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Fantasy The Divine Conquerors Ⅱ - Player-Made Lore

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"This is the new world, and I want you to conquer it. It is my gift and my revenge. Now take it for yourself."
Fantasy's Lore Stuff
Alice's Gift Vault
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Gift Type List:
Ability type gifts bestow powers on the users. So long as the ability is bestowed on a person and not given through an item, they are ability type. They include, but are limited to mutations, supernatural abilities and physical enhancements.

Item gifts are simple. They are items that are items that have their own ability. These items can do many things. Some are a one-time-use, others can be used over and over again and others are in continuous use.

Summon gifts are gifts that allow you to summon creatures, familiars and other things. While people can summon items, these are strictly living things or something that resembles life.

Creation type gifts are gifts of building or making things with abilities. This creation type can create creatures, familiars, technology and magic items. These gifts grant the creation knowledge.

All gifts can be stored in cards called 'Gift Cards' to be traded, earned in a game or bet or held until use.

Items in Vault
Underlined equals Locked:​
Ability Gifts-
Star Eater: This ability gives the user the power to devour and acclimate to massive quantities of energy with no ill effect.

Rabbit: Gives the user superhuman abilities in the form of jumping, speed and reaction time. Much like a super powered rabbit.

Several Beastman Types that turn the user into that specific werebeast. These include werewolf, puma, jaguar, bear, otter, shark, cheetah, hawk, eagle, moose, eel, snake and lizard.

True Vision: Allows the user to gather visual, auditory, physical, psychological and emotional information at a rapid rate. If used properly the user can get all info from a battle that others could not get.

Impact Recoil: This ability allows the user to recoil any impact that comes at them. There is a threshold where there will be a portion of damage that will go through.


Flow Acceleration: This ability enhances reflexes, the flow of movement and agility. The movement is often so smooth that some think this ability has an extra skill of seeing into the future a few seconds.

Iron Fortress: Ability that turns the user's body into a walking fortress. Skin and bones like steel as well as an unmatched level of dexterity.

Anchor Howl: This ability is magical in nature. It is a howling ability that forces an opponent to attack only the user of the ability while it is active. If an opponent attacks anyone other than the user of this ability. It will temporarily give the user extreme magically boosted abilities in order to deal extremely severe amounts of damage to them.

Boost: Temporarily boosts all physical abilities, mainly strength and power.

Accelerate: Ability that increases speed to the level of supersonic.

Vampiric: The mutation of becoming a vampire.

Elemental Abilities: The abilities that allow the user to control the specific element in question. The elements in the vault are earth, wind, fire, water, light, electricity, lava, metal and plasma. She has 17 earth, 15 wind,15 fire, 22 water, 5 light, 8 electricity, 2 lava, 5 metal and 1 plasma.

Word of the Superior: This ability is the power of superiority. As long as the user of this ability believes they are superior to the person they use it on, they can force the other to do whatever they want. They can make them tell the truth, lie, force them to bow or physically obey anything they say.

Black Snow: This ability takes the form of slowly falling black snowflakes. It is easy to dodge, but if a snowflake touches you it will kill a small portion of the part that it touches. You will know it's dead because the portion that's dead will turn solid black.


Item Gifts-
Spring Sapling: This item is a small sapling tree in a burlap sack. This is an eternal use item. Once it is activated it will continue to pour water from the sack. The water from this item is pure and without any pollution. With the right set up, you can give water to an entire city with one sapling.

Monolith Cracker: Taking the form of twin gauntlets with small pile driving spikes on the side. With these the strength and devastating power of the user is enhanced to the highest level. A single punch can shatter or completely destroy stone depending on the circumstances.

Spring Willow: An evolved version of Spring Sapling. This version takes the form of a willow tree that can be summoned in any location. This item looks like a weeping willow with a spiral trunk and willow leaves that look like water. When this item is summoned it will immediately start to rapidly fill the area with a flood of water. The user can control these flowing waters at will, but are still subject to drowning in them.

