The Authority

The Atlantic Authority is a stretch of America that is covered with a Tesla missile defense shield and spotted with the famous death rays and power transmitters.  It’s timeline matches an alternate World War Two setting where Nicola Tesla’s shield technology is used to protect America from German invasion and German anti-gravity technology and genetic manipulation of soldiers prevents America from invading them.  It is a stalemate that is being fought through spies and intrigue instead of clashing mechanized armies. New York City is the base of operations for an American government under martial law.  Germany infected half of America with a plague before the Tesla Shields became operational.  The shields somehow keep the plague at bay, but it was too late to save the country.  One third of America perished from the German plague before the Pacific and Atlantic Authorities were created.  The center of America is now a barren, lawless wasteland where gangs of hungry anarchists roam. Military technology has progressed far beyond predictions due to the lack of internal combustion engines; the power is instead provided by beamed energy from Nicola Tesla’s gigantic coils that litter the trip-state area. Hover cars, airships, and power armor comprise the American arsenal.  Energy rifles that don’t run out of ammunition are the primary weapon of Authority troops. The Authority is governed by President Franklin Roosevelt, kept alive by a medical exoskeleton on Governor’s Island.  Being in a state of martial law, a paramilitary force known as the Guardians patrol the streets and police the waterways.   The fantastic technology is surpassed only by the paranoia and intrigue; spies are...

The School

The Campus   The School is a vast complex of interconnected halls, classrooms, chambers, storage closets, dormitories, living spaces, libraries and offices, all within the confines of an immense Victorian building. The grounds, which include gardens, forests, hedge mazes, ponds, sports fields, follies and even a graveyard, extend about a quarter to a half mile out from the School and are bounded by an insurmountable stone wall topped with iron spikes. Nothing is new here, though most things are carefully maintained, only areas that have fallen out of use are covered in dust or cobwebs. Taken as a whole the School is much larger than any school on earth by a factor of 10. It has at least a dozen floors above ground and at least as many under ground. There only seems to be 3 seasons at the School; Fall, Winter and Spring, the concept of Summer being anathema. Where the necessities of life like coal, food and clothing come from are a mystery known only to those with the spark, like the Headmaster. Life in the School Newcomers will quickly find that education is taken very seriously here and discipline handled in quite an old fashioned manner. Everyone must attend 12 years of round the clock mandatory lessons, taught by rote, with frequent tests and grueling end of the year exams. Failure means they must repeat that year in its entirety. To the denizens of the School though this is normal. They spend the entirety of their lives there after all. They are born there, either children of other denizens or delivered at the front door in baskets, maturate in the nursery before attending school, become teachers, administration or other staff, then die and are buried in the graveyard. To them the greatest honor possible is to become the headmaster (headmistress) and at the very least to join the esteemed faculty. To end up as a groundskeeper or lunch lady is considered a great disgrace. Something about the School makes it confusing to even those who have spent their entire lives there. Every day feels like the first day there or that dream where you forgot to go to school all year and don’t know where anything is. Only the teachers and administration seems immune to this effect. Newcomers to the School On entering this recursion travelers will find themselves becoming students, their year level dependent on their mix of intellect and knowledge based skills. Standards are high though. It is not uncommon for college graduates from earth being placed back in junior high upon arriving in the School. As in most of your stricter earth schools, the rules must be obeyed here or else, so perusal of the student handbook upon arrival is strongly advised. The Schools detention rooms are roughly the equivalent of earth solitary confinement chambers. Laws No technology more complicated than steam power or gas lighting works in the Steam and most of what can be found there is even older. Typically only mundane items that one would commonly find in a school or country manor will be found here. Magic is also not a feature of the School, there are no wizards or sorcerers and such things are considered flights of fancy.       ...

