Oct. 17th, 2014

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CENTRAL HUB




The very center of the safe area has becoming known as the Central Hub. It was possibly a smaller area at one time, but it’s grown to cover a great deal of land. The flat area has been built up and was likely highly populated at one time, or at least prepared with the hope of a higher population.

There are two main buildings in the Central Hub, one called “The Hub” and the other is the Warehouse, which is the true center of the city. In The Hub are places such as a bar, a large atrium, a decent sized library, a couple restaurants, a grocery store, and various apartments for both the larger, robotic community and smaller, organic community. Settled just outside of The Hub is a smaller building from which the news is broadcast.

High above Haven, centered over and likely anchored to the Warehouse, hangs what has become known simply as the Sol, a massive artificial light source in a low, fixed orbit above the planet's surface. It is synced with Cybertron's distant sun, brightening as the sun comes into view on one horizon and dimming as it disappears on the other. The Sol breaks up the perpetual twilight of Cybertron’s natural lighting and is in large part responsible for allowing plant life to thrive as well as it has. The light reaches even to the edges of the borders. The bottom of the Sol has a special covering so the center of the city is not bombarded with too much light. While nowhere near as bright as a sun, it’s probably still not a good idea to spend long periods of time staring directly at it.
Places of Interest )

Back to Main
2. North Sector
3. Northeast Sector
4. East Sector
5. Southeast Sector
6. South Sector
7. Southwest Sector
8. West Sector
9. Northwest Sector
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NORTH SECTOR




THE RUINS (Megatronus)
Along the base of the mountain range within the Northern Sector, lies a great ruin. This one is recognizable as having been something of a massive structure at one time, but that’s about it. It’s in a precarious state and seems to be haunted. There’s construction equipment and old scaffolding around one area, but the project to renovate seems to have been long abandoned.

For those brave enough to enter, you will be plagued with eerie whispers, cold spots, and perhaps an occasional touch from seemingly nowhere. If you can make yourself continue, the part of this structure that was built into the ground seems untouched by time or ruin. The expanse of hallways inside may as well be a maze, though.

There are other small buildings around the ruins, some serving as housing, most are empty. And all of them connect to a maze of tunnels. Some of the tunnels are collapsed, some will lead back to the ruins, and some will lead to another small building, or to several small buildings. It won’t be easy to explore these places, though. While the small buildings are comfortable enough, going far enough into the tunnels is no different than exploring the ruins. It is as though spirits have taken hold of this place and either do not appreciate living visitors or are desperate to gain the living’s attention.

Places of Interest
THE BUNKER: This is one of three police stations in the city. This decent-sized building is located on the edges of the city proper approaching the edge of the Northeastern Sector. It’s a small but efficient structure built to house both young organics and large robots. The Bunker has gone through many commanders but always has one mission: To keep the Haven safe from itself. It’s also a weapons storage, with room housing numerous armaments from various times and places.

ENERGON DEPOSIT: Those brave enough to ignore the spirits and explore the underground of the ruins may eventually find their way to a very old energon deposit. Lava once flowed here, and when it cooled, energon followed. The flows of energon have long since ceased here, but a massive cache of some of the purest energon crystals can be found...for those brave enough to venture here to find it.

1. Central Hub
Back to Main
3. Northeast Sector
4. East Sector
5. Southeast Sector
6. South Sector
7. Southwest Sector
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




NORTHEAST SECTOR




THE RUINS (Liege)
Right on the edge of the northern end of the Northeastern Sector a great peak stands high above the rest of the land. In the heights are the ruins of another great building. These ruins are hard to reach, the land hostile and cold, covered deeply in snow and ice.

If you manage, though, you’ll find what remains of the ruin is a giant hot spring. The water fills what used to be the lower levels of this structure. Be very careful, should you decide to go diving into the spring, the area below is even more of a maze than the ruin in the North. The walls within are all sharp angles and rigid, crystalline forms, twisting in upon themselves. If one is not careful, one can easily get turned around inside the fractals within fractals. A dangerous thing when trapped underwater.

