The Pall

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History

Early Era: The Collapse

  • The Great Disconnect: Originally a state-of-the-art space station, The Pall was part of a network of orbital habitats. However, a catastrophic event severed it from the rest of the network, leaving it isolated and drifting through space. The event, shrouded in mystery, is known as "The Great Disconnect."
  • Struggle for Survival: In the immediate aftermath, panic set in. Essential systems began to fail, and the once-prosperous society on The Pall descended into chaos. Desperate for resources, factions formed, each claiming sections of the station.
  • Formation of Factions: As resources dwindled, different groups began to establish themselves. The City States emerged around the few remaining functional areas, while Tribes and Gangs carved out territories in the decaying sections of the station. Individualists, unable to pledge allegiance to any group, were cast out into the Wastelands.

Late Era: Cultural Evolution

  • Generational Drift: Over centuries, the descendants of The Pall’s original inhabitants adapted to their harsh environment. The once-unified population evolved into several distinct sub-races of Anthral, each uniquely suited to their environment.
  • Birth of the Sub-Races: Without the luxuries of advanced technology, the Anthral evolved based on their environments. Some developed enhanced physical strength, others, a deep connection to the ancient, decaying systems of the Ring.
  • Religious and Technological Divergence: Without access to new technology or contact with other civilizations, The Pall's inhabitants developed new religions, customs, and technologies based on what they could salvage. The City States, particularly Alar, became deeply theocratic, while the Tribes embraced a mix of techno-primitivism and survivalism.
  • The Great Quiet: A period in The Pall's history where the station drifted into a dark region of space, cutting off what little solar power remained. This plunged the entire station into near-complete darkness, forcing the inhabitants to rely on bioluminescent fungi, chemical light sources, and the occasional flicker of salvaged technology for illumination.
  • Solidification of Societies: Four distinct groups emerged: City States, Tribes, Gangs, and Individualists, each with its own rules, customs, and way of life.

Points of Interest

The Singing City of Alar

  • A theocratic City State centered around the Echo’s Church, a towering structure with pipes that carry the High Reverberator's sermons throughout the city. The city is marked by its religious fervor and the omnipresent sound of hymns and sermons echoing through its streets.
    • Echo’s Church: The center of Alar, with its vast network of pipes and speakers, the church is both a place of worship and a fortress. The High Reverberator's voice is omnipresent, creating a city-wide soundscape that blends sermons with the mechanical hum of the decaying station.
    • The Reverberator’s Sanctum: A hidden chamber beneath Echo’s Church, where the High Reverberator supposedly communes directly with The Great Echo. It’s also rumored to be where ancient technologies are kept and studied in secret.
    • The Shadow Market: An underground market in Alar, where black-market goods, forbidden technologies, and contraband are traded. Operated in secret, it’s a haven for those seeking to bypass the strict religious laws of the city.

The Halo Cradle

  • An area of the Ring where the gravity malfunctioned, creating pockets of high gravity that only the strongest can survive. This is the territory of the Pullers, a gang of super mutants who have adapted to this extreme environment.
    • The Gravity Wells: Areas within The Halo Cradle where gravity is so intense that it warps the very fabric of the station. The Pullers dominate this region, using their mutated strength to control the flow of resources and enforce their brutal rule.
    • The Broken Wells: Anomalous zones where gravity fluctuates unpredictably, creating dangerous traps for the unwary. These areas are avoided by most, but some adventurous scavengers venture in, seeking valuable technology.
    • The Puller’s Arena: A brutal pit where the Pullers settle disputes and entertain themselves through gladiatorial combat. Outsiders are often forced to fight for their lives in the Arena if they’re captured.

The Iron Scar

  • A section of the Ring that the Zeraksies Junkers have claimed. It is littered with wreckage and debris, where the Junkers harvest technology to integrate into their bodies, making them formidable techno-barbarians.
    • The Junker’s Forge: A sprawling complex where the Zeraksies Junkers break down salvaged materials and forge new cybernetic enhancements. The Forge is also a place of ritual, where the Junkers believe they are reforging themselves into something greater.
    • The Warden’s Temple: A sacred place for the Wardens of the Halo, where they gather to perform rites of repair and maintenance on The Pall. The Temple is adorned with ancient tools, relics, and symbols of the station's once-great past.
    • The Scarred Paths: Dangerous, debris-laden corridors that crisscross the Iron Scar. These paths are filled with traps set by the Junkers to protect their territory from invaders and scavengers.

