Known Worlds, Worlds that have been Folded
| Maggie |
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Transient

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Eyrth
Population: Moderate Technology Level: Modern Magical Level: None Environment: A vast variety of biomes, from deserts and wastelands to forests and mangroves. There are also countless urban areas. Overarching Government: Mixed states Language Notes: varies
Description: It is Earth Prime without being Earth Prime. Or rather, it is Earth Prime with one significant difference: instead of being populated by humans, it’s populated by foxes. They stand as humans do on two legs. They read newspapers, they go to work, they play billiards at the pub. In fact, so similar is it that all the states and nations are the same they are on Earth Prime. (Names of specific institutions and companies, however, may vary.) The inhabitants even call themselves Humans despite clearly being otherwise. The one main difference—aside from being foxes—is that public nudity is socially acceptable. The history of this world echoes earth prime’s. For the past several thousand years, civilizations rose and fell and rose back again. Bronze Age, Iron Age, Middle Ages, Renaissance, Industrial Revolution, Modern Era. Moses and Cleopatra and King Arthur and George Washington. To say it is an exact duplicate would be folly; there are minute differences that separate this world from Earth Prime—noticed mostly by small things, like brand names. But there are other darker things that Eyrth holds.
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| Maggie |
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Transient

Group: Admin
Posts: 25
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Joined: 19-August 10

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Couran
Population: The population is smaller than that of earth's. Because people are kept healthier and tend to live longer lives than those on Earth, an order was carried out to control the population. Sexual activity is, as bizarre as it sounds, actively monitored and you must have permission from the high order before you may conceive.
Along with this, there is a death penalty carried out for certain crimes. Murder, treason against the Queen, and infidelity are automatically punishible with death.
On a lighter side, the population is racially diverse and there is no real racial discrimination aside from words used to describe how they look. Technology Level: The technology is very similar to the early 20th century. However, science is far more advanced. Doctors have more medical solutions to ailments and sicknesses. Population control is constantly enforced because people live longer. However, due to old fashioned prejudice, more often than not, people die of physical punishment.
Scientists are quite capable of altering the human DNA, body chemistry, and alter their innate abilities. Results from scientific experimentation vary from vamipiric qualities or other mutant like abilities. Magical Level: In this world, Magic is considered Science. There is only a small amount of actual "magic." Aside from abilities given from scientific experimentation, no one has any actual extraordinary powers. Environment: The environment contains slightly thicker air than Earth. It has more clouds in the sky and it gives the world a very dark, reddish appearance, as though the sun were always setting during the day, and a faint dark orange during the night (thanks to the illumination of the street lights) Overarching Government: Monarchy Language Notes: English. Very similar to British dialect.
Description: The planet has a thick atmosphere, thicker air, and blocks out more sunlight than the average day on Earth Prime. It gives a dreary atmosphere of dark, unsaturated red that overcasts everything. The style that dominates the areas is Victorian. In dress, mannerisms, dialect, and architect. At night, the only source of light comes from old fashioned lamp posts that give off a soft, orange glow. Starlight is fairly faint as clouds hang ominously even during the night. It hardly ever rains during the summer, for the clouds seem to just leak moisture into the air, increasing the humidity. When it does rain, it varies from a light drizzle to a heavy downpour. It rains more often during the winter; at least once a week. Weirdly enough, the temperature may get cold, but no one has ever seen snow before. Even explorers who traverse mountains have never seen it. Another odd characteristic is the normal, seemingly biweekly heat lightning that is sighted in the sky. Yet real lightning never actually arrives at any of the suburban areas. Aside from a few weather anomolies and heavier, more often occuring fog, many things about the planet are similar to earth. Just fewer species of animals.