Summers Sakura: Another tree, this one resembling a cherry blossom tree made of fire. This tree's petals will scatter to the area around it and scorch everyone around, excluding the user. The user can move these petals as they see fit.

Fujimoto: Giant crimson samurai armor that stands at 18 feet tall. This armor is red in color with golden dragon designs throughout. It bolsters 3 katanas, stored shoulder cannons, a parasail shield, a neginata and a studded kanabō (samurai war club studded with metal balls).

Crimson Disaster: A giant straight edge, rocket propelled axe. This axe is basically just something really devastatingly powerful. One swing can crush a well built wall.

Scarlet Rain: A gigantic artillery platform with a large array of weapons and high defenses. It can fire off an entire fortress battalion of missiles all over the field with enough firepower to wipe out an army on the ground or any fliers in the air. Two long-range dual cannons that fire a powerful laser beam at the target. The power of this laser is capable of traveling very far across a long distance & leaving a sizable hole through any building in its path. Finally, it can fire off a spinning barrage of homing missiles.

Beast Pendant: This is a very special magic pendant that allows the user to use the abilities of any animal, mythical or normal, that the user has a friendship with. They can only use one set of abilities at a time.

Scales of Oroborus: These are a set of golden, ornamental scales on a staff. It gives the user the ability to equal out an opponent's strength to the strength of a partner. This is not only physical, but they can even out any skill or ability so long as the partner you are using has a similar skill or ability. The user can only adjust one ability or skill at a time.

Rings of the Knowledge Seeker: This item takes the form of two full finger, clawed rings. One for each hand. The left ring, when the hand is opened, will absorb a magical attack into a summoned book. That book will then allow the person to store that book in the rings infinite library. They can then use that spell or any other in the library, but only once for each time it is written in any book.

Spine of Thassa: This takes form as a sparkling white bone-colored nodachi with blades that looks almost like a saw. It looks a lot like a spine that is still held together by muscle and tendon. It can reach out and be swung around like a snake.

Demon Dweller Sword: A medium length, rusty, black double edged sword with a completely empty center, leaving nothing but an edge to the sword. This sword can absorb magic that it cuts through. It will be stored as a glowing light in the blade and can then be used for an attack from the sword.

Accursed Lantern: This gothic decorative black iron lantern is lit with a green and yellow flame. The user can send out these mythical flames as a fire attack, but also they are cursed flames. The longer the fire is in contact with you, the more fatigued you will be. Fight the user of this item long enough and anyone will fall asleep eventually.

Sunbeam Lantern: It allows the user to absorb chi energy from other individuals around the user and give it to him. In case of normal humans' chi, the user would become physically stronger. If the person the chi is taken from is super powered, the effects are just that much greater.

Boots of Hermian: Boots that look to be made in a scaled metal style. Fashioned much like cowboy boots, these boots allow you to run faster than a bullet and run on air and water like it was solid ground.

Helm of Starga: This simple golden cast helm is smooth and covers the users face. When you wear this helmet you gain true invisibility. This means no one can see, smell, sense or hear you for up to 5 minutes at a time with a 1 minute rest between.

Living Sword Bowta: In sword form, it is a large and intimidating western-style curved sword, held in one hand. There are two tusks on the hilt, which are shaped like circles side-by-side, with the main blade set between them and a short tail on the pommel. In elephant form, it is a gentle, friendly-looking elephant, a little taller than an average elephant. He wears an attire similar to those worn by Indian elephants for ceremonial purposes. The design of the headgear of this attire resembles war armor. When in its hybrid form, it extends from the hilt in a serpent-like manner with usually a significant difference in size between his two sword and elephant parts. In this form, it's lower half remains a hilt while its trunk remains as the blade. This allows the sword to barrel through like an elephant for powerful attacks while still being wielded.

Hydra Armor Set: A set of black light armor, heavy great shield and small sword that is more like a straight, single edge dagger. This set completely maximizes defenses and gives complete immunity to poison. The shield has an ability called 'Devour' that allows an instant kill by absorbing an enemy then using that enemies energy to restore their own. This ability can only be used 5 times a day. This armor also allows the user to summon three heads of a spirit hydra that do impact and heavy poison damage.

