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Cosmographia Mod Journal ([personal profile] cosmods) wrote2015-03-30 12:30 pm

WORLD INFO


Player Setting
For all intents and purposes, Cosmographia is a closed setting. While your character certainly has opportunity to explore the wider world, doing so would be considered a hiatus and difficult to achieve. In any case, the setting itself encourages characters to stay in the area due to the attraction all gems have to the temple, and it being their only potential way home besides.

How characters are compelled to stay is deliberately left vague, so players can play how they want with it. Ideally it is there to help ease your character into the setting, rather than obsessing about how to get out of there.
The World
You are on Earth. Or at least, a world which resembles a typical contemporary Earth and even shares the same name! However, something in this world's history has gone horribly wrong. Namely: A long war that lasted hundreds of years, strange creatures attacking people, leaving most history and knowledge lost to the ages. All that is certain is that the gems had something to do with it.

The result is that the world's population is sparse, and while the war has been over for approximately two decades now, recovery is still on-going. Even now both flora and fauna run wild -- but is only encountered if you (oocly) choose to run into it. For their part, civilians are just trying to piece their lives back together, and any higher authorities would likely be dangerous to speak to... if you could even find them. To be honest, mostly everyone is oblivious and minding their own business. Not unlike NPCs from a video game! However, if you (the player) want to handwave your characters being friends or rivals with some of the townsfolk, feel free.

Still, despite the sordid background, everything seems largely peaceful and mundane. The key is keeping it that way.
The Weather
The setting for Cosmographia is located in the southern hemisphere. This means that during the northern hemisphere's summer, it is winter, and so on and so forth. Nonetheless, you are located on a fairly temperate coast - the weather generally remains balmy and sunny, so one or two layers should be all you need most of the time. There is an occasional storm, and it only snows on very, very rare occasions.
The Ruined Temple
This decrepit, cavernous temple filled to the brim with strange jewels, odd runes, and a niggling familiar feeling a character cannot get rid of. For a normal person, exploring would be no easy task, let alone getting to the inner sanctums. There are numerous long hallways, floating platforms, and magic waterfalls dropping into a great abyss, and it is difficult to say what may or may not crumble at the slightest touch.

Fortunately, the fast-way in and out is accessible to your character! Within the inner sanctum exists a mysterious door that reacts to gems - and opens to a cave that leads out to a beach. This door has three functions:

1) Letting a character out into the wide world outside the temple, and back into the inner sanctums when necessary.
2) Letting a character access a room completely unique to them.
3) Providing access to the "Heart" of the Temple.

Naturally, the door is also available for use in the other rooms. Unless characters seek out other accommodation, the temple will be where they live. Each room will have at least a shower, bed and small kitchen available! Otherwise it is anything goes, with only a few limits:

- Anything created within the room cannot be taken outside it
- The rooms have limited power, so it cannot create anything larger than a house before beginning to "glitch."
- Any food created in the room with simple "poof" away. The room cannot provide sustenance.

Characters can only access each other's rooms if they are invited or quick enough to sneak in behind another character.

On the outside, the temple looks like a large statue of a multi-armed woman carved into the mountain. Weird!
The Heart of the Temple
The Heart of the Temple is the most important and notable room. This is where your character first arrives!

Located here is a large crystal which pulsates light rhythmically, uncontained, while other gems around it have been kept in relatively sturdy bubbles - frozen in time. Said bubbles are surprisingly strong, but one must still be careful not to pop them. This is also where characters will go to recuperate as gems if they have been gravely injured.

Touching the large glowing gem will "tell" your characters what the current event of the OOC month is, as well as some general information. It seems to be attuned to all gems in the area, which is where it gets its information from, and is in fact the source of the attraction to the temple. Attempts to damage it is futile, and actually hurts your character more than it hurts it - any attack will be mirrored back onto your character.

Like the other rooms, the mysterious door here will let you in and out to where you want to go.
Waverly Bay
Waverly Bay is a small township located just down the beach from the ancient temple, and is, naturally, based in a bay. Residents here are simultaneously friendly yet wary. They are just normal humans after all, and your character is something else entirely. Still, they don't want trouble, and are happy to extend hospitality. Especially if it's in exchange for protection.

The town itself has clearly seen better days, but for the most part was untouched by the war. Too small to care about, the townies claim, though the temple always attracted interest. There are a few shops to linger around, but for the most part it is just a place to hang out and rest easy.

Key locations in Waverly Bay are all laid out on a waterfront boulevard looking out at the beach. These include:

- A central plaza with benches, a fountain, playground, and public garden.
- A post-office, where you can pick up any deliveries that were requested.
- Three different fast food places. (Fish & Chips, pizza, and a simple cafe.)
- A general store. Good for buying general supplies, such as towels, toilet paper, ingredients, etc.
- A thrift store filled with clothing, old books, and other miscellany.
- A junkyard at the very end, with a mechanic. It's filled with electronics both salvaged and donated.
- A small amusement park. It only has a merry-go-round, ferris wheel, roller-coaster and video game arcade.

Going further into town only gives you a few houses populated by the residents. Just on the outskirts is a lookout with an abandoned lighthouse, as well as an old farm or two. Getting in and out of town is difficult, as there are only really two vehicles - a truck owned by the post office, and one somehow fixed up by the mechanic.
Other Details
Electricity is freely available, mostly. Sometimes the power goes out when a big storm comes through or there are damages from a fight.

There is also a phone service and internet connection! However, it is pretty crappy - anything too far from the server based in town has a tenuous connection at best. That's rural telecommunications for you! Thus for the most part it is somewhat bland and unexciting, since you are unable to send any messages out of town, and is otherwise filled with sites for a variety of shops. The connection definitely can't handle any big downloads either, so if you try to pirate anything big it likely ends up corrupted or is crappy quality.

For player added locations, see this page.

See Rules & Considerations for an overview on the economics and rules thereof in this setting.