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| Will |
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Administrator
 
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Aertolia
Population: two-times larger and two-times more people than Earth Prime Technology Level: Varies from primitive to magic-driven simple and complex machines Magical Level: Intermediate to advanced. Not everyone is born with the ability to do magic. Environment: Ranges from lush forests, rolling hills, settlements and villages, booming magic-driven cities, deserts, poisoned wastelands Overarching Government: various monarchies Language Notes: Languages similar to Earth's languages are spoken, with the addition of several Aertolia-exclusive languages
Description: The world of Aertolia is in a state of recovery. After being threatened by its history's greatest evil not once, but twice, the world's magic is scarce. It wasn't always that way, however. At one time, Aertolia was speckled with magic-driven cities, lush countrysides, and an abundancy of wildlife, not to mention a vast population of beings both mythical and practical. Being the home to so many different races and types of beings, the world of Aertolia must govern its distribution of magical energy in order to keep a healthy balance. This system of governing comes in the form of magical inhibitions that people are born with. While some people are born with all inhibitors in place, some are without. Simply put, people of Aertolia are able to use the types of magic of which they are not inhibited. Some races are capable of using only a few types of magic, while a handfull of others are able to use all or almost all types of magic. The first threat for Aertolia's survival occurred when a human man learned how to tap directly into Aertolia's magical energy. He sought to use this vast amount of energy for good, but was easily corrupted by the possibilities of what he could do. With gifts no human has ever had such as control of all types of magic, a sense of omnipresence, and even immortality, this man, "Deltraveus", was set on ruling Aertolia with an iron fist, uncaring of the fact that the world would shrivel up and die if he misused its energy like he was doing. It wasn't until the surviving kingdoms of the world came together and produced a band of their greatest warriors that Aertolia stood a chance against Deltraveus' might. Many of the warriors died, but they did manage to breach the mad man's evil stronghold. One warrior, remembered by history simply as "Remo", made it all the way to the source of Deltraveus' power and sacrificed himself in shutting it off. Taking the residual energy into himself, he became a rival for Deltraveus and entered an epic battle with him. In the end, Remo managed to open up a breach in Aertolia's fabric and imprisoned Deltraveus. Centuries passed. Aertolia was well into rebuilding itself and repairing the damage that Deltraveus had caused. Unfortunately, it wasn't over. Deltraveus had broken out of his interdimensional prison and was bent on pure destruction this time. The ripples sent throughout time and space caused by Deltraveus' forceful escape resounded across existance, resulting in the arrival of hundreds of people from all sorts of worlds. Unable to support so many foriegn energies, Aertolia began to crumble. Deltraveus clearly had the upper hand. That was until a figure from history revealed himself and rallied the strongest of the new arrivals to go against Deltraveus. That figure from history was Remo. The events that took place in Deltraveus' original stronghold ended up extending his life significantly, and he had been in hiding until he was needed once again to fight for the world. Deltraveus' second ravage was thwarted by Remo with the help of the interdimensional warriros; cyborgs, knights, animalistic people-- a vast array of beings. This time, a proper seal was created on Deltraveus' prison, where he would either sit and rot for eternity or be summoned back when a definite way of killing him for good was discovered. The process of creating the seal had a similar effect to Deltraveus' escape, however. More ripples stretched throughout time and space. For the most part, Aertolia's interdimensional visitors were returned to their rightful places, but a handfull of them were flung off in random directions, only to be set on their own journeys through time and space.
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| Will |
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Administrator
 
Group: Admin
Posts: 132
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(URTH)
Population: Moderate Technology Level: Modern Magical Level: None Environment: Varied Overarching Government: Many Language Notes: Many
Description: Urth is a parallel Earth Prime—or rather, it paralleled Earth Prime until 1862 when a man by the name of Lenard Johnson invented a rather useless piece of technology that completely revolutionized the planet. But those of Urth do not acknowledge the change this soon-outdated equipment created because they do not see it as making a difference. No one thought a heap-of-junk toaster led to the things that Urth became. But think Earth Prime. Now, here are the notable differences: 1. Europe’s urban sector became far more populated than it is on Earth Prime. 2. South America is, in some respects, much more modernized in a dark and disturbing way—though much of that has to do with an underground cult of religious nutcases. 3. Many modernized countries celebrate the day of St. Stanislaus, in which everyone buys socks and wears them on their ears. It has no relation to the actual saint. 4. There are vampires. No one is sure where they came from, or, if comparing with Earth Prime, this was a difference before the 1862 toaster. Legends of both worlds speak of such things—only on Urth, it is a reality to a few. 5. America keeps mostly to itself. Ish. The world is dominated by the first-world, English-speaking countries, though no one stands out more than the others.