Bow of Saturn: A silver bow made from complex metal work that creates powerful energy arrows so strong, they could wipe out the entire small city.

Jupiter System: This is a massive flying warship that connects to the user via cables. The user has access to all its parts (robotic arms, primary guns, etc.). The Jupiter System can either fight or be used as a means of transport. During a battle it was used in, Jupiter transported 5,000 people across a continent. It appears that the user is connected to loops that connect to a network. Out of nowhere , the ship finally appears behind the user. The system has two primary vessels that connect to each shoulder blades of the user like wings in the lower part of the ship. 5 side mounted railguns and countless missiles to boot. Between the two guns on the wing's is two robotic arms, which have a broader scope and longer reach for physical attacks.

Pain Packer: Pain Packer is activated by the user's rage. They can conjure a suit of leather armor packed with cloth that protects them from the effects of the ensuing technique. Their aura output also receives a boost. The user transmutes their aura into scorching heat, its power depending on the pain and injuries inflicted to them in battle. The ability is manifested by emitting a ball of aura into the air, which then transforms into a miniature sun that burns the victim to death. The more damage the user has suffered, the hotter the fire, and the longer it will burn. Pain Packer has a huge attack radius that can scorch a very wide range. While the user wears this armor, they are not harmed by the heat and they are supplied a source of oxygen through the suit.

Pluto Impacted Knuckles: A pair of brass knuckles. These knuckles temporarily change the gravity of any person who is hit with them. This makes it very hard for an opponent to get their bearings and make a fight easier.

Instant Fortress: This is a one use item. If you use this item you may draw the blueprint of what you want built on the ground. The more detailed the blueprint, the more sturdy the build. This item is magic sensitive. The amount of magic one controls will impact the size of the build. If you have more magic than what you need for the blueprint, the item will add whatever it decides. The vault contains 5 of these items.

Summon Gifts-
Horn of the Goblin General: Just a simple ram horn that summons an army of highly trained goblins. Once they are summoned they are there permanently in service of their General (the person who summoned them). Below is the full army.
  • 1 goblin tactician
  • 3,000 goblin heavy infantry
  • 200 goblin longbowman
  • 6 goblin paladins
  • 10 goblin beast riders
  • 20 goblin magic support
  • 4 goblin magic artillery
  • 50 goblin bard support
  • 15 goblin assassin's
  • 5 goblin redcap general personal guards

Jack Lantern: Taking the form of a floating specter with a jack-o-lantern head lit with black flames. This creature is a master of assassination, poison, hexes and curses

Gorgana: Takes the form of a small girl with soft snake like features. Her hair is made of snakes that do not use poison, but rather use unstoppable speed, ferocity, numbers and efficiency to secure kills as they also have an almost unlimited reach with growing and stretching.

Tech Stag: A 10 foot tall robotic deer. This deer is mainly a mount, but is fast and has electrical based abilities.

Minor Spirits: Small spirits. Number of the groups may vary from summon to summon, but are regenerative over a few minutes. Mostly used as sacrifice fodder for extra magic for spells.

Major Spirits: Same as Minor Spirits, but with a much longer regeneration time and a much higher sacrificial energy output.

World Spine Wurm: An unparalleled engine of destruction. A massive wurm looking segmented with teeth on the front of each segment. At over 300 feet long and a girth that allows it to swallow skyscrapers with ease. No other abilities, this creature is simple pure brutish force.

Undine: A female humanoid looking figure made entirely of pure water. This creature can manipulate, create and power up water. Her body is also moldable into any shape that is required.

Salamander: A small arm mounted dragon that can set an entire forest on fire in a matter of minutes.

Golem: Simple rock monsters varying in height from 8 to 20 feet. Alice has 22.

Roc: A giant bird that takes its powers from fire, water, ice, light, lightning or sand. Alice has one of each.

Force Hydra: A species of Dragon; a monster with four heads. It is gargantuan at 30 feet. Its four necks are covered in scales with spots of blue, red, and green on them respectively. They were covered in a kind of viscous mucus, and sparkled brightly. Has two abilities. Regeneration, followed by four breath attacks of different element types.

