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hugtopiamods ([personal profile] hugtopiamods) wrote2021-03-07 10:42 pm

♥ Locations and Setting Details

Locations and Setting Details


Welcome to the world of Aellyn and the protected, walled city of Havenwell. Aellyn is a world much like ours with a yellow sun, a blue sky, green grass, and a moon that travels the same phases as Earth. Here you can learn about the city of Havenwell where your character will make their home and its notable locations and people.

Map of Havenwell
map of Havenwell
click to enlarge, opens in a new window

Map Location Descriptions
1. Temple of Rawna
Rawna's temple is in the North. The temple is decorated with depictions of dragons, flying and at rest. It resembles a classic Greek temple, the entranceway flanked by tall columns with snake-like dragons carved curling around them. The predominant color is silver. There are silver adornments, silver cloth banners and runners, silver trim and filigree around pillars and columns, and the priests in charge here wear silver stoles. Clear prisms send sparkling rays of multicolored light down upon the main altar which is stone, the top of which is carved to resemble cupped hands that look like dragon claws. The backrooms of the temple are where people can go to rest and recover if necessary.
2. Temple of Ainea
Ainea's temple is in the East. The temple is decorated humbly with flowers and is notably decorated in stained wood on the inside. It has depictions of mice, playing and working together in groups and communities, helping one another. The predominant color is a soft pink with rich, deep purple accents. The adornments here are wooden flowers with a mixture of pink and purple petals, pink banners and runners with purple tassels, the wooden pillars are carved with vines that alternate between pink and purple, and the priests' stoles are pink with purple at both ends. An arrangement of pink and purple glass lets the sunlight in to shine down upon a stone altar carved to look like a nest of woven grasses. The backrooms of the temple are where people can go to rest and recover if necessary.
3. Temple of Ohma
Ohma's temple is in the South. The temple is decorated with depictions of felines of all shapes and sizes, prowling or lounging or in the midst of running. The predominant color is blue with gold accents. The spotted and striped feline statuary that ring the temple are blue with gold spots and stripes, sometimes boasting multiple tails or having limbs that look too long. The banners, adornments, columns and statues are all blue and gold, and the priests' stoles are blue with spots of gold throughout. The stone altar is carved to resemble a sleeping feline, curled around itself, with spots of pure gold inlaid within its stained blue body. The backrooms of the temple are where people can go to rest and recover if necessary.
4. Temple of Diacht
Diacht's temple is in the West. The temple is decorated with depictions of flocks of birds in flight and is open aired, unlike most other temples. The columns look like white trees with birds boasting three eyes or four wings or other oddly numbered limbs carved onto the branches. The trees subtly shift from white to red at their roots. The predominant color here is white, but every banner, decoration, filigree, and figure gradually give way to red somewhere. Even the priests' stoles are white with red marbled through them. The white stone altar is open to the sky and is carved to resemble several wings swirling around one another to form a circle. Each masterfully carved feather is painted to have the same red gradient as the rest of the temple. The backrooms of the temple are where people can go to rest and recover if necessary.
5. Central Plaza
In the center of town is a large fountain that has depictions of all four gods standing back to back, hands raised above their heads. Water springs from their hands and cascades down into a white and blue tiled basin. The fountain is made of white stone and each god is painted to resemble their popular depictions. The paint of the god whose power is at its strongest and the god who rules over the current month are both slightly brighter than the others, although none of the natives can fully explain why that happens.
6. The Marshes
The Marshes are the basic housing districts. They are located closer to the city centers and are collectively referred to as The Marshes. These small but cozy townhouses come with 4 small bedrooms, a small living room, combined kitchen and dining room, and a single bathroom with an optional half bathroom that is basically just a closet with a toilet and sink. These homes come furnished with the basics: a single bed, dresser, and small desk in each bedroom, a table and four chairs in the dining kitchen, a sofa and loveseat coffee table in the living room, and basic access to a food replicator in the kitchen area. These replicators will easily create raw ingredients, but they have a harder time finished dishes - so get cooking! Please check the FAQ for information on what the replicators can create. These townhouses often share walls with their neighbors and, while not exactly thin, loud noises can sometimes bleed through.
7. The Mallows (N,E,S,W)
The upper class areas have many homes available for purchase and are situated in suburbian areas scattered around the city. They're often referred to as The Mallows, i.e. The Northern Mallows, The Western Mallows, etc. These homes stand apart with 4 or more roomy bedrooms, a separate kitchen and dining room, a larger roomier living room, 2 or more full bathrooms, and a garden yard in front and behind the house; some include an optional single-size garage to store vehicles. The kitchen boasts a wider range of foods available from the replicators with options to buy more exotic ingredients and finished dishes, even sometimes things you might recognize from home. Please see the FAQ for what the replicators can create. They come fully furnished with: twin, double or queen sized beds, a wardrobe, standing mirror, and writing desk in the bedrooms, an expandable dining room table with the needed amount of chairs, and two full sofas and an easy chair with a coffee table in the living room. Purchase or renting of these homes are possible and will be handwaved, so please be responsible and realistic when it comes to this. Most characters can't afford these homes until a few months into their stay.
8. Entertainment Districts
The Entertainment District is where you'll see the highest concentration of native peoples. This district is large and well lit, providing distraction for the people from the disasters happening outside the city walls. Theatres and cinemas boast plays and locally made movies, old epics about gods and heroes or newer ones about science fiction like aliens and faraway planets, and even rom-coms and B-movie styled silly plots like Invasion of the Spark Plug Snatchers. Actors switch out robotic parts for elaborate costume pieces to distinguish themselves from one another, although characters might have a hard time telling which actor is which since their faces are all remarkably similar. Here you'll find dance clubs, museums, reading circles, libraries, cafes that don't serve food or drink but instead offer up soft seats and poetry readings. Several stores and businesses are empty, however, allowing players to set up their own Player Run Businesses.

