ransack these locations, so they must be inspected and resupplied regularly; groups are sent out to replenish supplies and ensure structural stability.

    There are several notable locations in the Rift:

      The Knight Academy

        The central part of the Knight Academy of Earth is located a bit away from the Dark Kingdom; it can be reached without much difficulty, however Agents are forbidden to travel here without permission.

        While once a symbol of the Knights’ strength, the Academy now lies in ruin. Once, it was a great stone fortress dedicated to training new Knights. Now, it lies in ruin. There are cracks in the walls, and windows have been smashed in. Parts of the Academy have been visibly swallowed up by the Rift, and it looks uneven and unstable.

        A fallen slab near the entrance displays a broken Earth symbol.

        The building itself looks structurally unstable, and large crystals grow out of the walls and debris. There is a darkness to this building, and it is strangely foreboding, even to the most experienced Agent.

        The Academy was cleared out ages ago, and the Negaverse is under the impression that there isn’t anything worthwhile still hidden in the building.

        The main branch has a stairway down, but rubble blocks off many doors and hallways, making them otherwise inaccessible.

        Some smaller branches of the Knight Academy have fallen elsewhere in the Rift; careful exploration may reveal other locations, with plot approval, but this is not guaranteed, nor is finding anything useful hidden among the ruins.

        Magical wards have been placed on the Academy to prevent wayward youma from slipping in, or to ensure unauthorized Agents are not trespassing.

        Players may plot to investigate or explore the Knight Academy, however because the ruins are dangerous and in various stages of decay, this is generally ill-advised ICly and needs a good reasoning to be approved. Plots can be submitted to The Space Cauldron!

      The Traveler’s Tower

        The Traveler’s tower is hidden deep within the Rift, and is an ancient, ceremonial location that can now be used to allow a Corrupted Senshi to Ascend. The Tower is a tall, stony structure with a giant spiral staircase inside that leads to a single room at the top.

        The room at the top is large and boasts a high, dome ceiling. The dome has a perfect replica of the heavens – so perfect that it rotates and moves to track the universe and its constant fluxes. It was created with old magic and though it was swallowed by the Rift, the Chaos energy is enough to keep it charged and running.

        The room itself is bare, except for a low podium in the center. It is big enough only for one person to stand on.

        This building can only be accessed with plot approval, and it reacts uniquely to Corrupted Senshi. Full information can be found with the Ascension information.

      The Transverse Workshop

        The Transverse Workshop is located in the Rift, in a bisected mountain called the Scar. Agents may enter the area via passing through the ravine between the two halves of the mountain. After a long and rocky path that runs between numerous youma caves and after interfacing with copious youma denizens, agents will come to a clearing in the epicenter of the mountain. A cavernous hole exists on one side of this clearing, and inside is the building that contains the Transverse Workshop. Youma have since dug a choppy stairscase that leads down to the building itself, so agents no longer have to rappel to reach the first room.

        Inside the building, agents will find a highly technologically advanced space with obsidian walls, metal fixtures and frames, and numerous cables that look like bundles of light. As they enter, the building will become aware of their presence. Lights will glow orange as they pass into each area, and dim as they exit the area. The initial room that they will see is small, with a raised fixture in the corner for an energy source that is no longer necessary. Down a narrow hall filled with crisscrossing cables of light and glass tubules carrying a purple energy, they will find a freight-style centralized lift with a touchscreen terminal mounted near the metal railing. To access the Transverse Workshop, agents need only select the lowermost floor and the suspended elevator will hover down to it.

        The Transverse Workshop itself is a cylindrical room with the elevator situated in the center. Obsidian walls tower over top of the agents that enter the space, and affixed to them are various decommissioned turrets and sensors. The room holds numerous workbenches with ill-understood tools, cabinets with caches of food and medical supplies, and several copies of instruction manuals for how to perform youma tempering or weapon infusion. Guides are also posted on the walls across numerous corkboards, and a digital version is accessible at any of the touchscreen terminals throughout the building. Behind the elevator is a designated training area with metal targets and a gigantic, plushie version of a firefly.

        All instructional materials point agents to the smaller, forcefielded room accessible from the eastern side of the Workshop. Inside is the crucible, centralized in a smaller, domed room. Above the crucible is a mounted metal frame that winds together the cables made of light like a loom, and a braided cord in the center of this contraption dangles down with an ornate dagger affixed at the end. When the crucible is in use, its glowing constellations and inscriptions decorate the entire room.

          The Transverse Workshop was lost to the Rift in ancient times and rediscovered by Faustite.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:28 am


FAQ

  • How do standard NPC Youma leave the Rift? How do they return to it?