Crime City

Crime City is an amalgmation of various cities where street level costumed crime fighters battle against equally garish villlains. It seems to be a city in an unspecified part of the East Coast. It doesn’t even seem to have a proper name, inhabitants generally just call it “The City”. It is created by fictional leakage. Specifically it embodies the tropes of the “masked avenger” crime fighting genre. As a result the technolgical level also seems a mix of eras from the 1930’s to the modern era. Cars from the 40s and 50s prowl the streets where pedestrians chat on cell phones. The architecture is very art Deco but some buildings are ultra-modern. The City is the entire recursion. Most of the citizens talk as if it is part of The USA, but eventually every road dead ends, trying to leave the city by boat results in getting turned around in the fog (though many ships just disappear and re-appear) and there is nothing beyond the city itself. Though the reality creates the illusion of being part of a larger nation. There is an FBI field office that will occasionally get orders from Washington, for instance. Crime is an everyday part of life in The City. Kidnappings, bank robberies and worse seem to be an almost every day part of life. The police force and DA’s office are corrupt, though occasionally a lone cop or official will try to clean it up. The situation is ameliorated by the presence of costumed vigilantes. Masked mystery men who, often because crime has touched their lives somehow, choose to put on a mask...

Tribes of the Savaun

A volatile raging sky reminds you of your anger and pushes 15 Tribes in their constant conflict. A recursion of pitiless brutes, primal casters, war spies, mammoth hunters, poison tenders, and lore minders, lead by a Pinnacle Chief, the prime of each tribe. This is a primitive recursion in a perpetual cycle of war. Perhaps up to 1-2% of the population have the spark and are able to survive. To leave a tribe is banishment. To join another tribe is death. No tribe will accept another tribesman as one of their own. The 16th Tribe of Namoon, discovered or noticed by only those with the spark. It is the only tribe not in the cycle of war, independent, and seeking to understand the recursion they live in. The Namoon are members of other tribes that have awakened from the mundane to think for themselves. They are the ones that survived the journey to the Namoon forest. Namoon are mostly banished members from other...

Aeyre

  Aeyre is a world of sky and floating islands, the four largest islands are ~30 miles across and are the homes of the four ruling houses; House Landgrave, House Windholm, House Marcone, and House Yarris. These houses control the gas trade and gas mining operations that fuel the economy of Aeyre, their dirigibles patrol the upper and lower reaches ensuring their investments and the safety of their protectorates, occasionally there is a small conflict, but typically the houses rely on subterfuge and bureaucracy to fight one another, rather than strength of arms.       There are many smaller, independent islands and clusters of islands, but they tend to stay out of the politics and mining and are dependent on trade for their gas supply. Some of these smaller communities chafe under the dominance of the four houses and rumors of rebellion are frequent.       The upper reaches of Aeyre are a low gravity environment where almost all the populace live on the floating islands that are spread throughout the reach. In places where the landmasses are close massive bridges have been built to promote traffic, but in most places people rely on dirigibles or wing suits to travel between islands. Frequent updrafts and low gravity enable individuals skilled with wing suits to travel between islands without paying for transport on an Aeyre Ship.       The lower reaches are mostly composed of the heavy gases which the Houses collect to fuel their industry. The gases are too think for most people to breathe and require special equipment to operate in, equipment that is closely...

Nexus

Nexus is a flat plane, oval in shape, with two habitable sides, Overside and Underside. Surrounding the plane is a space of perpetual dawn and twilight, home to the recursion’s two constantly warring gods. The power struggle between them in the sky is reflected in the cycle of day and night on the plane below, and the Sun-Wreathed Lord has an advantage. Excessive sunlight is withering the crops on which the humans of Underside depend, and tensions are high between the Skycults and the Scorekeepers. Underside Today, most life on Nexus resides in Underside. There are a dozen small human settlements, with two more in ruins in the Rivenswood. Each settlement is home to two or three thousand inhabitants and a mayor; the two most powerful mayors are the Solarator and Siderator (Eliana and Hilian, both level 6), who lead the Skycults. The Skycults direct the worship of two gods, the Moon-Veiled Lady and the Sun-Wreathed Lord. Each god is strengthened by prayers and ritual devotions, and their power influences the length and intensity of night and day. Balance between them is essential to the agriculture that feeds Nexus, and in order to maintain it the Skycults demand obedience and a strict weekly routine from every adult—days cycle between field work, trade work, and worship. Children are raised by dedicated Skycult priests to insure the routine of their parents is not disrupted. Not everyone on Nexus believes that the Skycults are the most effective tool to balance the power between the gods, and the long days recently are swaying those who would be loyal to the Solarator and Siderator...