Most notable in the entertainment districts are the existence and abundance of VR (Virtual Reality) cafes. The robotic denizens flock here to plug in (literally) and experience a more idyllic time or live out fantasies of bygone eras when they still had flesh bodies. Popular scenarios include eating dinner, holding hands, smelling flowers and petting animals. Many allow customizable scenarios for a little extra Doras. A few establishments still have antique helmets, remnants of the days when the citizens were still flesh-bodied, which characters can use. They aren't as sophisticated as the direct plug-in system, and the graphics are not as advanced, but they get the job done and recently, with the influx of offworlders, new and more advanced helmets are on the market, offering upgraded visuals and sensory input. They even boast a variety of accessibility options that allow people with sensory or mobility issues to play the games unhampered by their physical limitations. See more information on the VR Cafes and the games offered here.
9. Shopping Districts (Havenwellness Center)
The shopping districts (sometimes called the business districts) are spread out across the city for ease of access, but the main city center has the largest collection of available shops. Here you can spend money you've earned at tailors and clothing stores, commission new outfits or other daily life necessities and desires, buy things for your homes, upgrade your homes through real estate agents (all robots), request and pay for additions to the food replicators, buy tools and some primitive antique weapons like short swords or bows for hunting (although they aren't very sharp or effective considering their age), and pick up things you can give as offerings to the various gods. With the influx of flesh-bodied people, trade and commerce are picking up again, but there are several empty storefronts available for characters to open Player Run Businesses. Scrap sellers and robotic repair shops are all located in the shopping districts, so players looking to find materials can often barter with the locals to procure supplies within reason. Artisans are always willing to take commissions to create any manner of object that a person may desire so long as they have the available materials to create it: cosmetics, clothing, art supplies, etc.

This is also where characters can find the Havenwellness Center. It arose in response to offworlder requests for a more organized healthcare system in town, separate from the rest and recovery rooms at the temples. It's run by Dr. Rojir, a quiet and polite automoton, biology researcher and former vetrinarian. For more information about the center, please check the Calling Doctor Jones prompt. Characters with medical experience who wish to volunteer or work for Dr. Rojir are encouraged to do so.
10. Botanical Garden/Zoo
Run by the research centers, the city maintains two large zoos and one massive botantical garden as a way to both showcase and preserve the animals and plants of this world. A small entrance fee is charged to visitors in order to help with maintenance and upkeep. Animals and plants here are reminiscent of animals your characters might know, albeit with small differences like different colors, more eyes, different sizes, etc. Feel free to create new animals and plants as you like!
11. Research Towers
The more scientifically minded characters might find stimulation at one of the many research centers around the city. Before the gods took matters into their own hands, the citizens were researching ways of stemming the decline of their world. The research centers are usually tall skyscraper-like buildings with gold spires and tall windows. Inside, people did a myriad of experiments: preservation and conservation of current species of flora and fauna, genetic engineering aimed at creating hardier animals to withstand the harsh environment, research and development of better robotic bodies, studies into better power sources, methods of controlling and dampening the weather, and more. Some are more mundane experiments like seeing if they make food that even robots can eat, or attempts to create feeling within their bodies again.

Not everyone believes that the gods' solution is the only one, so there is constantly more research being done.
12. Arena
In the northwest of the expanded city is a large open air oval building. The building itself is almost 3 stories tall with walls still overgrown with vines and foliage. There are doorways that have no doors, instead being high archways through which people can access in the interior. Stairs lead up into what looks like worn stone benches and down below is an open area. Part of the walls have collapsed over time but it's very clear this place was used once as some sort of viewing area. Thanks to native and offworlder efforts, this area is cleaned up and always under construction to renovate and restore it to its former glory.

There are archways with stairs that lead downward and beneath the arena, you'll find hallways with empty rooms that vary between large enough to possibly be some sort of training room to small enough to be just enough space for someone to put a slim single cot or bed and maybe a wardrobe to have a small private room. Some rooms have rusted metal that may or may not have been weapons at some point, while others have faded wall paintings, chipped and worn with age. It's hard to make out, but with enough reconstruction work, you may just learn who used to haunt these halls.

The Arena is now functional and open for characters to use for sparring or any other activity they wish. Most importantly, the nanomachines have been repaired and are available for use with an experimental holodeck that allows people to create battle scenarios. For more information, check out the Get on the Hydra's Back prompt.
13. Factory
In the southwest, closest to the wall, is an imposing square building. It has small thin windows and boasts a plethora of chimneys and smokestacks on the roof, some of which are crumbling or broken with age and exposure. There are two square doors, both of which are large enough to drive a truck through and made of metal. Inside, is a massive operation geared toward ore and mineral processing and metallurgical refinement. The machinery is old, but extremely well laid out, as it seems this plant was used to process huge volumes of minerals and ores before being lost to time. There are stations for every imaginable part of the refining process separated neatly so they can work efficiently. Thanks to native and offworlder efforts, the machines are almost all functioning again.

