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Altered

The Altered are those who come from other worlds, like Foreigners; unlike Foreigners, however, they are not fresh from their respective world--in fact, nine times out of ten an Altered died in their world, though there have been some who simply experienced enough trauma or shock to have their soul ripped from their body and dumped into Midgard. They are the result of the Benefactors looking to 'up the ante' against one another, to find a means to 'mass produce' those who would tip the balance of the well--Midgard's in particular--in their favor. The Umbra was an abundance of unused souls, and fit the idea perfectly. In a sense those they bring in could thank their Benefactor for a second chance...if they knew they existed.

Unlike Foreigners, they are not dumped in as they were when they left--they're reborn and reincarnated. In this state they have a 'clean slate,' and in this world can craft for themselves new memories and experiences--with those of the world they once inhabited locked away in the depths of their spirit.

Altered are born and raised in Midgard like Natives, but unlike them they carry within the potential to recall the memories of the life they once had in another 'world,' to remember that which was left behind carried and sealed away in their soul. After all, their soul remains in tact, and the 'spiritual foundation' is what builds them into the same person they were when they were alive before--just without their original memories. And, like Natives, Altered can be born with the powers they had at birth; however, it usually takes time and experience for an Altered to completely recall the abilities they once had to their full potential, should powers apply to the reborn soul. Even then it's rare--extremely rare--for an Altered to completely restore his power to its full potential, even if he were to remember every facet of his 'past life.'

Many Altered are born, live and die without remembering these memories; however, given the right situation or circumstance that potential to unlock said memories is there to be exploited. Said circumstances could be anything, from bumping into another Altered or a Foreigner from the same world as them to a situation that bears striking similarities to that which happened in their 'past life;' anything.

Altereds have the benefits of Natives in that they CAN leave the city without fear of completely losing touch with the world, unlike Foreigners. However, should an Altered stray far from a pool their powers become weak outside a well's influence. Altereds also do not 'appear' on the DFA's radar like Foreigners do from time to time, as their arrival is on a supernatural scale, whereas Altereds are born by purely natural means.

Altereds can also see and use the spiritual leylines, like Foreigners; they do not, however, have to rely on them as heavily as the Foreigners do.

Altered Memories

An Altered is little more than a soul from across space and time reincarnated here in this world, their spirit guided by the hand of a Benefactor into this one. However, the potential from a person or being from the same world from which they were taken is a very real possibility. A Foreigner from the same world as an Altered may happen across them, and the Foreigner--complete with his or her memories--will no doubt recognize a familiar face, while the poor Altered merely experiences a possible sense of deja vu.

That's not to say that an Altered cannot completely recall their memories from the world they left behind. It's a very real possibility, one that has happened plenty times before. Such memories return usually when an Altered experiences those right situations and circumstances which would trigger those memories locked and sealed away to the fore. And when it happens a change occurs.

An Altered who recalls his or her memories and remembers that which they knew from their world or universe goes through a 'change.' It's a spiritual change, one that alters the fabric of their spiritual being. Their composition of the soul is rewritten, and they go from once being an Altered with its 'benefits' to a Foreigner. Thus they lose the restrictions and advantages of the Altered and gain the restrictions and benefits of a Foreigner. Their tie to the spiritual well becomes one they must rely on--or else they once again experience demise.

What Does This Mean?

As a player of an Altered or a Foreigner character you'll no doubt happen across someone in your cast who will choose to be either of the two opposite the one of your choice. Obviously the two types are very different, as one is otherwise reincarnated with their old memories suppressed and new memories from their childhood in THIS world their 'true' ones. This would also prove as a slight, in-character conflict--they might see a friend from their 'past' as a very familiar face, yet they cannot recall, as their memories are sealed, while a Foreigner would try desperately to convince an old lover or friend (or even enemy) of who they are and mean to them.

This is MEANT to stir up such RP. However, not everyone wishes to keep up such conflicts, depending on situations and circumstances. No doubt an Altered player might want to have their character recall their character's past and interact with those who clearly recall the history they left behind in their old world. Because of this staff opens the opportunity to have a player 'shift;' that is to say they go from being an Altered to a Foreigner, as the file states.

What this means is that on TOP of the memories forged as an Altered they regain a good majority of those from their past. Powers once 'weakened' by their Altered state are opened up to their full potential once more (if this applies) and friendships of the past are remembered. What this also means is that they too must abide by the 'rules' of this universe and not stray too far from wells, as it means they will otherwise perish.