      Youma can be summoned out of the Rift to be commanded by officers, but Youma can also leave the Rift without outside influence by utilizing portals that appear in the Rift and allow them to pass into Destiny City. These portals appear randomly in the Rift and youma can pass through them. They are practically invisible to the eye and typically cannot even be utilized by Negaverse Officers in the Rift. If a player wanted to utilize these Rifts in some way, they would need approval from The Space Cauldron. Portals are not fixed; they can appear for a few moments and then disappear and reappear elsewhere. It is impossible to predict when and where a tear will open.

      NPC Youma can return to the Rift at will; they cannot teleport within the Rift, but they can choose to return to wherever they were last in the Rift. Similarly, if a youma is dusted while outside of the Rift, they will reappear and reform in the Rift in their last location within the Rift.

  • Can Negaverse characters bring guests from other factions into the Dark Kingdom? The Rift?

      Under no circumstances should anyone be taken to the Rift unless it is to be devoured by youma; some youma in the Rift are so volatile that they will attack even Negaverse Agents. Anyone who is not specifically a member of the Negaverse and linked to Metallia will be immediately targeted. No one should be brought to the Dark Kingdom unless there is a plot approved reason; even Dark Mirror Senshi are not allowed here with a chaperone and approved plot. There is too much of a threat of someone leaving with the wrong information. While there are very rare circumstances where this may be allowed for plotting purposes, such as for a corruption, bringing guests is otherwise forbidden.. Metallia can sense when someone not under her rule enters and will immediately send Agents to intervene.

  • Is there a limit to how many trips a character can take into Negaspace or the Rift in a given period of time?

      There is no limit to how many trips your character can take in a given amount of time. The only thing that determines how many trips they can take to Negaspace is how much energy they have; even if their energy is drained, a character can still hitch a ride with other agents. They can walk to the Rift and back as many times as they want.

  • Can characters power down in Negaspace? The Rift?

      Characters can power down in Negaspace, but it is generally not a good idea. The Chaos in the air can make civilians dizzy and sick, and some crystals in Negaspace will even naturally drain their energy if they are not powered up. Under no circumstances should anyone power down in the Rift; the youma cannot tell if an unpowered civilian is simply a powered down officer and will attack.

  • How long can someone stay in Negaspace?

      As long as they want! Time passes the same on Earth, though, so if a character spends too much time in Negaspace, people on Earth will realize they are missing. Some characters permanently live in Negaspace, though it lacks many of the comforts of home. Half-Youma characters, Ascended Senshi, or characters who absolutely cannot live in Destiny City, are given priority accommodations to make them as comfortable as possible, but most Agents are encouraged to stay in Destiny City.

  • Is there a limit to how long someone can stay in the Rift?

      An agent can stay in the Rift for as long as they can stay powered up, and for as long as they have provisions to sustain themselves. They will not be kicked out after a set period of time. It is dangerous to carry around too many starseeds, though; these attract the youma and they will not all listen to an agent's command, depending on how far they wander. A character cannot teleport out of the Rift, so to get out they need to walk back to the Hall of Shadows, enter Negaspace, and then teleport out from there. There is no teleporting in the Rift. Even if you can see the location you want to teleport, you cannot.

  • Are there any long term effects that come with frequenting the Rift?

      Not necessarily; some youma may become more friendly to an agent they have seen frequently, but this is not guaranteed. There are no unnatural side-effects from being out here; spending a lot of time here does not guarantee any effects on psyche, health or energy signature. If a player would like to plot with this, it is possible! Each character is affected differently, so if a player wants to adopt some side effects they can PM the shop mule, The Space Cauldron, to discuss their plot. If the player chooses, the Chaos might make them unstable, loyal to Metallia, more eager to hurt others, or may wind up having their character merge with a youma.

  • Can the crystals in Negaspace or the Rift be used for anything?

      Yes; there are a wide variety of crystals in both Negaspace and the Rift, and players can utilize these, with plot approval, to create special items or run special events. There is no limit to what crystals can be plotted to do, however these always need approval from The Space Cauldronbefore introducing things. Many rare crystals can be used to create one-time-use plot items, often that break after use, to allow a plot to be run without tipping the scales of fair gameplay. Crystals should only be used for powered plots; these crystals may be pretty, but they are dangerous to civilians, and may even give of a Chaos signature so they should not be brought out of Negaspace or the Rift without plot approval.

  • During an old event, a Youma village was accessible for plot purposes. Is this village still accessible? Are others?

      No; the youma village existed for a specific plot purpose and has since disappeared into the Rift. The Rift is a chaotic and turbulent place and while there may still be some colonies or villages, the paths to them have been lost. The volatility of the Rift means that the grounds are constantly shifting; boundaries may change, and structures may be easily destroyed, so many youma do not waste effort to maintain more than what they need to secure their own survival. Most youma do not have the mental capacity to function as a civilized society, and finding any group of them would be rare and would require plot approval first. Youma do not have a standard currency, but may choose to barter with crystals, starseeds, or energy, but it would be incredibly dangerous and unwise for someone visiting the Rift to carry anything that could make them a target.
Reply
Negaspace & The Rift

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum