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03. SETTING
Nov 4, 2013 2:00:28 GMT
Post by SPIKE on Nov 4, 2013 2:00:28 GMT
REQUIRED READ | 03. SETTING
Biome II is a very large place. Each sector focuses on different aspects and holds different challenges for members. Members do not HAVE to read every single sector, only sectors in which their character is located to get an understanding of the general feel for that sector. There are three true sectors, each with a different angle which allows a different niche for characters. Please note there are technically four sectors but the Gamma sector is considered to be a rogue sector. Every month in character you may RP between any two sectors as long as they are adjacent to each other. This being said each sector is set up slightly differently, each having a different objective which allows a different array of occupations. You may pick any occupation you can think of as long as it is suitable. If you are applying to be a more central character (ie. a director) you may want to ask the staff questions in order to make sure you understand the gist of the position. If you have any further questions don't hesitate to ask a staff member. Members are encouraged to make their characters as involved with their sector as they wish. From directors all the way to the average joe, every character's occupation determines who they are as a person as well as whom and how they interact with other individuals. BIOME II The grey dome that encases Biome II is made of a dense impenetrable metal, the walls are patrolled by official soldiers every hour. The sectors themselves are divided into four walled sections, isolated from each other by a six hour train ride making it difficult to travel between them. Each sector is known for a different function. Together the sectors form a balanced community but alone are unsustainable and unable to be truly independent. Due to this strive for sustainability, most sectors have a central core which is occupied by individuals who are considered fortunate or integral to their goal. The outskirts of sectors tend to house a dense population within the slums which includes any individuals not suited to be part of the work force and those in hiding. Slums tend to contain some very dangerous but interesting groups of people. Every sector is different and composed of different individuals.
The area between sectors is often referred to as the Void. If not on a transit train, the Void is by far the most dangerous of places to be. The farther from the sector individuals go the more dangerous it becomes.
All members should read the sector information for the two sectors their character resides in, and every member should read the Void information. All other information is a recommended read. |
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03. SETTING
Nov 5, 2013 7:07:42 GMT
Post by SPIKE on Nov 5, 2013 7:07:42 GMT
RECOMMENDED READ RESEARCH BOARD MEDICAL BOARD MILITARY BOARD TECH BOARD SPECIAL BOARD | ALPHA SECTOR
The Alpha Sector is by far the busiest out of all the sectors as there is rarely a time of day where the streets aren't crowded. Although the capital city of the Biome, this sector is not used for political purposes; the Alpha Sector focuses on education and research. Honing in on intellectual advancement this sector is responsible for producing most of the technology found throughout the biome as well as educating individuals to be the faces of future. Such a large city is filled with intellectuals poses a threat to the officials; precautionary measures are easily seen since military presence is overabundant within the city. Every access point within every building yields at least one guard; on upper floors where access is limited, every individual is guarded by an escort. Lab technicians can easily write it off for safety measures but guard orders are to report every anomaly seen throughout their shift.
The alpha sector is made of three 'rings'. The core, or 'inner ring' of the Alpha Sector is made up of the most important buildings, each tall sky scraper focusing on different aspects of their goal of education and advancement. From the Biome schools to research facilities to the train terminal. Radiating farther from the core there are housing quadrants, also known as the middle ring - usually inhabited by workers, these housing complexes are strictly monitored by soldiers. Also found within the middle ring are the mundane buildings such as ration pick up stations and other necessities. Radiating even farther from the core, the outer ring is a slums of sorts. Although not as dangerous as most other sectors the slums form a ring around the sector as well as attach to the wall encasing the sector and therefore the biome dome. The outer ring is made up of temporary housing as well as green houses, generators and other essential utilities.
There are four branches within the Alpha Sector, each led by a director who reports directly to the Research Official who governs the sector. Each individuals within the Alpha Sector belongs to one of four branches; Medical Board, Military Board, Technology Board and Special Board. MEDICAL BOARD Focus lies on the health of the biome. Although there are advances in medical technology most stress in put into hospital care and medical education. Most members have restricted access as their job would not allow citizens enough access to information to be a threat. Within busy hospitals there is an increase in guards present as they are observing for potentials and any suspicious behaviour.
professions include; medical technicians, medical board director, surgeons, medical student, etc.
