OVERWORLD
- home to the content(?) -
ENVIRONMENT SETTING
Temperature: Warm all year around. One year = 9125 Surface days. Often sunny or partly cloudy, with occasional light rain. Grows colder only with elevation.
Terrain: Plateaus and sculpted landscaping, with elevations such as rocky mountains. Plentiful in bodies of water, with ground types including fertile soil and white sand.
Environment:
Generally light, lit by the bright sun and moon. Artificial lights or fire lamps are almost unnecessary even at night, and most if not all accommodations have several windows to put the natural light to best use.
Civilization exists very similarly to that on The Surface during Classical era. Towns and Villages exist, with particular themes and like-minded residents inhabiting them. Non-humanoids (especially Mythological Creatures) wander forests and lakes
Civilization Types: Small Villages, Medium Towns, Metropolitan Cities (Medium Development), Fae/Spirit Villages, Villa Compounds, Temples, Palaces, Parks
The biggest hubs are cultural towns (crafted by architects to emulate and improve Surface regions).
Government specialties: Incantation Magic, Prayers, Invocations
Resident Species: Demi-Humans (Very Common), Fairies (Common), Humans (Common), Pure Animals (Common), Mythological Creatures(Uncommon), Nature Sprites (Uncommon), Pure Angels (Rare)
Resident traits and quirks:
Complete awareness of their own tier, 80-90% regarding other tiers is taught. Some freely choose not to retain information.
Terrain: Plateaus and sculpted landscaping, with elevations such as rocky mountains. Plentiful in bodies of water, with ground types including fertile soil and white sand.
Environment:
Generally light, lit by the bright sun and moon. Artificial lights or fire lamps are almost unnecessary even at night, and most if not all accommodations have several windows to put the natural light to best use.
Civilization exists very similarly to that on The Surface during Classical era. Towns and Villages exist, with particular themes and like-minded residents inhabiting them. Non-humanoids (especially Mythological Creatures) wander forests and lakes
Civilization Types: Small Villages, Medium Towns, Metropolitan Cities (Medium Development), Fae/Spirit Villages, Villa Compounds, Temples, Palaces, Parks
The biggest hubs are cultural towns (crafted by architects to emulate and improve Surface regions).
Government specialties: Incantation Magic, Prayers, Invocations
Resident Species: Demi-Humans (Very Common), Fairies (Common), Humans (Common), Pure Animals (Common), Mythological Creatures(Uncommon), Nature Sprites (Uncommon), Pure Angels (Rare)
Resident traits and quirks:
- Differs depending on caste; see Types of Residents.
- Precious items are dealt in metals, marked with plentiful amounts of yellow gold. All other metals exist but are neglected or ignored in favor of yellow gold.
- All residents speak the tongue of the Overworld, some possessing the knowledge of Underworld tongue through an often unwanted class in secondary schooling.
- Almost all residents possess varying levels of Seven Virtues.
- Traitors arise from tempted residents, curious of the other worlds and the activities they indulge in and/or through realisation of existential monotony.
- Humans become residents of the OW by dying on The Surface meeting requirements for promotion to the Overworld (unknown to all except its own residents).
- Immortal in terms of ageing, can only be wounded by Underworld residents or fellow residents.
- Although dominated by the pure, there are still occasional traitors.
Complete awareness of their own tier, 80-90% regarding other tiers is taught. Some freely choose not to retain information.
TYPES OF RESIDENTS
Middle class residents
TBA Appearance Typically Humans, but also Fae, Spirits, and Animals Traits TBA |
Upper class residents
TBA Appearance Humans and Demi-Humans Traits TBA |
Government officials
TBA Appearance Typically Demi-Humans and Angels Traits TBA |
GOVERNMENT DUTIES & TASKS
TOWARDS THE OVERWORLD
TOWARDS THE SURFACE
TOWARDS THE UNDERWORLD
- Ensure smooth running of day to day activities of all residents.
- Maintain upkeep of the Overworld resident register/government rota.
- Organisation of Overworld events for all residents which is the primary occupation of officials.
- Maintain upkeep of the Overworld ecosystem, which flourishes with greenery and animals.
TOWARDS THE SURFACE
- Ensure and carry out transportation and orientation of to-be residents.
- Monitor Underworld transporters and ensure residents do not fall into the wrong hands.
TOWARDS THE UNDERWORLD
- n/a