All around the ruins are caves that can be explored. The caves get warmer the deeper you go.

Places of Interest:
HOT SPRINGS SPA: In various areas around the mountain are natural hot springs. Someone decided to take advantage of this and has built a resort a little up into the mountains. A Gateway opens right to the spa, and the springs are good for organic bodies and robotics ones. It’s a nice place to relax after a long day of work.

1. Central Hub
2. North Sector
Back to Main
4. East Sector
5. Southeast Sector
6. South Sector
7. Southwest Sector
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




EAST SECTOR




THE RUINS (Vector)
The East Sector is split nearly down the middle by a wide, deep gorge. There are places that disappear into the Miasma. Not much is left to see of the ruins here. A couple old bridges, half destroyed, hang out over the canyon. One large bridge, spanning the width of the canyon and held up by crystal-like cables, feels like a special attraction. There are other bridges that span the canyon now, but only the one feels special, old, like a relic from another time.

There are bits of evidence here and there that a large structure used to be here, but whatever was there has long since fallen into the canyon. The bottom of the canyon cannot be seen, if there even is one, though deep below the Miasma is visible.

Places of Interest:
CANYON PATHS: There are many paths down into the canyon. Some are easy to walk, others more challenging, some will even end abruptly only to pick up far enough away to be unable to reach on foot. The lower paths end up blocked after a time, as the Miasma is getting closer, and so the risks of running into something nasty increase. Go down low enough and you might spot spires sticking up from the Miasma.

POLICE STATION: This is the second of the three police stations in the city. A small but efficient structure built to house both young organics and large robots, the police station has gone through many Commanders but always has one mission: To keep the Haven safe from itself.

1. Central Hub
2. North Sector
3. Northeast Sector
Back to Main
5. Southeast Sector
6. South Sector
7. Southwest Sector
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




SOUTHEAST SECTOR




THE RUINS (Nexus)
The Southeast Sector is riddled with craters. Some are small, some massive. Whatever caused the craters is long gone, but mysteries remain to be discovered in the pockmarked land. A natural Cybertronian ecosystem also thrives here. Tucked into one of these craters is the ruin of yet another massive building, and is probably one of the least damaged of the huge structures that once surrounded the city.

Parts of the structure hint at being used as a sort of research facility. There are rooms of specimens of all kinds, and it’s clear that perhaps some of the local life that inhabits the areas started here in different test tubes and canisters.

While more of this structure stands than others, it’s also ended up quite overrun by animals. Wild beasts, now native to Cybertron, have taken up residence within the crumbling halls of the structure. Large, crystalline formations have torn through walls like living vines, making the ruin a bit dangerous to explore.

Be extra careful, should you decide to explore, that you don’t wake the colony of scraplets that have taken up residence in the highest remaining tower.

Places of interest:
CRATERS: Absolutely the dominant feature of the landscape are the craters, big and small. Some would make comfortable hot tubs, while others could easily swallow several cities. Either way, they are around.

SPORTS CRATER: One of those 'city' sized ones, specifically carved to allow stands to witness whatever event is held below. There might even be some locker rooms for competing teams...

There's a large smoothed road several vehicles wide that approaches from the north which winds down the crater walls with several switchbacks. Along the south-east crater wall, there is a shooting range set up with safety precautions taken into account.

The rock walls of the entire north-western section of the crater have been carefully sculpted into basic stadium seating, giving a clear view of the sky. There is a small platform stage for presenting at the foot of the stadium stands. Dead center, and far above it on the lip of the crater, a special place of honor has been crafted. A seat larger than the rest sits apart as though for a special guest.

THE ENERGON LAKE: One large crater in the area has filled with energon. It’s not of a quality for drinking really, though if you’re desperate it will suffice, but it might be nice for a swim if you’re of the mechanoid variety or have protective wear on. Who knows what mysteries might lay at the bottom of this lake?