MILITARY BOARD Their main focus is military advancement and potential destruction. There is a lot of pressure put on this board to produce ethically questionable results such as weapons that mimic potential powers, soldier cloning and mutation as well as different military based technology to track or destroy potentials. Guard presence increases with every floor, partly due to increase danger risks but lab technicians must be on close watch for suspicion. This board is heavily monitored by the Delta Sector as there is a high turn over rate within this board.
professions include; military board director, genetic mutations technician, military test subject, weapons advancement specialist, etc. TECHNOLOGY BOARD The most well known board in the Alpha Sector, their focus is on engineering and advancement as a whole. Their experimentation is often under watch by official guards but this board is monitored mostly to limit how much advancement is made within the board. Individuals within this board tend to go missing, partly due to discovering too much information or running into the void in fear of being killed. Individuals with high enough access may know or be part of the technology boards newest project: charged with finding the formulae to calculate which individuals are at high risk of being potentials and devices to harvest their power.
professions include; technology board director, engineer, special projects mathematician, transportation tinker, etc.
SPECIAL BOARD Closely monitored by high ranking officials this board tends to be unknown throughout the sectors. The goal within this sector is highly questionable, combining many aspects from other boards they are tasked with uncovering the mystery involving potentials. Some potentials are detained and used for experimentation within this board but their most successful project are the genetically modified soldiers that hunt down the potentials. As a whole this board is rather unstable as there is a high conversion of staff as they discover too much or become untrustworthy; using information throughout the other boards in the Alpha Sector the special board is charged with helping terminate the growing threat. Although a rather new board, most individuals were part of another board before being asking to transfer. Members of this board tend to be the best of the best. Main focus is on the topic of potentials but there is also a focus of biome exploration as much is unknown when it comes to the void.
professions include; special board director, potential geneticist, potential soldier technician, void tactician, etc.
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03. SETTING
Dec 7, 2013 4:09:17 GMT
Post by SPIKE on Dec 7, 2013 4:09:17 GMT
RECOMMENDED READ POLITICAL BOARD AFFAIRS BOARD LABOUR BOARD | BETA SECTOR
The Beta Sector is not the kindest of places even though it is the most superficially pleasing. Used mostly for political purposes the Beta Sector views order and sustainability to be the most important aspects of Biome II. There is no such thing as middle class within this sector; from resource management there is a large gap separating these hard working individuals from individuals of political power who have never truly had to do physical labour. Most intellectuals come from the Alpha Sector while lower class individuals usually come from the Gamma Sector; it is rare for families to stay for generations. This is mostly because individuals tend to vanish once they have run their course. Official guards are more scattered throughout this sector as their main job is ensuring access privileges are being followed. Some have been charged with following certain individuals, sometimes for protection or to keep tabs on them for preventative measures.
The Beta Sector is divided into three strips. The middle strip, or 'main strip' is made up of historical buildings, the somewhat tall buildings each serving different purposes. Although there is greenery and historical statues almost everywhere the major landmark is a toss up; the large library containing monitored access to knowledge based on access level or the overly flourished transit station located within the biome trade center are both wondrous landmarks. All sectors have transit stations but none is more grand than the constantly busy beta station. Each building in the primary strip serves a different political or sustainable function, some dealing with trade between sectors while others serve as a meeting place for all board directors. Officials are present within this sector but are rarely seen. On strips flanking the core of this sector there is resource production and housing. Farms stretch on for as far as the eye can see; some harvest crops, other lumber and even livestock. There is a trading post that joins the primary with the flanking strips. Homes are found on the strip touching the wall while labourers live within their farms. The wall that surrounds the beta sector is more prominent, the grey concrete the only unappealing thing to look at within the sector as it looms on the horizon no matter what time of day it is.
There are two branches within the Beta Sector, each led by a director who reports directly to the Political Official who governs the sector. Each individual within the Beta Sector belongs to one of the two branches unless on business from their own board. Boards include; Affairs Board and Labour Board. AFFAIRS BOARD The Affairs Board is a very diverse branch of the Political Board. Dealing with internal affairs between each sector while also dealing with sector interactions to ensure supplies and trades operate smoothly. Access levels vary depending on occupation. There are many councils present in the Beta Sector, some publicly known while others remain unknown. All workplaces are found within the main strip of the Beta Sector, a majority of these individuals are workaholics as they must earn their place and produce results; they are expendable. The Affairs Board deals with most of the behind the scenes organization throughout the biome; they are responsible for distributing guards, background checks, granting certain access privileges and monitoring general knowledge of society.
professions include; communications diplomat, affairs board director, publicity chairman, trading goods attorney, etc.
LABOUR BOARD Individuals of this board rarely are simple farmers. Although tasked with the sustainability of all the sectors they are also the closest third party to where a majority of unknown information is being processed. There is a high impostor rate, many individuals seek information while others simply work with their head down. There is a high turnover rate as individuals usually have a darker past that has caused them to be shunned to do the manual labour.
professions include; labour board director, information scout, agriculture farmer, lumber millwright, etc.