Most of the machinery requires touch between two or more participants in order to work. This unique method of operation will require some tutoring to get used to, however, so anyone interested in learning must sign up with the de facto owners of the Factory in order to learn. It isn't easy to be both the power source AND the operator, but with enough practice, they're sure you can learn to master this age-old technique! For more information on how to use the Factory machinery, check out the The Factory Tour prompt. You can either play out or handwave your characters going through the tutorials.

At the back of the refinery is an industrial elevator which is currently inoperational. Peering down through the cracks, however, reveals that the shaft goes a long way down. The view of just how far is obstructed by a shimmering rainbow-colored barrier, not unlike the one that is just outside the walls.
14. Bathhouse
In the southeast of the newly opened area is a domed building unlike the rest of the architecture around it. It's extremely large, for one, and squat, while the rest of Havenwell's buildings seem to be lean and tall. The walls are made of the same stone, but the dome above is glass. There are several metal sliding doors set in the walls and one main door, larger than the others. Thanks to volunteer efforts, the Bathhouse is now open and free for all to use - although visitors are encouraged to tithe a small donation once in awhile to help pay for maintenance and amenities.

There is an expansive lobby with white floors that sparkle. The dome overhead reflects the light, making the interior of the building as bright as outside. At the center of the lobby is a fountain with two repaired statues - four armed humanoids holding urns. The necks and arms have clearly been reattached, but they are functional and charming. From the lobby there are alcoves in every direction and two hallways that lead further into the buiding in opposite directions. In each alcove are low stone seats and round basins sunk into the ground.

Go down the hallways and you'll find identical looking chambers. First, you enter an open area with sinks and mirrors, and stone cubbies on the walls. Beyong that are metal sliding doors, through which you'll find yourself in a wide open semicircular area filled with baths of different sizes, shapes and depths. Some are free-standing stone tubs, others are large basins sunk into the ground, and still others are rectangular and just big enough for one or two people to lie down in. These pools and baths are all filled with inviting waters that may or may not have some strange effects to them. To find out more information on these baths, check the A Clean Getaway prompt. Whether or not the baths have these effects on your characters is up to player discretion.


The Basics
What is going on here?
Welcome to the world of Aellyn and the protected, walled city of Havenwell. Aellyn is a world much like ours with a yellow sun, a blue sky, green grass, and a moon that travels the same phases as Earth. Aellyn has oceans, rivers, lakes, deltas, and seas, as well as mountains, forests, plains, jungles, and deserts. The air is breathable and its inhabitants are carbon-based lifeforms.

That said, Aellyn is in trouble. Long ago, its people reached the pinnacle of technological advancement and achieved immortality via robotics. Transferring their consciousnesses into humanoid robotic bodies, they believed they could live forever with low impact on their planet. Unfortunately, they didn't realize that their gods required something very specific to keep the balance of power: contact. Physical contact among their followers - the touch of a hand, a hug, an evening together cuddling on the couch watching the sun set - all of these things became impossible once their bodies could no longer feel. With the source of their power gone, the gods are dying and with them, the entire planet. Animals and plants are facing mass extinctions. The weather is abnormal even within the protected walls of Havenwell, at times sunny in one part of the city and snowing in another. Earthquakes and natural disasters are on the rise.

And that's where your characters come in. Using what little power they have left, the four gods of Aellyn have drawn your characters here to heal their world, basically, with the power of fluff. Choose a god to support, find a home, make a living, meet new friends, even fall in love - you can save the world, one handshake at a time.
What is Havenwell and who lives there?
Havenwell is the capital city of this world - or at least, it's one of the only ones the inhabitants know about anymore. After the disasters began to happen, they lost contact with all the other cities and countries in Aellyn and hid behind their walls. The city itself is mostly protected from the harsh environments outside by the divine presence of the four gods of Aellyn: Rawna, Ainea, Diacht, and Ohma. Havenwell is populated by robotic people and the buildings are predominantly white stone with golden colored roofs and blue-tinted windows. The city is large and sprawling and buildings range from short to tall, but all maintain a high fantasy aesthetic. There are districts within the city and a high wall that surround it, separating Havenwell from the rest of the world. The high arched doorways leading out of the city are always closed and guards stand sentry 24 hours a day. The roads are smooth and paved, but there is a noted lack of free-roaming animals and flesh-bodied people.

Instead, there are robots. Tall, long-limbed, metallic genderless humanoid with gold trim at their joints walk the city. They range in color from a white metal similar in color to Havenwell's buildings to a bluish shimmery metal. They wear adornments like elaborate sashes, embroidered cloaks, or decorated hats, but are rarely seen wearing full clothing like shirts and pants. The people are generally friendly and will talk with characters easily, but don't have much of importance to say other than to thank everyone for saving their world.

For more details on the natives, please check "Can you tell me more about the robotic natives?" on the FAQ.
Who are the gods?
When your character arrives, they can choose a god to follow or be assigned a god. All boons and rewards are given by their patron god in return for putting affection back into the world. The gods rarely punish anyone, but it has been known to happen in extreme cases. There are four gods that rule this world: Rawna, Ainea, Diacht, and Ohma.

Rawna rules over apathy, logic, and negative emotions. People prayed to him when they were upset, looking for solace. Or they gave offerings when looking for answers to problems or asking for Rawna to take away their pain. Rawna and Ohma are often depicted together as a pair to represent the sciences and the balance of the mind.

