Locations
Locations
The City
The story takes place on a large island (similar to Japan) that is inspired by the impossibility of Las Vegas and the futuristic ideal of Atlantis before its disaster.
A city that is built on an island that constantly rains. Combining this with the sort of mythological advancement of Atlantis. It’s a city that thrives from the water in spite of the intense environment it is in.
The city is built within or near a dormant volcano… not really sure why outside of it being a cool environmental addition. The city resides on a large island similar to Japan, but not sure on if this will be the case (mainly due to not sure if I’m not inspired enough or it’s something in me that wants to combine Japan into the setting). Upon further inquiry, I am learning that having a dormant volcano could be an interesting environment piece to display metaphorically how my life is built. My life is built upon a dormant volcano which has multiple magnitudes of potential; yet, I have not fully awakened to it. The city is beautiful, yet it is more of a “stable” beauty where it’s missing (or rather, only has hints of) a chaotic display of an even greater beauty. Yes, I could just be satisfied with the privileged life I’ve been granted up until now. However, it is something I myself am not satisfied with as I know there’s so much outside of my own perceived world that I’ve yet to truly experience.
Sacred Water Loop
The energy also infused the water within a dormant volcano, a largely contained and circulating system that met the physical conditions to absorb and hold a high concentration. That water became Sacred Water, capable of amplifying kinetic motion within a closed pathway.
The water's amplification property persists as long as it circulates through a living system—one in which the inhabitants continue to generate the kind of irreversible internal motion the Flare responds to. When the surrounding population sinks into stasis, the resonance fades, and the loop begins to die.
Key Locations
Surface streets and alleys (inciting incident)
Nimbus Co. (possible restricted area)
The Abandoned Asylum (repurposed as Vesper's sanctuary)
Sensory Deprivation Prison (pods designed to pacify deviants/troublemakers)
The Circuit Line (looping freight train)
Caldera's Rim / Central Circulation Hub