Creation Gifts-
Clockwork Tech: Allows the user to create clockwork creations.

Cyber Tech: Allows more high-tech creations.

Fantasy Weapon: Allows the user to create weapons with magical attributes.

Blacksmith: Grants the ability to make high grade weapons.

Spellcrafter: Can create spells.

Ruinsmith: Can make magic ruins

Scribe: Can create contracts, books and scrolls that have magic based on what they write on them.

Life Maker: Can create creatures that are magical or normal. These can be familiars, mounts, pets or work animals.

Rules of the Gift Games
The Gift Games are simple at first, but are very powerful. In these games a specific challenge is set and the playing sides compete until a winner is decided. That being said, there are rules to these battles that all must follow.

Rule 1: All games and their rules will be determined by the challenged party.

Rule 2: All rules set must be followed or the offending party will be disqualified and punished.

Rule 3: Outside interference is strictly forbidden unless specifically allowed.

Rule 4: All games must be presided over by a third party judge with no stakes in the match.

Rule 5: All parties must abide by the rewarding processed outlined by the challenging party.

Rule 6: All parties must offer some reward and loss for each game.

Rule 7: The 3rd party judge may pause the game and gather parties for a meeting in order to discuss complaints, rule changes and other things. All of which can be decided at their discretion.

Punishments are always in play for each game. The offending party will be randomly assigned a punishment upon offence.

Punishment 1: Game will end with no loss or gain for either side.

Punishment 2: Offending side automatically loses and a gift is taken then given to the other party.

Punishment 3: All gifts will be locked for the remainder of the game.

Punishment 4: All gifts of the offending party will be offered to the other party. They may take two.

Punishment 5: A portion of territory owned by the offending party will be given to the other party. If no territory is owned, a gift will be given instead.

Games can be anything that you can think of. From a simple card game to a death match. The challenged patry must create a document that outlines the specific game, the games win conditions, rules for the game and the prize to be offered upon possible loss. The challenger party must sign the document for the game to start, but must also write down a reward of close value upon possible loss. This constitutes a cosmic contracts that all beings must abide by.
The Vortishian Nomadic Tribes
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"The world is chaos. In order to live in it, you must adopt a way of life that rewards you for thriving in the chaos of an ever changing reality." -Founding Divine General, Genevieve Uutang
Vortishian, derrived from the old word Vortish meaning 'Blessed Warrior'. The Vortishian people are a nomadic people. They are a people of a monk lifestyle, but these are very different monks. They have a very strict belief system that relies on the chaos spread by SIN. They have a 'Might makes right' mentality. Only the strong are right and they are constricted by no nation or kingdom. It is very important to them to follow the rules set by their founder.

Back when SIN first started his games, a woman named Genevieve Uutang was a young heiress to a family famous for exorcism. As a Priestess, it was often said that her powers of divinity, exorcism and cleansing were unmatched. When the game started oh, her family and many others like them were tasked with dealing with the unwelcome visitors along with all the things they brought with them and the demons that already plagued the world. Every Monk and Priestess around were being worked to death. However, many people began to notice that the more chaotic the world seemed to get, the stronger Genevieve became. No one understood it, but Genevieve had learned the very principle that would become the founding knowledge of the Vortishian Tribes she would found. Might makes right. Thrive in the chaos.

It was not long before she found others. Others like her with an affinity for exorcism and such that also thrive on the chaos. Including her, there were seven. These were the founding 7 Divine Generals. They established the Vortishian way of life and all its customs, rules and practices.

The tradition of living for the fight as a nomadic people is actually more open than most might think. This is because outside of the ceremonies and random crossings on journeys, they really don't make much contact with each other. Also, aside from living the way they do and the ceremonies they are required to be a part of, the tribes people don't exactly care how you survive. Some live is hunters or traveling merchants. Some are bounty hunters or continue to take jobs as Exorcists. So long as all rules are followed, the people don't care how you live.