Rawna is often depicted as a male humanoid with scales covering their body. His hands are clawed and he has a large pair of wings and a long tail. His face resembles that of a dragon and his scaled body is silver with a rainbow sheen. He has long shimmering hair and their serpentine eyes are half-lidded. He is often shown holding an iridescent orb.

Ainea rules over compassion and empathy. People prayed to her when they wished for guidance in being kinder, or to give thanks for kindnesses received. They gave offerings when looking to make peace with others or to open their hearts to others. Ainea and Diacht are often depicted together as a pair to represent the arts and the balance of the heart.

Ainea is often depicted as a small female humanoid with round mouse-like ears on the top of her head. Her hair and ears are dark purple and her body is covered in soft pink fur. She has delicate whiskers and a long thin tail. She is often shown holding seeds cupped within her hands.

Diacht rules over honesty and honor. People prayed to them when they had confessions to make, or needed strength in being true to themselves. Diacht is also known as the god to govern conflict fairly, so many would give offerings to them when looking for fair outcomes to disagreements. Diacht and Ainea are often depicted together as a pair to represent the arts and the balance of the heart.

Diacht is often depicted as an androgynous humanoid with a raven-like face and piercing blue eyes. They have white feathers that bleed to red at the tips and a gold band around their beak. They have winged arms with elongated fingers, and downy white and red feathers down their back. They are often shown holding a balanced scale.

Ohma ruled over knowledge and wisdom. People prayed to Ohma when they were studying or learning, asking for guidance on furthering their minds. They gave offerings hoping for bursts of insight or for help in choosing wisely. They were a popular god to seek protection from when exploring, too. Ohma and Rawna are often depicted together as a pair to represent the sciences and the balance of the mind.

Ohma is often depicted as a genderless humanoid with a feline face and rounded ears atop their head. Ohma has a long tail that curves gracefully from their back. They give an elongated impression, their torso and limbs longer and thinner than the other gods. Their skin is furry starting above the waist and blue with gold spots. They are often shown holding a roll of parchment.

As each god shares attributes with a specific animal, those species are considered sacred to the residents of the city, and harming, hunting, or killing them is strictly forbidden. Violations of such transgressions are punished in some way without exception, severely if the situation calls for it, and misfortunes can sometimes fall upon those who challenge the wrath of the gods regardless of their alignment. The animals considered to be sacred are fledgeling rainbow dragons, purple rodents, white ravens, and blue felines.

These sacred animals can occasionally be found in their associated temple, watching the people, coming and going as they please. If asked, the priesthood offer no explanation as to where they come from or who might be caring for them. These creatures never threaten visitors but do not suffer being treated as pets, either. There are many running theories- that they may be the gods themselves, or envoys, or simply the world acknowledging the importance of their temples. No one knows for certain, but the residents delight in their presence, so any attempt to chase or capture the animals will be immediately rebuffed.
There's a zoo? What animals and monsters are in Havenwell and Aellyn?
We're glad you asked! Here you will find Havenwell's Beastiary, a directory of all the animals and monsters encountered so far, whether that be within the city or outside of it. If you would like to submit a creature to add to the list, please check submit a claim for a 150 Point AC Reward here.
What is outside the walls?
While there are gates that obviously lead outside of the city, guards stationed there encourage people to turn back. The city itself, home to the gods' temples, is relatively safe, but the world outside is still in chaos. Extreme and unpredictable weather events, animal attacks, and lack of supplies or assistance outside the walls all make venturing outward unsafe for now. Characters who attempt to leave will be rebuffed for their own safety and continuous efforts to leave will land the characters in jail for a night until they cool down and understand that it's as much for their safety as it is for the safety of the city that they aren't allowed outside.
The city has expanded? What about the old wall?
Thanks to character efforts, the city walls expanded in April 2020. The location of the old wall left a fairly wide open space in its place, and that area has subsequently turned into a lovely green belt with flowers, shrubs, and some small saplings growing in the empty space. Natives can often be seen wandering this area, praising the gods and the offworlders alike for the miracle they achieved together. It's a pretty popular walking/hiking path at this point in time.
What are some noteworthy changes that have occurred since the offworlders arrived?
+ Random weather occurrences (Weather Wildcard) have mostly stabilized, though they do occasionally crop up from time to time in isolated areas. The support of the outsiders have helped the gods regain control of the barrier and the weather system within it, so the sky is more or less back to its normal cycles.

+ In February 2020 periodic earthquakes began to occur, lasting roughly two months.

+ In March 2020 a month-long rainy season began, causing growth to occur throughout the entire city. The result is that there are now miniature gardens throughout the city, far more greenery, flowers, and trees sprouting here and there, and nature is no longer found only in the botanical gardens, zoos, or temples. The city is more colourful than ever now!

+ In April 2020, the sporadic earthquakes finally stop when the walls of the city expand outwards, increasing the accessible territory, though most of it was full of ruins, broken buildings and torn-up streets due to years of exposure to the storm outside. There is also a number of wildlife who still consider those areas their home, though most of the more aggressive population has been contained or delegated to territories away from the public, for safety's sake.

+ The above expansion made available several old buildings which are now in the process of being restored to their former glory: the Arena, an old coliseum, The Baths, an old bathhouse, and the Factory, a long-abandoned building full of machinery for smelting and parts processing, with an inaccessible mine beneath it. Any assistance offered with mending and cleaning said areas are welcomed by the locals. Roads through the new areas have been mostly cleared, so travel to and from the city center is much more smooth these days.