The Wastelands

  • The vast, lawless expanses of the Ring, where the Individualists struggle to survive. This is a dangerous place, but it offers the freedom that those who reject the rule of the City States and Tribes crave.
    • The Bleak Expanse: A vast, open section of The Pall where the hull has been breached in multiple places. The atmosphere here is thin, forcing the inhabitants to rely on makeshift breathing apparatuses. The Bleak Expanse is a harsh, desolate place, but it offers the ultimate freedom for those who dare to live there.
    • The Ghost Stations: Abandoned sections of The Pall that are rumored to be haunted by the spirits of those who died during The Great Disconnect. In reality, these stations are filled with rogue AI, malfunctioning drones, and other hazards that give them a sinister reputation.
    • The Nomad’s Crossing: A series of tunnels and passageways that serve as trade routes for the Nomads. The Crossing is a dangerous place, filled with scavengers and predators, but it’s also a lifeline for those who depend on trade to survive.

Residents

City State Inhabitants:

  • The High Reverberator: A figure shrouded in mystery, never seen without his gas mask and heavy robes. He is the voice of The Great Echo and rules Alar with an iron fist. Some believe he is the latest in a long line of Reverberators, while others whisper that he is the same man who led the city centuries ago.
  • The Judges: Enforcers of the Reverberator’s will. Each Judge is heavily armored and carries a shrine-shield adorned with relics, candles, and the remains of those they’ve judged. Their presence is a constant reminder of the city’s strict theocratic rule.

Tribal Groups:

  • Wardens of the Halo: Near-cyborgs who see themselves as the guardians of The Pall. They wander the station, repairing what they can and singing hymns to keep their spirits alive. Their bodies are a patchwork of flesh and metal, constantly evolving as they integrate new parts.
  • Zeraksies Junkers: Techno-barbarians who believe that strength comes from continuous enhancement. They are a fearsome sight, their bodies bristling with weaponry and armor, much of it scavenged from the station’s ancient systems.

Gang Life:

  • The Pullers: Once human, these mutants have adapted to the extreme gravity of their territory. Their muscles are grotesquely enlarged, and their bones are reinforced with metal. They rule through brute strength and fear, crushing any who oppose them.

Individualists:

  • Seekers: Solitary survivalists who roam the Wastelands, seeking out knowledge, relics, and anything that can help them stay one step ahead of the dangers that lurk in the darkness. They are resourceful and cunning, often carrying ancient tomes and relics they’ve scavenged.
  • Architects: Engineers and tinkerers who make a living by repairing and maintaining what little technology remains. They are highly sought after, and their skills are often traded for food, protection, or other necessities.
  • Nomads: Merchants and scavengers who travel the Ring, trading goods and information between the isolated communities. They are the lifeblood of the Wastelands, bringing news, supplies, and a semblance of order to the chaos.
  • Rangers: Lone warriors who patrol the most dangerous areas of the Ring, enforcing their own code of justice. They are feared and respected in equal measure, often acting as judge, jury, and executioner in the lawless Wastelands.

Notes

  • Technological Regression: Over time, much of the Ring's advanced technology became non-functional, forcing inhabitants to revert to more primitive methods of survival.
  • Religion & Superstition: The absence of technology and the harsh environment led to the rise of religious and superstitious beliefs, particularly in the City States and among certain Tribes.
  • Genetic Drift: The isolation and extreme conditions on the Ring led to significant genetic mutations, creating new sub-races of Anthral with unique physical and mental traits.
  • The Ring’s Lost Language: An ancient language, once used by the original inhabitants of The Pall, has evolved into various dialects spoken by different groups. While the language is mostly forgotten, some Seekers and Reverberators study it, believing it holds the key to The Pall’s salvation.
  • Echo’s Pipes: The pipes in Alar were originally part of a communication network designed to coordinate the station’s operations. They now serve as the voice of the High Reverberator, filling the city with his sermons.
  • The Scarred Ones: Some individuals in the Wastelands bear mysterious scars that seem to glow faintly in the dark. These scars are believed to be the result of exposure to strange energies from The Pall’s core, though their true nature is unknown.
  • The Pall’s Core: The central power source of The Pall, long dormant, may still hold a spark of life. Some believe that reigniting the core could restore the station’s power and return it to its former glory, while others fear it could trigger another catastrophe.
  • The Great Exodus: A potential event where a group discovers a way to leave The Pall and rejoin the wider universe. This discovery could spark a civil war between those who wish to stay and those who see it as their only chance at survival.
  • The Iron Rift: A massive chasm within The Pall, filled with ancient machinery and forgotten relics. The Rift is a dangerous place, but it’s also a treasure trove for those brave enough to explore its depths. It’s rumored that the Rift leads to the station’s core, but no one has ever returned from such a journey.
  • Wardens’ Song: The Wardens of the Halo’s folk songs are passed down through generations and are believed to be fragments of ancient Earth melodies.
  • The Gravity Warped: The Pullers’ region of the Ring is rumored to be the result of a failed attempt to create an artificial gravity well, now a death trap for the unadapted.