Rules and Guidelines
This way of life is sacred to its followers. All rules are set in stone and violation of any of them can result in either banishment or even death.

- Only the strongest may be a Divine General. If you challenge a Divine General for their position, they must answer the challenge. If defeated, that General will release their title over to the challenger.

- There must always be 7 Generals. If one dies, the other monks or priestesses in the area must fight for the title until a new general is named.

- You must not have any ties to any Kingdom or country. As a nomadic people, you must not be tied down to any place or person.

- A traveler may join a member on their travels, but they will not be recognized as a member of the people until one of the Divine Generals marks that person. Upon marking them, they automatically fall under that Generals tribe.

- If a fellow member of the tribe is possessed, corrupted or broken mentally, it is the job of the other tribe members to contain that said member until their divine general appears to dispatch of them.

- Any damage caused by a Festival of Cleansing will be cleaned and repaired by all monks or priestesses involved in the festival.

Ceremonies
The Vortishian People only have two ceremonies. They are simple people and live secluded lives, so they prefer to keep ceremony simple.

Right of Initiation: This is the ceremony of acceptance as one of the people. The members of these nomadic tribes will allow others to accompany them, but entry into the tribes is not easily attained. They must meet three requirements in order to be considered for membership.

- Must use powers and abilities that allow for exorcism, cleansing, blessings or anything of that nature.​
- Must actively participate in any fight, cleansing or exorcism that they find themselves in with the tribe member they travel with.​
- An act of true belief of the founding thoughts must be witnessed by a Divine General.​
If all requirements are met, the person in question may be brought into the tribe by the Divine General who witnessed the act of true belief. The ceremony is relatively simple. The inductee will sit in a circle drawn by the Divine General. At the four cardinal directions, one of the four elements will be placed. North is fire, pure in its destructive capability. East is Earth, confident in its solidarity. South is for air, free flowing and without restraint. West is for water, reckless in its movements and a key factor for life. The inductee will resite the prayer given by the General ten times. At that point, the Divine General will then magically draw their symbol on the nape of the neck. Then that inductee is officially a Vortishian Tribesman.

The mark on the neck is magical and comes with an extra gift. It magically connects every person who bears that same mark. Each of the seven Generals has their own mark, so they are only connected to the others under that general.

Festival of Cleansing: in this line of work, it is not uncommon for a member to become possessed, corrupted or otherwise manipulated to use their powers for Destruction. The magical marks on the back of their fellow tribemen's neck will automatically alert every one of the tribesmen and the Divine General that they fall under. Tradition states that each member of the tribe must come to contain their fallen comrade. Once contained they are to hold their until their Divine General comes. It is up to the Divine General to kill the afflicted member of their tribe. This is not a bad thing. Since they live for combat, this is considered the best way to die. As such a traditional warriors dance is performed by the Divine General. This marks the start of the festival. The barriors are let down and the fight ensues. This fighting will always attrack other things, so the other members fight whatever comes. They drink and make merry. Sometimes fighting for days at a time with no care of what they destroy. The festival does not end until the Divine General declares it over. Then they fix what they destroyed and once again move on their way.

The Vortishian people are an enigmatic and misunderstood culture. Most think of them as simply recluses with abilities. However, many kingdoms, nobleman and kings will go out of their way to find one of them. Simply because only a fool would not recognize this culture for what it truly is. The absolute best of the best when it comes to dealing with demons, exorcism or cleansings. They are Infamous for their abilities with the divine and they command respect. Only a fool would not give it to them.
The Nation of Giants
Xert'via

A Tribal Monarchy society comprised of mostly giants. Elves, dwarves and other such races are rare.