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| Will |
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Administrator
 
Group: Admin
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(Seis)
Population: Slightly below moderate Technology Level: Earth-level advanced steam age Magical Level: Advanced for Umbrans. Antumbrans are modestly gifted in magics. Environment: Varied. Populated places are usually more lush. Overarching Government: oligarchy Language Notes: Similar dialect to English and French.
Description: Seis is a lovely, warm world where the standard of living is lazier than that of earth. Its plants and animals are very much like earth's, though more lush. Populating Seis are three kinds of people; Umbrans, Antumbrans, and Draftors. Umbrans are the “lucky” ones, meaning they can manipulate the good parts of life. Where an Umbran goes, good fortune follows, such as more fertile lands and less problems arise around them. Antumbrans have “bad luck”. The places where Antumbrans are desolate and harsh, along with “accidents” all the time. Luckily, there is a third party to this population; the Draftors. Draftors are those that have no luck, and very few of them exist. Currently, there are about seven in each major city. They share power and uphold the laws of Seis. When Umbrans and Antumbrans are three or four years old, depending on the availability of each, Draftors bond on Umbran to one Antumbran. This closely negates the power of both, as their powers neutralize one another unless they are unbonded, through death or separation. There still remains some of the luck imbalances, but only on a personal level. Antumbrans usually get hurt more, and die much sooner than Umbrans. Umbrans are usually better at things that take skill, but are highly emotional, and are terribly emotionally broken when their partners-for-life are gone. Once the Umbran is alone, Draftors will take them to farming communities so their luck will grow into the food that the residents of Seis live on. Umbrans and Antumbrans are given names that correlate to each other, usually synonyms. (e.g. Marine and Aqua, Glide and Float) Seis is also a very complicated, ever-changing world. Like earth, it has tectonic plates, and these are often moving and changing, making Seis an impossible planet to map, and sometimes smaller communities get lost for short periods of time. The people on the planet reflect its features; an ever-changing social and fashion type of people. Fads are regular, such as the changing of the length or color of hair, and large changes in fashion seem to happen overnight. Seis' larger cities are very much like the Rocco era on Earth; prosperous, artful, lazy and beautiful. Many Umbrans are born with the ability to shapeshift some of their features. Because of this, Umbrans are constantly changing through clothing, hair, eyes, and many other things. Antumbrans cannot shapeshift or use higher levels of magic, but they can do spells that are more personal, like emotion manipulation and sucking the life from certain things like plants and small animals. They understand things much more empathetic sort of way, while Umbrans are more superficial. Antumbrans give Umbrans a conscience of sorts, and without their Antumbrans, Umbrans can become emotionally crippled and almost lost in their emotions. Because of this, Umbrans usually care for their bonded Antumbrans through magics. Because of the fear of too many children being born as Antumbrans, conception is closely monitored so society doesn't fall apart. Though sex and pleasure are welcomed, without the proper permission, baring a child is illegal. Basic strive for knowledge and philosophy and exploration are held high in regard, as those who live on Seis are constantly thirsting for knowledge because of their planet's quirk of changing so often and so much. Religion is nonexistent outside of the appreciation of the balance of luck, making holy wars and terrorist acts unheard of. Conflict does happen, since the statement of opinion is very much welcomed, and opinions are different which each individual. Once, before baring children was monitored, a plethora of Antumbran children were born with no Umbran children to balance them out, thus causing a large outburst of accidental deaths, leaving thousands dead in the unbalanced cities before the crisis was controlled.
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| Will |
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Administrator
 
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(THE WASTE)
Population: Scarce Technology Level: Primitive Magical Level: none. Environment: desolate wasteland Overarching Government: anarchy Language Notes: A vowel-heavy language which relies more importance on syllables and how the syllables are pronounced, other than just individual sounds. There is very little known about the language.