1. Central Hub
2. North Sector
3. Northeast Sector
4. East Sector
Back to Main
6. South Sector
7. Southwest Sector
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




SOUTH SECTOR




THE RUINS (Prima)
Mountains run along the south. Tall and majestic, some jagged in form, they spread across the Southern edge of the city and off into the Miasma. Very near the southernmost edge of the range is an odd, mountain-wide gash, as though someone plucked a single peak from the range like a rotten tooth. Those who venture into this area will find the ruins of a great building. Much of the rubble is in the colors of white, silver, and gray. Clearly there used to be a building here, and a mountain, or perhaps a building as large as a mountain.

Places of interest:
THE PIT: Somewhere deep within the ruins on the mountain is a massive hole. It drops deep into the planet, how far, no one is quite sure. A protective, glowing mesh has been placed over the top to keep anyone from falling in, and if you peer into the darkness beyond long enough, you may see the Miasma churning deep within. Best to be careful around here.

THE SPRING: From somewhere deep within the rubble, fresh water bubbles forth. It runs down the mountain and has become a wide stream that flows out towards the north and west, providing a permanent source of clean water for the residents and the Farm out in the Southwest Sector.

POLICE STATION HQ: Located within the city proper, this is the police HQ, the first and the head of the three police stations in the city. It’s a small but efficient structure built to house both young organics and large robots. It has gone through many commanders but always has one mission: To keep the Haven safe from itself.

The Decker Room, as this station is nicknamed (no one knows why or what that's supposed to mean), has two halves: a front half with small offices and human-scaled items, and a back half, with a huge, communal office, garage, and maintenance bay. Easily accessible to both halves are the jail, with small and large 'traditional' barred cells, interrogation rooms, and the firing range, with targets ranging from tiny to enormous (guns not included).

The place is built to handle just about any emergency, and includes a large screen in the common room to display videos and news items and to field calls from any of the police-member's communicators.
Exterior and Interior.

1. Central Hub
2. North Sector
3. Northeast Sector
4. East Sector
5. Southeast Sector
Back to Main
7. Southwest Sector
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




SOUTHWEST SECTOR




THE RUINS (Trion)
Grassy plains have come to cover this region of the otherwise mostly metallic planet. The soil isn’t too deep, but it’s deep enough to allow plants to flourish. Among the hills and grass lie the ruins of a once massive structure. Unlike the others, this one seems as though it may have been different, domed rather than tall spires. Not far from the base of the ruins is a deep depression in the ground. An astute observer may note that it almost seems like a body of water was once here. A thick layer of grass covers it all now. And, if one looks at the odd hill in the middle, they may realize that it look more like another structure than a natural formation. ((CHECK RA for where exactly Starscream’s lab was)).

These ruins, unlike the others, have been boarded up. Great metal panels have been put in place over large openings. There are smaller openings in the building that have been left open. If asked, residents will say only that a monster resides within, or used to at one time. No one is sure if it still lives or not.

Around the hills are fissures in the ground, some of them quite deep, but many of these have been fenced off to keep people from falling into them. Like other tears in the crust, if you look into the deeper canyons, you can see the Miasma below.

Places of Interest:
THE FARM: The Farm is sprawling acreage that has taken up most of the hills of the Southwest. There are several orchards, a vineyard, fields with various types of grains as well as corn, even a variety of plants those from Earth would not recognize. There is a dairy and butcher shop that supplies meat, cheese, and milk products to The Pantry. There is even a rather impressive brewery. Open fields hold many kinds of animals from all manner of worlds. If they’re not edible, they produce something that is, or at least something that can be used.

THE GRAVEYARD: It is a somber place. The graves are fresh, and the names may be familiar. This is where those who do not come back are buried--or memorialized when no body can be found. Most of the tombstones are rather simple. Like this, but with the name of the one who died instead of the symbol.