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A proud and noble land, Xert'via boasts some of the most divine scenery in all of Valucia. The sprawling plant life is supported by massive ancient giant ruins. With an abundace of wildlife and natual resources, Xer'via is considered a naturalist and survivalist dream world. Massive mountains, sprawling forests and gorgeous grassland terrain cover the area. Serene beaches cover the coasts and the most complex river system on Valucia. Life in Xert'via runs around the river systems. Fish and other wildlife that use the river are the main food sources. The giant tribes are scattered and have low birthrates. The population is large, but not too much that it hurts the environment. There are a total of 1,004,87 giants scattered around the land.
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The Giants of Xert'via

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The giants are the predominant race in the nation. They make up 95% of the populace and are well known for their metal work and strength. They are truly famous for their savage, almost brutal way of fighting. Despite this they are a very peaceful society with little to know civil disagreements. As a race, they are very connected to the earth and as such they are gifted with exemplary works with earth and drudic magic. Other magics are available to them, but they prefer earth and drudic.

The giants have a belief of strength and glory. Earning your tattoos through work, battle or charity is very important to him. They believe that a life free of selfish actions is the only way to live. Giants who exemplify courage, selflessness, bravery or strength beyond the ordinary are gifted with the "Archaic Right" tattoos. These tattoos are considered to be the mark of a great giant.

The average height of a giant is anywhere from 15 - 20 feet tall for males and 12 - 18 feet for females. The average weight is anywhere from 600 - 1,000 pounds. The average lifespan of a giant is up to 300 years old.

There are several sub species of giants. Giants do not have one set look and can varry dramatically. Some appearing monstrous and others beautiful beyond measure.


The Towti giants are the most primitive of all the giant species. They are brutal and praise strength over all other traits. They are the most vicious and brutal of the giants and follow most strictly to the warriors code. They claim the grasslands to the south as their territoy.
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The most solitary of the giant subspecies, these giants are very proud of their icy blue skin and ice like appearance. These giants are are particular to the courage that is needed and they live their life looking for thei moment to prove their courage.
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The Brunish giants are the strongest of the giant subspecies. These giants are the most honorable and batlle crazed of the giants. They spend their time preparing for a fight and doing mock battles. These giants claim the eastern coast of the kingdom.
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Gurrkan giants are the metal workers of the giant species. They are renound for creating massive mines and quarries along with working with metal bare handed. They believe working hard and providing is the most honorable way to live day to day. They call the strip mines and quarries of the western edge of the kingdom their home.
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The Fortuga are the most advanced to the giant subspecies. They created the tribal monarchy in the kingdom. They are responsible for the creation of metal and leather armor, the combined giant army and the fishing tactics employed by the other giant tribes. These tribes are concentrated in the lake lands and small forested areas in the center of the kingdom.
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Government of Xert'via
The government of the people is a Tribal Monarchy. This implies that there is a monarchy, but each tribe hholds their own monarch. The leader is called Patriarch/Matriarch depending on the gender of the leader. Leaders are not chosen by bloodline, but rather they are chosen based on skill and leading ability. A bloodline heir is considered taboo unless the child has been proven the best choice to lead. Above all the other leaders of the tribes, there is the Grand Matriarch/Patriarch. This is the undisputed king or queen of the entire nation. The tribe leader holds power only in their tribes territory. The Grand leaders word is law in all territories despite the opinion of the tribe leaders. However, the opinion of the grand leader is never disputed. The leader is chosen since they are considered to be above all others, they renounce any alliance with all tribes to maintain a purely objective point of view.

All decisions regarding the entire nation of Xert'via are made in a voting system. All tribe leaders will give their opinion to the grand leader. The grand leader holds the final decision.
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Gra'dul War Spire

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As the single most beautiful construct made by the giant people, the war spire Gra'dul is the home of the grand leader. Located on top of a mountain, in the center of a lake, in the middle of the kingdom. It is the most protected place in all of Xert'via. Also, called the "Ruby Palace" its red color is from Giants Quartz Iron. One of the rarest and most precious metals on Valucia.
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At the peak of its prime, the city of Astor was the absolute Powerhouse of its original world. It spanned over 100 miles and was home to millions of people. The economy was booming and no other place could stand against it. The giant coin floating over the center of town is a tracker of the money that is being filtered into the economy. The higher the numbers, the more powerful The Economy based Powers Alice can control.