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03. SETTING
Dec 9, 2013 17:18:43 GMT
Post by SPIKE on Dec 9, 2013 17:18:43 GMT
RECOMMENDED READ PURGE BOARD MISSIONS BOARD | GAMMA SECTOR
The Gamma Sector is not known for its hospitality or for its appearance. The city lies in disrepair, often overlooked by other sectors as the grim fate of the sector remains unspoken. Charged with the impossible task of purging the Void of any impurities the Gamma Sector is a sad excuse of a place to live. Individuals who need shelter and privacy often retreat to this sector, everyone has a past they avoid sharing and a genuine act of kindness is hard to find. Most individuals within this sector are rather poor, their jobs sworn to help the missions board, the only branch within the purge board. People who find themselves stationed within the Gamma Sector and are not part of a squadron hold jobs that help squadrons. Shops containing weapons, repair shops or even places where squadron members may unwind after weeks of being in the Void. There is very low security presence within the Gamma Sector, because of this very few individuals are able to leave or enter the sector, human smuggling is becoming a quickly increasing business.
Structurally speaking the sector is composed of pocket ghettos, every building in some form of disrepair; the more rundown a building the more popular or useful. Almost every individuals is armed with some kind of defensive weapon, usually rather primitive since advanced technology is very rare. There is a very high homeless population that dwells in the streets but for the most part individuals reside in very small houses scattered throughout the ghettos. Although illegal activity is rather common within this sector most of it goes unpunished since even squadron members tend to overlook such activity.
Squadron members are hand selected throughout the biome, although tasked with such an impossible duty, they hold respect in their titles. Every squadron is different and therefor has different tasks as well as varying positions available. Spending weeks or months at a time within the void or other dangerous places, the job is always life threatening. There are 13 squadrons, each with crews containing three to eight individuals. Some squadrons follow a military ranking system while others follow a more pirate system. Every squadron has some kind of vehicle; some high tec with hovering abilities while others are a glorified beat up jeep. Upon entering a squadron the government trains individuals for years before positioning them within squadrons and given some form of freedom. Most individuals sleep and live within their vehicles or set up camp around their vehicles. Upon docking in the Gamma Sector crime is rather high so caution is recommended when within the sector.
There is one branch within the Gamma Sector. Each individual within the Gamma sector belongs to this branch unless on business from their own board or are classified as independent. Boards include; Missions board. MISSIONS BOARD This branch is charged with executing rather secretive, large scale plans; small groups are dispatched out into the void in hopes to claim new land as well as bring hope to a city in danger. As a whole, they are rather detached from humanity. Members are picked out from across the biome; individuals who show large amounts of promise are selected and invited to join the initiative. Tasks range from purging hazards from the void to even providing security to other sectors that require entrance within the Void. Groups follow a militaristic ranking system, much like the army. Please note, members are encouraged to join existing groups before making another group, see the wanted ads for available positions.
professions include; squadron member, i.e. captain of squadron III or private of squadron X, bartender, lowly thief, etc.
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03. SETTING
Dec 9, 2013 17:21:47 GMT
Post by SPIKE on Dec 9, 2013 17:21:47 GMT
RECOMMENDED READ ARMS BOARD ARMS BOARD MEDIA BOARD SECURITY BOARD | DELTA SECTOR
The Delta Sector is not the cheeriest of places to reside as the atmosphere can get very abrasive with a dreary landscape and strict law enforcement. The sector focuses on protection and prevention, responsible for keeping the peace not only within their sector but throughout the biome. The Delta sector might appear to be a somber, small concrete cluster of buildings of sorts but in actuality is a gigantic city, part above ground and part below. Ominous lamps are seen no matter where you go within the sector casting shadows that are easy to mistake for people. Everything above ground has public access. Most housing is seen above ground as well as necessities as well as the train station. Above ground portions of the Delta sector also focus on media as well as other forms of entertainment. The Media board thrives above ground broadcasting throughout the whole Biome, although above ground the sector seems almost somber there is a tense attempt at making things light that rarely works. Above ground focused on prevention in attempts at distraction while below ground there is a focus on the operations of the whole biome which inforces the protection. There are multiple floors below ground imitating most other cities' core as there is a focus on their goals. The Task board and the Security board are both located below ground
There are three branches within the Delta Sector, each led by a director who reports directly to the Arms Official who governs the sector. Each individual within the Delta Sector belongs to one of the three branches; Security Board, Media Board, and Task Board. SECURITY BOARD Focusing on the protection and stability of the biome. Scattered throughout every sector the Security Board individuals are all trained within the delta sector to be in peak physical condition to better serve their sector. Trained to be part of the background and simply observe this board relays information to their supervisors as internal and external threats are always being monitored.
professions include; security guard, security board director, arms trainee, law enforcer, etc.