+ In May 2020 a sweeping wind passed through the entire city, cleansing the region, bringing fresh and green new life to the old and decrepit area that was exposed after the barrier expanded. While still quite broken down, it's now much prettier to look at, akin to abandoned locales that have been reclaimed by nature, old stone structures covered in moss and vines and flowers.

+ In July 2020, the Havenwellness Clinic opened, giving offworlders a medical center not associated with the temples.

+ In August 2020, the Factory was brought to partial functionality and became open to the public for lessons and commissions. Residents are expected to attend lessons in working the equipment (handwaved or otherwise) prior to being allowed to use it unsupervised, for safety reasons.

+ In September 2020, the Public Baths were also opened to public use for both local and offworlder residents. Features include hot springs, a pool, and a sauna. Side effects optional.

+ In October 2020, a sudden influx of new arrivals flocked the city for a handful of days. When the dust cleared, many of them vanished, while few remained behind as long-term residents.

+ In November 2020, the Arena became a permanently open public training area, allowing visitors to test body and mind against nanomachine AI constructs, or just make use of the open area for both training and sport purposes. There are occasional AI glitches and local issues related to the nanomachines.


Setting Details
Does Havenwell Have...?
Hotels?
No, it does not! Without a tourism industry and with basic housing provided free to newcomers, there is no need for a pointless luxury like hotels.

TV? What about an audio/PA system?
TVs don't exist as we know them in town - information networks and home entertainment is transmitted directly into the robotic bodies of the native residents, so it would be a relatively small industry. Characters can access these systems via their communicators, however, similar to having Netflix or Youtube on a smartphone.

With enough funds, characters could purchase a home projector with speakers that they can plug into their communicators and display the entertainment on a wall. Such items would be purchased at a local electronics shop.

As for an audio/PA system: The communicator-based entertainment network which works like television streaming can be used to broadcast messages similar to radio or news alerts.

A forge or metalworks available for characters?
There are! However, characters will need to demonstrate that they know what they are doing before being allowed to rent the forge or metalworking studio (which costs Dora!). Once allowed, they will be supervised by the NPC owner of the shop as they go about their daily work. Forms necessary for weapon production (like molds for swords) don't exist in Havenwell, however, so they must be created from scratch. Additionally, resources are still scarce and are mostly put to use for the repair and upkeep of the robotic natives and the city itself, making scrap metal come at a slightly higher premium of Dora.

Moreover, recently a new area called the Factory opened thanks to player efforts. Check the Settings page for more details!

Paper or art supplies?
Paper is rare in Havenwell, and was barely manufactured prior to the new arrivals. Recently, due to the obvious appeal found for the newcomers in town, synthetic materials that are paper-like in use, texture, and consistency have made a revival. It is a little more expensive compared to using the available tablets, but not unreasonably so.

Digital books on a tablet that feel like paper, including larger versions that can be used like a desk space are available for purchase or lending. However, such things are rarer than their standard digital tablet counterparts. Large versions of tablets (like Cintiqs) are available in the more creative districts, typically used by digital artists in town. They can be quite expensive due to their size and rarity in comparison to the smaller tablets, but they (and tools used to digitally simulated various forms of art) are also available.

Tattoo/piercing parlors? What about beauty products like nail polish, cosmetics, hair gel, etc?
Currently there aren't any tattoo or piercing parlours, but some of those who run the robotic modification parlours now were once actual tattooist and piercers for their flesh bodies. Now they work primarily with chiseling designs into the robotic bodies to distinguish them from one another. However, if approached, they would be happy to help characters with modifications as far as they can. It would take some time and dora to find and recreate the necessary equipment, but with enough time a parlour could open up!

As for beauty products, like most things that wouldn't sell particularly well but aren't necessities, cosmetics, nail polish, hair gel, and other beauty products can be commissioned relatively easily! Synthetic forms of hair gel have been popping up at the general stores since offworlders have arrived.

A train/tram system?
When the city was much larger, there was a system for just that. However, over the years and the diminished size of Havenwell has made it unnecessary. It is safe to assume though that there is a taxi-like system in place if anyone needs to get somewhere quickly.

Underground tunnels/basements/etc. that could make a hideout?
There is a septic and sewer system in Havenwell, but it isn't large enough for people or characters to enter. There are no abandoned underground tunnels or other systems, however. The water processing plant and other infrastructure necessary for the city's management are currently off-limits to characters.

There are also no basements in the character housing. However, characters can purchase home improvement upgrades to add rooms to their homes for 100 points. A single bedroom sized basement would be 100 points. The size of the basement can be expanded with further upgrade purchases.

More Info on AC Rewards.

Food stands, diners, or cafes with actual food?
There are the occasional cafes that can be located in the entertainment and shopping districts, but due to the natives' inability to taste, the food can sometimes be...a little off. Your coffee may come out too bitter or too cold, the food served might be hot when it should be cold or salty when it should be sweet. Full restaurants and diners, however, are still slow to develop since the natives have no need of food themselves.

Please check the Player Run Businesses page for more details about player created food businesses.