At its current state, the economy is not as strong as it once was. When Astor was brought with Alice toValucia, they came to this new world with $300,000,000 in the economy. After spending money on the Assets to build and do other things, she had about $298,543,909. With the money now flowing in it was close to its original amount.

The city started with 2,000 of its original people summoned with Alice. Since they came, about 200 adventurers moved to Astor and 3,000 war refuges. Brining the cities full population number to 5,200 people that call the city home.

Using all five of her Instant Fortress items to increase hethe cities territory, Alice expanded Astor upon arrival. There were five specific areas now made specifically to help the economy. Each one ready for people to come.

The first was the giant spiral tower on top of the dungeon entrance. This tower was specially designed by Alice herself. The bottom floor was one singular registration office. This office used dental, dental and DNA signatures to keep track of the many adventurer's to come and take on the dungeon. They also set up a payment system to allow the adventuerer's to trade items, dead beasts or materials for an amount of Astor currency. This not only gave them compensation for their work to spend money in the Astor markets and increase the economy, but since it is Astor currency, it gives them a reason to stay in Astor. Furthering the economy of Astor more. The next few floors up are dedicated to hospitals. All stations are affixed with her original worlds best medical technology. This being augmented nanotech medicine. This being the practice of having millions of nanobots placed on a person. Those bots in turn perform all necessary medical actions before leaving. They can fix broken bones, perform complex surgeries and even heal cuts in a fraction of the time surgeons can. The floor above those are dedicated to crafters for the materials found in the dungeon. It holds 50 forges for metal workers. There are also repair shops for firearms and even hard light creation stations that use light consolidation to fix catastrophic destruction to weapons. The top level contained energy conductors that use the energy given from the solar panels that made up on the outside silver panels. All together it was a fantastic center for the dungeon attraction of her city in this new world.
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The second area was the farming area. Designed and built as a few winding towers with massive platforms outside with fields or herds of animals on them. Each tower was filled with Iron Golems powered by solar crystals. They tend to the animals. Human or other workers tend to the plants. Each platform, specifically placed to provide perfect shade. The entire ground in this area was water. Some used for farming rice and others used for farming fish. This job is handled by humans and golems. It employed the latest farming tech from her home universe as a back up. Specifically Automatic Light Reproduction Tech. Using magic stones and the latest Solid Light Creation engines. These engines take the light that is absorbed by the magic stones that the roofs are lined with. This magic light is then funneled into a supercomputer that creates solid light constructs. These constructs carry out all farming tasks based on a preset algorithm set up for each building and tower. The bonus being that since these constructs are made of light, the plants get all the light they could ever need. Alice also specifically designed it to connect to the cities existing water flow from the Spring Sapling set up, so plants are watered automatically based on an algorithm.

One of the most important areas that Alice added was the market area. This would be the culture and hang out hub of the city. It took her a long time to design it with the Instant Fortress item, but it was well worth it. The final design was more height and offered great protection for the center of the city where the smaller markets, the massive center gazebo and park area and living districts resided. That being said, this was also made to be the transportation center of the city. Here is where she set up the cable car system that circled the entire city. On top of that there were also shops for repairs, furniture, food and anything else someone could want. There were even hotels and casinos to further enhance the economy and create a more welcoming feel to get those who came to stay.

The fourth area was the information district. This was where all information could be gathered. It was now home to a 40 story tall library tower, a city hall where all legal documents are filed and stored as well as an underground jail system for those she needed to be imprisoned. This was the information district, but also served as her justice department. There each building was guarded by her Peacekeepers and special golems that walked the streets. In the center was a courthouse that also served as Alice's home. The school and college are also located here.

The final area was the housing district. This was not a normal housing district. This was also set up to be the social epicentre of the city. With vibrant plant life, fully furnished and even unfinished houses and apartments. Each living space has its own garden. The canal with ferrying services and walkways loaded with street vendors. The canals ran all through the city and offered public transit services. Not to mention the coffee shops and public parks.

Current Population: 5,200 people
Current Economic Value: $299,743,960
Current Territory: 36.79 Miles Squared or 23,545.6 acres
 
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