RARITIY'S SHEEN AND SHINE SPA: Rarity's spa is made to accommodate both organics and synthetic races alike. For organics, there's your average spa with a hot tub and other necessary things needed to relax and get beautiful. Facial wraps, mud baths, you name it, it’s there. For Cybertronians, there is an oil bath in the larger part of the building, along with all the decals, waxes, paints, and polish you could want. There are massage parlors for both, and of course, workers – both people and drones – in both sections there to do the work.

1. Central Hub
2. North Sector
3. Northeast Sector
4. East Sector
5. Southeast Sector
6. South Sector
Back to Main
8. West Sector
9. Northwest Sector
kismet_loop_mods: (Default)




WEST SECTOR




THE RUINS (Solus)
Outside the city proper, the land here is inhospitable. The area’s weather can flux wildly and unexpectedly, ranging from 'pleasantly tropical' nearest the city, to 'roasting' the farther out you go. The ruins lie along a great fissure, wide and long, but not as deep as some of the other cracks in the planet’s surface. Magma still glows at the bottom, flowing through the planet.

The remnants of the building cannot be entered from the outside...but there is a rather massive underground tunnel leading from the edges of Haven into the ruins. Debris fills the once grand tunnels, making it more like cave crawling than walking down a corridor. The tunnel will provide some relief from the heat that would be felt outside. But that relief is only felt in the main tunnel. There are smaller tunnels as well for organics it seems, and many tunnels branch off into parts unknown.

Should you venture far enough into any of the tunnels, assuming you don’t get lost, you may find amazing treasures...or maybe just death. Tread carefully.

You may also find great plates of...armor. It's not metal, though, but more like the material of horn or fingernails, but it's also nearly indestructible.

Places of Interest:
ENERGON MINES: Not too far from the city proper is a large mine. Workers harvest energon here and take it to the refinery located on the premises. The refinery supplies the bar and restaurants with energon.

CRYSTAL FOREST: A beautiful forest of multi-colored crystal trees hedges the northern line of the quadrant, mixing with the edges of the organic forest for a few miles. The trees will often change color depending on how any little light falls upon them. Sometimes, they even display a full rainbow spectrum. On occasion, for some undetermined reason, the whole forest of crystals will turn bluish-tinged white, with each "tree" translucent towards the edges. It is said that if one stands still enough, one can hear the crystals growing.

1. Central Hub
2. North Sector
3. Northeast Sector
4. East Sector
5. Southeast Sector
6. South Sector
7. Southwest Sector
Back to Main
9. Northwest Sector
kismet_loop_mods: (Default)




NORTHWEST SECTOR




There are no ruins in this Sector. In the outlying edges of the city, the land is actually a stretch of forest, miles wide. It teams with creatures of all kinds, some prey, some predator. Like any wild animals, they are more afraid of you than you are of them, but they will attack if provoked or cornered. For those interested, these make good hunting grounds for some challenging and exotic game.

Places of Interest:
THE HOSPITAL: There isn’t much of note in the Northwest, aside from the forest in the outreaches, and living facilities in the city proper. Nestled among various homes is a great hospital. The head medic is also the head mechanic, able to care for organic and robotic patients alike.

The hospital is quite large, located in the midst of various houses and apartments. One side is clearly designed for the organic residence, with nice sliding doors opening into a foyer and waiting area. Halls stretch off to the right to various exam rooms where the resident doctor and his apprentices can check on the sick. Down another hall are hospital rooms for those who require an extended stay.

The other side is designed for the robotic residents. The front part is a large garage, which leads to a waiting area. Past that are repair bays with with tables, each repair bay is stocked with tools. The mechanic teams range from human to Cybertronian.

Whether organic or robotic, all those who come to the hospital will see the Paian, the head medic and mechanic.

1. Central Hub
2. North Sector
3. Northeast Sector
4. East Sector
5. Southeast Sector
6. South Sector
7. Southwest Sector
8. West Sector
Back to Main

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