A legal system aside from the jails?
There is something like a courthouse here and that's Diacht's temple. As the god of honor and honesty, people who have disputes gather at their temple to plead cases. Usually this involves either a priest or a local community leader to act as judge and then local barristers and prosecutors when necessary. Crime isn't unheard of in Havenwell, but most of them are acts of larceny and theft of resources, rulings and appeals on centuries old feuds, breaking and entering to the research labs or conservatory areas, or various small cyber crimes like identity theft or fraud. The affected parties plead their cases and then the presiding "judge" delivers a verdict. Occasionally, they will ask Diacht for guidance in finding a fair solution. If characters are interested in learning and practicing Havenwell laws, they are welcome to apprentice to a local lawyer or prosecutor. However, learning centuries worth of cases, laws, and exceptions will likely take a very long time.

Music stores, instruments, or records?
They do, indeed. Though, with an entirely robotic population until recently, characters will find that the more common instruments are electric style. Not to worry though, that isn't to say you can find what you need, it might just be a bit more expensive than you expect or require a commission.

Sheet music is a little more complicated as paper is rare and the synthetic paper is a little more costly. So sheet music is entirely digital and available for download!

Open spaces where people can train?
For an open space to train, we recommend the coliseum (see: the Hydra prompt) outside of the main town area. It was opened some months back and has remained accessible to the public in much the same degree as before. Whether he opts to use the nanomachine functionality or not, the area is still very open and free for public use.

More information on the discovery of the coliseum and location can be gleaned from its initial reveal, though a few paths to the area have mostly been cleaned up by now.

A braille equivalent?
Yes, although it is probably a little old and may differ from standard braille (assuming such a thing existed in a character's original world) so there may be a learning curve, but the difference should not be insurmountable. Also, since there is no market for such things (for obvious robot-related reasons), braille items would have to be custom made, but asking around enough could find you a local able to dig up a history book with the info needed to make something.

A news outlet or newspaper read by the locals? Can my character work there or work with them?
The locals do have local "news" media, but it's less news and more tabloids and entertainment updates. On occasion, the government and other agencies will use the local news agencies to send cross-network announcements and emergency bulletins, too. Mostly, however, they just like to keep apprised of the native movie stars and celebrities - and now especially the offworlders. Since nothing really newsworthy has happened in a long time in Havenwell, things like investigative journalism is a dead art. There are a lot of competing agencies out there though, and they're not opposed to having more appear! If someone would like to start their own digital newspaper, they are more than welcome.

If anyone would like to collaborate more with the already established tabloids, however, the agencies would absolutely love to get more stories about the offworlders. At first, they may ask them to do a trial run of interviewing the offworlders or doing profiles on them, before moving on to writing articles on noteworthy happenings or upcoming offworlder events. They would include these articles in the news bursts sent to locals via their internal networks. Once proven to be a reliable source of good juicy gossip information, they'd probably employ them as a freelancer, paying for stories they find interesting.

Any bodies of water? Can we go fishing?
Havenwell does not have any natural lakes or rivers; their water sources are primarily underground-based (eg. wells and such), recycled and carefully purified via technological and magical processes throughout town. The botanical gardens have a handful of ponds mostly for decorative purposes, or very occasionally recreational (for display of a fountain, for example).

There are bodies of water containing fish in the zoo, but residents are emphatically discouraged from fishing there! As you said, animals are precious and need to be preserved lest they go extinct. Characters can look, but they should probably not touch...!

Places my character can scavenge for materials and parts?
You can break things down in the outer parts of the city, and can buy scrap from the factory or shops easily enough! But if your character strips too much or does things like breaking down functional buildings within the city walls for parts, they might get a visit from the police or be required to pay a fine for damaging the city.


About Havenwell City: Locations and Amenities
What does the wall around Havenwell look like? What happens if we try to climb it and look outside?
The wall itself is made of the same stone as the rest of the city - white and sturdy and extremely thick. While some parts of the city might be going into mild disrepair, it's obvious that the citizens of Havenwell have prioritized the upkeep of the wall no matter what as it's patched and kept clean. It's also 30 feet tall and has guards that patrol to ensure that nothing gets in or out because the outside world is so dangerous. Should characters be able to scale the wall, they will run into an invisible barrier that curves gently like a dome up over the entire city. Up close, there are pockets where this dome shimmers and at these points the barrier is weakening. Elements from the outside world, like inclement weather or other harmful effects, can leak through at these points.

Characters who attempt to scale the wall will be warned off on their first attempt. If they persist, they will be chased down and jailed for the night - more for their protection than for any actual wrong-doing. The natives of Havenwell know it's too dangerous outside even for their metallic bodies. They can't bear to think of what could happen to all you fleshy-people out there.

If characters manage to get a glimpse of the world outside by reaching the top of the wall somehow and finding a weak point without getting arrested, they'll see a wasteland. The ground outside is barren and visibility is limited to only a few meters as a storm wall of churning gray and black lightning filled clouds brunts up against an invisible power holding it back.

The barrier is a gift from the gods and, as such, have no power generators within the city. If someone were to touch the barrier, it feels like a solid wall except in the weakened areas where the energy buzzes like static electricity and feels porous and warm. It doesn't emit energy in the way a normal force field barrier does, however. The energy source of the barrier is divine, which is supported by the natives and their appreciative feelings toward it. It is not possible to gather samples of any energy or atmosphere that might leak through at the weakening points simply because it dissipates too quickly to be gathered.

What's this about a jail in the city? What if my character hurts or kills someone?
Yes! There is a jail in the city and it's kept under heavy lock and key with robotic sentries and guards. Characters who break the law, cause significant disturbances to the peace, or try to break out of the city repeatedly despite warnings from guards will be placed in jail for a night or two. The jail has a strange power over it that nerfs and dampens any character power that is considered unnecessary for life. It isn't harmful, but you won't be able to do any sort of magical jailbreak while in here. After a night to cool their heads, characters are let out of the jail. Repeated or more serious offenses can result in longer jail time and very disappointed looks from the robotic guards.