Description: The Waste. It is the most blinding of bright with its sun so close. During the day the rays scorch the earth, burning and leaving rare vegetation black crisps of nothing. At night, the skies are starless from the pollution of the Time Before, and thus are the most pitch of the blacks. There is no temperature that is “nice”. It is either freezing-cold or hot as tar in the sun. People there have mutated and become scavengers, their bodies far different from those on Earth. Their skin is tougher and their eyes elongated and more to the sides of their heads; to see danger in their peripherals. The Waste is not mapped. In the Time Before, it was probably, but that was thousands of years ago. It was then that there was tech and people who lived, not just those who barely existed. A moon was thought to have crashed into the planet, leaving it in ruins, and the only ones who survived were the criminals that were buried under ground in high-security cells. It was they who repopulated the world, and as time passed, the people became more monstrous. The Averi was a name they gave themselves many generations later. By then, there was no peace, just pure hate and trying to survive. That's now all that matters in the Waste, and that's all there is to live for.
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| Will |
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Administrator
 
Group: Admin
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Rehnok
Population: Moderate Technology Level: Middle Ages Level of Technology - The top level of technology is equal to that of the Romans during the height of their accomplishments. Magical Level: Extremely Advanced Environment: Low - There is little fertile land left, covering only about a quarter of the world. All that isn't cultivated into protected farmlands, used in the several massive cities, or tucked away in deep valleys and high mountains is vast deadened lands covered in dust or snow. The majority of the world has been poisoned in one way or another by the wars between the five nations. Overarching Government: Oligarchy
Description: The topographical formation of the world itself is unlike Earth Prime in the layout of continents and such. There are only three massive continents on the surface of the world, all connected by large land bridges, which in total cover a little less than a third of the planet's surface, the rest submerged beneath a black ocean. The three continents are named Iyagoa, Larrath and Va'ak, each with its own unique environment and species. Iyagoa, the second largest continent, holds the majority of the world's remaining fertile land and rests in a temperate zone where forests and fields of grass used to grow in abundance; it is home to a species which is believed to be the first to have evolved on the world, the Iyagoans who are similar in appearance to Humans except tending to be grow, on average, to be a height of eight feet tall while having a thicker, stronger bone structure and larger muscle mass. They have fair skin and hair that varies from the darkest brown to the lightest blond. They tend to be militant and rigid in their thoughts and beliefs; the average Iyagoan has moderate magical skill but tends to focus more on technology. Iyagoa holds two nations within its lands: Lotun and The Pure of Gorathia. Both nations have armor and weapons of the strongest steel and walls of the sturdiest stone. Their way of life is close to that of Earth Prime's Romans. The nation of Lotun is a strong one, holding the largest army of men in all the five nations; they believe heavily in personal freedoms policed to the extent of a working society governed by morals. The Lotunites are ruled by a small body of twelve members, each who rule over certain aspects of the nations such as its commerce, military, industry, etc. and confer with each other on larger decisions for the good of Lotun. It is the Lotunites that are leading the world's technology, focusing on architecture and military technology. The Pure of Gorathia, known as The Pure for short, take the extreme side of the the Iyagoans' moral beliefs, making the nation akin to a church ruled government, though they hold no deities, where a handful of the High Purifiers are taken into a council and rule with an iron fist over every aspect of their citizens' lives, taking away most person freedoms as a sacrifice for a unified, morally solid nation. What few Iyagoans who submit to The Pure's way of life and have an aptitude for magic are trained as Purifiers and are the backbone behind the smaller military force of The Pure while their technology is second to the Lotunites and is developed merely for defensive purposes. The Pure ultimately plan to cleanse the world of those who threaten the moral strength of their nation, including their neighbors and temporary allies the Lotunites. Larrath, the largest continent has its own species as well, the Larrathessa who are nearly identical to the Iyagoans save for the fact that they are even larger, stronger and sturdier of body; they are said to be the second species, born of the Lotunites. The average Larrathessa stands at a full height of nine and a half feet, weighs over three hundred pounds of pure bone and muscle, and can withstand brutal physical punishment. They are of bronzed skin and dark hair. The Larrathessa are a wild people, with barely any technology or magic, holding strength in body, ferocity and numbers rather than in intellect. Larrath is a land of alternating dessert and wasteland, housing the two nations of The Red Moon and The Black Sun who are often at war with each other as much as the other nations. The technology of the Larrathessa is primitive; their homes are leather tents, their weapons are bronze or iron, their armor is hardened leather. The nation of The Red moon is a smattering of beserkers, ruled by eight elders who sit safely in a constantly moving camp and make all tactical decisions for the Sons of The Red Moon. They have no cities, no unified tribes, no system of beliefs, but rather are an ever changing mass of wolf-like packs which roam freely, directed by seers which pass on the messages of