Click Here for a map of Asriath.
Map keys:
- Each square of the grid is equal to 1 square kilometre.
- The whole of Asriath is roughly 928 square km.
- Asriath is broken up into sectors; The north sector is focused mostly on businesses, companies
and likewise, it also has several schools which are all practically neatly lined up next to one
another.
The East sector is the entertainment section, focusing on any and all
recreational activities, from movies to shopping malls. Some of the movie theatres
are a few kilometres across emphisizing just how big they are, likewise with the shopping Malls.
The south sector is the restricted sector, most of the areas in the South cannot be accessed by
the general public. This is the Government and engineering section, where the engines that
keep the city afloat are worked on and the people who manufacture the parts for the city work,
also where most of the 'unseemly' work is taken care of. The huge forest to the back of
the south
section is a real forest, not a small vid-forest (a forest manufactured in a laboratory)
like the ones located in the north and east
sections- the South forest is off-limits to civilians. The west section is devoted mainly
to housing and apartments.
- The circle highway runs around all of the sectors and branches off every few kilometres.
- Free track-cars are provided at almost every major stop-over, since the cars are programed to
come back anyway, it makes little difference to costs since they never run out of power.
SHIMMERING CHARACTER INFORMATION: (restrictions, details, explanations
)
- All shimmering characters are limited to two power-balls. Each
power-ball
does two things for the holder- e.g; A single power-ball is able the
give the
shimmering wings and materialize a sword.
This means, in laymen terms that each character has
four magic powers.
- The power-balls only work on shimmering characters: e.g;
power-balls cannot give
wings to a normal person. Exceptions are: e.g; The shimmering
character is
able
to breathe
fire
- this still effects the shimmering characcter, but it is an offensive
ability.
- Shimmering characters do not look any different to normal people.
- The power-balls are all green in color, they are, therefore,
indistiguishable from each other.
- (Even though this is not a statistic-based RPG I think the easiest
way to
explain this point is to use numbers). Power-balls are strenous to use,
when you
run
a kilometre, you become tired/puffed. When you use a power-ball, you
become
tired/puffed
as well.
The power-balls take A LOT out of the shimmering and over-use has been
known to
make the
holder
collapse. E.g; Sally has 10 magic points, it costs 5 to use a
single power-ball
for
ten minutes. She uses both of her power-balls (5+5=10) and no longer
has any magic
points, her
adrenaline keeps her going for ten minutes or so, and then she
collapses, barely
awake.
Note!!! The game is NOT statistic based, this example was just to get
it through any
thick-skulls.
- Shimmering powers usually unlock around puberty, although in dire
situations the
holders have
been able to bring out their power-balls' ability earlier on. These
circumstances would
have
to be REALLY dire though. Most power-balls unlock when the shimmering
use voice commands;
the on-switch is also the off-switch, so whatever the word was to
start the ability up
will be
the same word to shut the ability down.
SHADOW CHARACTER INFORMATION: (restrictions, details, explanations)
- Shadows are usually four-legged goers. They can walk on two legs,
but are faster on all-fours. Shadows' physical appearances are mostly
animalistic, and very
varied, although there are some that appear human for the most part and
could
walk down a street without being stopped by the pound. Some shadows may
be able to talk, if
they
were made with voice-chords. Most of the physical traits are left to
individual Shadows.
- Shadows are VERY powerful physically. Most of them can stop a
moving bus if they stand in
front of it, and they don't feel stinging or slapping pain, so
fists/feet/nails/falling won't
make
them back off. They have problems with stabbing pains e.g; being
stabbed with a sword in
the arm will make a shadow panic.
Shadows that aren't a walking
tank are usually even
scarrier. Shadows were designed to BE shimmering, so they have certain
impants or oddities that
make them able to do things mortals shouldn't be able to do. E.g;
some Shadows may be able to
manipulate their eyes in certain patterns that the person looking at
them becomes hypnotised
without realizing it. Other Shadows might have certain chemicals in
their sweat that when they
expose their hands to oxygen it becomes a ball of fire.
- Shadows have a VERY unpredictable mental state, ones that look
fine are probably even worse
under their layer of control.
- Shadows communicate almost telepathically with one another,
the body language, eyes, and scent
of each other is like a blackboard with interpretations available to
every other Shadow making talking almost rhetorical.
- Weaknesses of individual shadows are left up to the players.