Depending on the severity of the crime, people are free to visit. Characters can share cells for small-time crimes depending on how well behaved they are if you'd like to play that out. You can put the character in jail yourself for any small crimes (feel free to make a generic NPC interaction with an NPC robot taking them off to jail) that they get caught for. Bigger crimes might require mod intervention, but in general you're free to play things out as you like.

Major incidents and crimes may require mod intervention, so please give us a heads up for anything major that happens!

If your character kills or grieviously harms someone, they will be put into jail for up to a week or more, and you'll have to deal with the IC consequences of such an action. It's likely people won't want to hug you anymore. :( Also, you'll tip the scales heavily toward darkness, causing some nasty repercussions through the world. Please be sure to talk with the players involved to ensure this is something you want to play out! If there is a major death plot that happens, please give mods a heads up, so we can have the world at large react to it.

What are the science labs like? What kind of access do characters have?
Since the laboratories are manned by NPCs trying to find their own way to fix their world, they won't necessarily give offworlders full reign over the labs. At first, newcomers will be restricted to the basic labs where an NPC will oversee their work and make sure they don't interfere with any ongoing research and experiments. These basic labs will have equipment that one would find at most entry-level college laboratories, so things like microscopes and incubators, but nothing like mass spectrometers and the like.

Gaining NPC trust (by not causing problems or breaking rules) will allow PCs to gain access to the more advanced labs where they can find the full gamut of technology available. This likely won't happen early on, regardless of how intelligent or trustworthy a character seems, so plan on it taking a few months minimum for the NPC scientists to gradually begin letting PCs work with their more advanced labs - still under strict supervision.

Causing trouble, going to jail, or breaking rules will result in the loss of trust and the loss of access to the labs until that trust is rebuilt.

Signing up to work at the laboratories is a handwaved process, but characters are not given full access to any labs even if they are "working" at first. They will be given use of the labs under NPC supervision, and this goes for working at the labs as well. Characters won't be trusted with anything vital or important until much later.

Full research assignments will be reserved for much later, once the characters have earned the NPCs' trust. However, in working at the labs, characters might find tasks such as these available to them under NPC supervision: organizing low-priority soil or flora samples, labeling slides, prepping basic materials for scientists, laboratory equipment inventory, sorting sample materials into categories (flora, fauna, soil, bacterial, etc.), basic lab clean-up and set-up, taking notes for scientists or transcribing low-priority notes.

There are several highly classified experiments currently being run at the labs, so it would take the same amount of time it would take in the real world to gain someone's trust. It would take a minimum of a few months to move from the student labs into a gofer/student assistant or researcher role. This limit doesn't require mod approval, but the more advanced labs, experiments, and research areas will not be available to characters for some time yet.

What sort of medical supplies, clinics, or hospitals are available to characters?
Due to the robotic nature of the native citizens, they do not have medical clinics and hospitals. Instead, there are a lot of mechanical repair shops scattered around the city where hospitals and local clinics might once have existed. When the offworlders began to arrive, the locals realized they'd need medical attention for flesh bodies again and threw together something quick. There aren't a lot of ready supplies yet, but characters can find basic first aid like bandages, antiseptic, and ibuprofen-like painkillers at local repair shops. These are available for small amounts of Dora to those who need them. Larger or more advanced clinical medical supplies are currently unavailable from the natives!

However, characters are free to try to set up their own clinics and use the laboratories to create their own medication if necessary once they build enough trust with the laboratory staff.

Tell me all about these VR Cafes!
The VR Cafes are located in the Entertainment districts and are the primary mode of entertainment for locals, and now for the offworlders, too! Check out the VR Cafe page to find out more about what games are both always available and seasonally available.

You can also commission games to be created by at the cost of Dora. It would cost on average one or two months of work and/or Dora salary in order to arrange for a somewhat complex program. The rights to the program would belong to the cafes and engineers, however, so any customized program would be available for anyone to use. If you would like to order a customized program, players should send us their ideas via Mod Contact Page as a "Player Plot". After approval we can add it to the VR system as a constant or seasonal offering.

How do the VR machines work for people who are blind, deaf, etc.? Well, at first, the natives didn't know that differently abled people needed accommodations, but it has since been brought to their attention and they've worked quickly to fix the issue. There are basic options like audio descriptions of visual scenes, enhanced audio and descriptive speech, closed captions, and crude mobility chairs included at smaller cafes. They've also begun to develop other options like direct visual or audio cortex stimulation to simulate vision or hearing or suspension tanks to allow simulated movement at larger, more prosperous VR cafes, but they are in limited numbers and supplies - think perhaps one such advanced accessibility option per major cafe, accompanied by two or three of the basic options.

Can my character help out at the VR cafes? Can they learn coding? The cafe maintainers are happy to accept offworlder code and any work they've already completed on games, and although they won't necessarily let people help (as they don't view themselves as teachers and have their own work to do), they're free to observe as long as they don't get in the owners' way. Alternatively, they can direct characters to people or locations in the research centers where they can learn coding methods that are compatible with their technology. So characters can either take on an apprenticeship or learn via a course to learn Aellyn's distinct coding system.