MEDIA BOARD This branch is in charge of controlling entertainment and media throughout the whole biome. There is a focus on making things seem less controlling as many individuals might be swayed by the false sense of security the broadcasters spew. It plays a very important role in the functionality and civility throughout the biome.
professions include; media board director, talk show host, communications observer, propaganda specialist, etc. TASK BOARD A rather controversial branch of the Arms Board; the Task Board is by far the smallest of any branch within any sector. Rumoured to be the board that is charged with hunting down potentials but in actuality this is only partly true. They are a small group of assassins trained to rule out any risk to the government system, equipped with the most most advanced weapons and may even have gone through some form of genetic enhancement. There are some lesser ranked individuals but members of this group are usually enlisted under some kind of alias in another sector. Tasked with one specific job, ranging from taking down individuals who have become too powerful or too knowledgeable; they make murder look natural without batting an eyelash.
professions include;task board director, infiltration specialist, skilled assassin, stability enforcer, etc.
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03. SETTING
Dec 15, 2013 19:56:09 GMT
Post by SPIKE on Dec 15, 2013 19:56:09 GMT
RECOMMENDED READ | THE VOID
The Void is a very dangerous place with unknown perils that lie in wait for whichever individual happens to stumble too far within the very desolate landscape. As a whole only individuals with a certain purpose travel into the Void, knowing of the dangers that await them. Although the Void is not restricted to enter it is rare for anyone to travel within the death trap. Public transit links all the sectors through the Void, the heavily armoured train moves at an alarming rate but still takes six hours to travel between sectors. For this reason it is rare for individuals to travel to more than two sectors within a given month, due to the expense, danger and time. Little is known about the Void, a very thick fog covers a majority of the vast amount of landscape. Usually the terrain is dry and covered in sand, this being said some reports have been documented that different areas yield different terrains although this remains unproven. The Void is ranked on a number scale; the number revealing the relative danger and how often people travel within it.
Members should note, any thread taking place within any ranking of the Void is considered a primary thread.
RANK I These areas of the Void still hold risk but includes areas of the Void surrounding sectors and mainly cover the sections of the Void that are closest to the dome of the biome. Organic life is rare as dry sand covers the expanse of this part of the Void where the fog is the thickest. Civilians fear the Void because of horror stories that circulate within their sectors; rumoured cases of individuals going crazy or being attacked by bandits. This area of the void is rather easy to get lost in since the only land marks besides constant sand and fog is the dome and the train tracks. RANK II These areas of the Void are significantly colder, fog still clings to the ground but visibility is greatly increased. There are no incidences where unaccompanied individuals return from Rank II areas of the Void unharmed. Many missions require a small team to travel to these parts mainly because of the recent discoveries made within Rank II areas; due to the presence of ancient ruins many researchers thrive to go into these areas to discover new information. Bandits within these areas are much more equipped and grotesque, mutations among natives are common, commonly known as Wasters. Weather conditions easily change, documentation via the Missions Board states that cases of Wasters have become increasingly dangerous and less humanoid. There is occasional human activity from the missions board as many of their tasks take place within Rank II areas. RANK III Rank III areas of the Void are rarely travelled to unless a specific task is urgently required. The fog is non-existent as is the sand that the Void is known for. Terrains are highly variable as the landscape is constantly changing. Historical evidence of past life is present, from barely standing structures to very rare and dangerous artifacts. Any individual who enters a Rank III area of the Void most likely has a death wish; wasters are barely humanoid, equivalent to monsters of childhood dreams. The information gained within these areas are usually not worth the immense risk. Most electronic equipment struggles to maintain functionality within these regions. RANK IV No one can recall anyone ever entering a Rank IV area of the Void so nothing is presently known about these areas besides the fact it is impossibly dangerous to visit. Rumours of another sector circulate while others claim witchcraft was born within said rank. Ancient tomes claim power was born within the middle of the biome, only individuals with nothing to lose but everything to gain have safe access to the very centre of the biome. Information regarding this rank of the Void may be uncovered and updated as things are discovered IC. Be warned that entering this section is very dangerous so consult with your assigned staff member before venturing off to your death! |
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