the elders. The seers themselves are the only Sons of The Red Moon which are able to use magic, a magic used only for instant communication between the packs; each pack has at least one seer and they are protected at all costs. They have no agriculture to speak of, rather they hunt what little wildlife is left, fend off the few living plants in the wastes and deserts, and raid their neighboring nations for their food. The nation of The Black sun remains quite different to their brethren Larrathessa; rather than being roaming nomads the Sons of the Black Sun have something of their own cities, each held by their own tribes from which a single elder is chosen by a ruling council of five elders. Their warriors are less wild than those of the Sons of the Red Moon but better trained and equipped; they are also backed by shamans trained in the wild magics of the lands, specializing in earth magic as well as magic that strengthens their warriors. They believe in the sanctity of the land and wish to protect it at all costs, carving out small niches of flora and fauna in the world. They ultimately want to defeat or unite all nations in order to save what is left of the world and its people. Lastly is the continent of Va'ak, the smallest and most desolate of the three. It is a land of halved by black, dead rock and earth, as well as thick snows and mountains. It is home to one species and one nation: the Va'akar. The Va'akar are the similar to humans, in fact they are biologically identical. They are usually slight in build, never very muscular or tall with pale skin and hair of either black or white. Their strength is not in that of the body but in that of the mind and of magic. Of all the species they are the strongest in the mystical ways, forgoing all technology except the architecture and science they use to build their cities. Their magic is based around death and the undead as well as disease, pestilence and other such nasty things; the best association for someone from Earth Prime to make is to liken them to Necromancers and Liches. They are the furthest advanced in medicine and chemistry, dedicating themselves to the art of magic, the manipulation of chemicals and the knowledge of life and death. They have one city, the largest of any in the world, the Va'akarotha, a veritable Necropolis. They are ruled by a council of the strongest Liches, that is Necromancers who have achieved undeath themselves, it is they who lead the Va'akar to their ultimate goal of bending the other nations of the world to their knees in submission to the Va'akar. Every Va'akar is well skilled in magic to an extant greater than any other species, from the lowest farmer, to the highest Lich. They have no soldiers except for the mindless undead they raise from corpses, they have no armor other than the dark clothes they wear, the only weapons created are that of magically strengthened bone which is usually poisoned using their alchemical skills. Nearly a quarter of their population are Liches, magic users with no need to sleep, breathe or eat and whose only weakness is the artifact which houses their soul, their phylacteries which, when destroyed, permanently destroys the Lich; their undead bodies are enhanced by magic and withstand more than a typical, living body could and when their undead body is destroyed they merely move to the nearest corpse and possess it. The World of Rehnok has no religion, therefore no pantheon of gods. There is no unified language, each species holds their own. It is largely a blighted world on the verge of destruction while each nation pursues its own goals and ambitions.
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| Will |
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Administrator
 
Group: Admin
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Mithiclor
Population: High Technology Level: Medieval Magical Level: High Psychic Level: Low Environment: High Overarching Government: Various Monarchies
Description: Mithiclor is a Tolkien-esque world populated by elves, humans, orcs, dragons, mermaids, and a myriad of other mythical and fantastical creatures. There is virtually no limit to the variation of species within Mithiclor. Imagine where the world would be if every myth, story or yarn ever conceived actually existed. Regular animals are not known to talk, but occasionally one is found. However, these are typically humans cursed by a cranky wizard/witch. Griffins, dragons, and other beasts of lore are more hit-and-miss when it comes to communication. The planet itself is somewhat analogous to Earth Prime, with major exceptions being a continent the size of Australia in the middle of the Atlantic Ocean (Atlantis), and both poles are land-masses with the North Pole connecting North America to Eurasia. The global climate is roughly at a temperate level with four distinct seasons that happen simultaneously across the globe. Magic literally soaks the world, but humans are not known for their magical ability. It is rare to find a human witch or wizard of any skill, but elven mages are common and Dwarfs have been known to use magic when working their metal-craft. Psychic abilities vary from race to race, though typically none have any except Merfolk. Orcs, while brutish, are not evil and instead are masters of the back-breaking. Goblins are a mischievous bunch. Psychic, magic and technological levels vary widely from race to race, but certain races are more disposed towards one than others. Beasts on Mithiclor are quite another topic altogether. Dragons, sphinxes, griffins, leviathans, behemoths, minotaurs, centaurs, lycanthropes, and satyrs are uncommon, but known to exist. It's like wolves, they're not seen often but everyone knows there are plenty of them around. Outside of simple beasts, there are cursed creatures that roam Mithiclor. Vampirism is in fact a disease that causes sadistic tendencies and an insatiable desire to consume blood, known as Blood-Lust. Undead creatures roam about as well, often the result of magical curses. Demons are magical entities that can do the bidding of those that catch them, but doing so is oft a fool's errand as they are crafty and dangerous.