Characters can also learn to code by themselves, but please note that there are limitations involved: publicly-available coding methods will not teacher characters how to hack into either the robots in town or the more secret systems (as they are not linked to accessible venues) to avoid game-breaking issues. Otherwise, coding for communicator applications is no more complicated than modern smartphones. Coding for the VR Cafes, with how realistic they are, is incredibly advanced, but those with coding experience would have an easier time learning the systems than those without.

What are the books and libraries like in Havenwell? What information can we find?
Books are produced and sold on electronic tablets with a paper-like texture to their screen. You swipe left or right to turn the page and top the upper corners to bring up the chapter menu or go back to the front cover. Each tablet will house either a single standalone book or an entire series of books if it's a serialized run. These and other books like them are on sale at the shops or shelved at the libraries. With true pulp paper being rare and expensive, books made of them are generally reserved for private collections of the wealthy or in the city's climate-controlled archives which are currently strictly off-limits to any but the archivists.

There are no medical texts about homo sapien humans present anywhere in Havenwell. As the flesh bodies of whatever species originally lived here has long been replaced by the robotic forms, such information has been lost or archived and forgotten in favor of information on how to upgrade and maintain the metal ones. The types of books you will likely find at shops and libraries are mainly for entertainment value, and run the gamut from pop culture and fiction novels to basic information on the gods of the nature like what you might hear at the temples to repair manuals for the robotic bodies and information on household DIY electronic projects for the native citizens to tinker with.

Your communicators double as a library card. When checking out a book, the character will swipe their communicator like they do when they buy anything. Checking out books and library membership are free, but if the books are not returned on time or are damaged while in character possession, then the cost of the book and tablet will be withdrawn automatically from the character's bank account.

There are texts about the plants of Aellyn, but none of them are released to the public. These are mainly academic papers about conservation and proliferation that are kept within and passed among the research centers to help with their conservation efforts - things like improving current cultivation or preservations methods, breakdowns of the plants' genetic makeups, and notes on suitable habitats and how to replicate them. The conservatory's botanical garden has plaques with labels next to all of the more mundane plants that don't need extreme protection that give blurbs about their history and typical uses prior to the fall of the world. A very generic example would be something like: "Rose: a decorative garden flower treasured for its scent." Rarer plants are kept away from the public until the researchers can stablize their growth and ensure that they won't go extinct. Whether a plant has a medicinal or harmful effect, however, is not relevant to their interests so they do not note this information. The researchers care about saving all plant life and do not differentiate.

The cataloguing system is not exactly like the Dewey Decimal System but functionally similar. There are a lot of digital books to organize (since a great deal of the society is built around creative endeavors, and robots have no need to sleep, they have a lot of time on their hands to write!) and it's easy for them to sort through the options via their internal processors, much of it is organized via a numbered system, then by name, title, genre, etc.

There are no books related to any gods except those worshipped within Havenwell. With plenty of local worshippers, there are a fair few religious texts available, some poems, and old children's books with artistic renditions similar to the statues and paintings decorating their respective temples. Much of the information is vague and possibly outdated, as it has been a long time since the public learned anything new about their deities, but they resemble the sort of information one could get from a priest at any of the temples. The library primers are simplistic and meant for children or newcomers who want to learn the basics of how the city functions under the protection of their gods. Deep lore isn't something typically shared, due to concerns about manipulation and security. The gods are the only thing standing between Havenwell and destruction after all!

However, the libraries (and by extension, character tablets, if they choose to download such an app) have things like little encyclopedias with pictures and explanations that function like dictionaries for characters who wish to know more about this modern world they live in.

What are the museums like in Havenwell?
Museums range from art to "history" museums which feature works like sculptures and paintings from the old days, ancient relics of a time when flesh bodied people were still around, the first prototypes of their robotic bodies, early inventions whose purposes are lost to time, or taxidermied or holograph versions of extinct animals and plants. The relics are typically mundane - things the denizens no longer need but find fascinating, like electronic hair curlers, toasters, farming equipment, etc. The history museum is more like a shrine to a past no longer lived than an actual informational guide to Havenwell's development as a city. The robot natives like to come to these museums to point at things like toothbrushes and reminisce about what a pain it had been to brush their teeth twice a day or lament how they no longer have farmland to tend.

Art museums feature digital art on digital canvases that are done by natives - most of them portray the city, whimsical modernist art or surrealist depictions of the citizens and the city itself. Occasionally they will have images of things that don't exist in the city like green pastures or beaches, and sometimes you can see a paintings of mundane things like a shoe on a blank white canvas and nothing else. The paintings change often and it seems like there isn't any agreement on what constitutes "art" since most people in Havenwell have limitless amounts of free time to devote to their hobbies.

What kinds of clothes are available in the stores?
As stated in the main Settings page, the robots' fashion is limited to "adornments like elaborate sashes, embroidered cloaks, or decorated hats." The native denizens are rarely seen wearing full clothing like shirts and pants. However, with the introduction of the offworlders and their strange fashions, the native peoples are starting to switch up their fashion tastes and are considering production of new things that model themselves after popular styles. As of now, however, they are limited mostly to whatever can be worn to adorn a robotic bipedal form or whatever a character can commission with enough Dora.

What is in the botanical gardens?
The botanical gardens have a variety of species on display that may be somewhat familiar, but different enough to be considered alien to visitors from other worlds. Sizes vary as well, and characters can definitely find a number of large trees peppered throughout the area, either to provide a relaxing shady spot or for the preservation of some of the oldest species still in existence.