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| Will |
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Group: Admin
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Takzii'
Population: Sparse, approximately 1 billion. Most of the population exist in narrow band at the equator. Technology Level: They developed an very advanced organic based technology, which includes space worthy vehicles. Magical Level: Because of the dichotomous nature of their universe, science and magic were interwoven in such a way that, one could not tell where one ended and the other began. Environment: Varied, similar to that of Earth. Ovearching Government: A group of independent states aligned to a single leader. Language Notes: Their primary language is sign language (byproduct of the war). Recently, they have redeveloped both a written and spoken languages.
Description: Takzii' is a small Einsteinium bubble (roughly 2 Astronomical Units (AU) in diameter). Contained in this bubble is a single world, complete with a sun and asteroid fields. The sun is a quantum-well (a conduit to the void) which keeps this bubble in balance by not allowing it to get too full or empty. The world is a 1 AU in diameter flattened, hollow spheroid of rock encircling the sun, sort of a natural Dyson's sphere. This world has a dichotomous nature. One example is the sun. It generates both Light and Dark (anti-light) radiating in opposite directions. Another are the two inhabitants. One, the Synteaa, is an inorganic being that originated in the sun. In their true form, they look like multicolored water. Outside their environment they form a protective shell of a crystalline material called Cytrilium. The other, the Kavnaii, is very much human in nature, with all their strengths and frailties. The dichotomy here is neither can realize their full potential with out the other. The Kavnaii have a component in the genetics (RSAN) that unlocks the Synteaa's nature. They are two halves of a single person. The results of the fusion is called Symkii. Most of the inhabitance live on the inside their world. It is much like Earth, just turned inside-out. The poles are ragged holes. The areas between the poles and the equator are filled with two massive seas. Most, if not all, of the Takzii' live in a narrow (in proportion to the surface area of their world) band of land at the equator. Because of the mountain range at the equator, this area is a tropical rain-forest. Splitting the equatorial mountain range is a deep chasm, simply, called the Gap. Many of the asteroids are inhabited, one in particular is Pa'etanzia, their capitol and home to the Academy. Although, they claim all are equal, the truth is, except for the Synteaa, they are not. The Synteaa have a pure democracy. There are specialists, but, even they are treated like everyone else. The humans have a class structure with Symkii at the top followed by the Kavnaii. The Synteaa are treated as honored guests. There are the out casts (Guradrow) which gravitate to Locaszaii's raiders. Their government reflects this layering. The nine judges (Tachii) of the nine states (Tyer) are all Symkii. There is one more position that has not been filled for some time and that is supreme judge (Sha'i'Tachii). As they advanced in learning, so did their technology, but, they were handicapped by the rarity of metals and the inflexibility of stone. Their technology took a serious shift when the teacher/prophet Ki'la's (their Christ?) was born. He showed then the virtues and flexibility of nature. As, he said: "if you are going to mimic someone, mimic someone that is does it well." Organic technology start off slow, but grew rapidly, as they saw the virtually unlimited potential of it, its renewable nature and the lack of toxic byproducts. A village may consist of a single node branching out to several intertwined trunks and branches. The people live in rooms inside the trunks and branches. If a new room is needed, the Bio-engineer just accesses the node and enters the parameters. The tree starts growing a new room. They use this technology for virtually everything, such as computers, phones, books and transportation.
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