This is a major change in a character's life, and one that staff is not adverse to allowing a player to have happen to his or her character. On the other hand a player who wishes to have this happen to their character should @mail their respective staff member and inform them of their desire to recall their memories. It is mandatory a player do so--should staff find out that a player chose to make this change without informing a staff member they will be displeased. It's common courtesy to keep your staff members in check and informed, since Altereds and Foreigners are very, very different character types.

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Foreigners

For some reason or another, a soul from a different 'world' may find itself plucked from the familiar world they're native to and deposited into the world in which Midgard resides. While no one knows for certain why this occurs, many simply speculate that somehow their spirit resonates at a key moment, in tune with the watchful eyes of the Benefactors, and in that opportune moment those Benefactors reach out and snag them.

Many Foreigners lose bits of information when passing between their world and this across the Umbra, as it is a very choatic experience. Many have speculated that for one's soul to qualify for the shift across Time itself a traumatic experience must give the soul a reason to resonate, or simply due to circumstance, such as being at the 'wrong place at the wrong time.' Whatever reason a Foreigner has for being deposited in Midgard, no one knows for certain.

How does one arrive, then? Again; no one knows for certain, but generally most awaken in strange places; some have been in hospitals, some alleys, some in empty warehouses. Regardless, arriving in a new world can definitely be a stirring experience, especially if the territory is anything but familiar. There are, however, small groups of Foreigners who have banded together and seek out the new arrivals, if only to help make what little sense of things they can in this world for the newly arrived. Unfortunately they can't find everyone...

A Foreigner finds it extremely difficult to leave the city; in fact, those who stray too far from the influence of the spiritual energy that lay beneath Midgard run a high risk of finding themselves very weak and vulnerable, some even running the risk of 'fading out' of existence entirely. On the other hand travel from Midgard to elsewhere IS possible for Foreigners--the spiritual leylines, or as some have come to call them in more recent years, 'Soul Subways.' These 'pipelines' can be used to get from one pool to another, and due to its immense power, Midgard finds itself serving as a 'central station' to numerous other destinations.

Rogue Foreigners

Rogue Foreigners are what happen when someone pulled through just doesn't want to listen or fit into the new society they find themselves stuck in. Rogue Foreigners are typically classified as those who pose a threat to society with their intentions, such as world domination or resuming their antisocial behavior from the world they left behind. In fact, it's these types that the DFA finds themselves going after time and time again, cleaning up the messes they leave behind or trying to apprehend these deviants before their actions become completely out of hand.

Not all Rogue Foreigners who refuse to fit into society through the guidance are considered a threat. In fact, there are just some people who are naturally 'loners' and find themselves easily adapting. However, those Foreigners that the DFA do come in contact with upon arriving who refuse to go are typically classified as such and find themselves ducking out of sight when the DFA comes into town.

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Natives

Natives are citizens of Midgard who are 'native' to this world; in other words, they have been born, bred and raised here in this world, unlike Foreigners and, in a sense, Altered. They have been citizens of Midgard since first they were born and are the most in-tune with the world that embraces them.

Natives who are born in Midgard have a chance of becoming 'Influenced,' or given strange, new abilities such as telepathy and other, wondrous powers--all thanks to the spiritual 'pool' on which the city lies. Even those who come from other cities near or on lesser pools run the chance of being Influenced, though the odds are generally much, much smaller than atop a very influential pool like Midgard's.

Natives run the least risk of losing their abilities when they stray too far from a pool; conversely, they cannot see or 'use' the spiritual leylines that run throughout the world.

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Supernaturals

For as long as perhaps time itself, there have been spiritual wells. And it is these wells and the power and potential they off which brought forth the good--and bad. Beings from the darkest of nightmares and all walks of life have risen from their depths, stories and giving birth to many folklore, legends, old wives tales and stories. Ghosts, vampires, werewolves, creatures of the darkness; all sorts of supernatural beings have since risen up and have made their marks in mortal society. Naturally not every mortal believes in the supernatural creatures; some choose not to believe while others have yet to see 'proof.' Regardless of such, supernatural creatures do, in fact, exist, albeit some more quietly and less obviously as others. These creatures have gone forth since the dawn of their time, multiplying when necessary and, sometimes, mating with mortal society. The results, especially throughout the more recent years, have been the 'creation' of half-breeds, mortals with the blood of these creatures in them, giving them traits, skills, abilities and/or powers of their unnatural parent.

Supernaturals vs. Society

Supernatural creatures aren't as readily accepted by society--in fact, they aren't accepted at ALL. No human being of sound mind will readily accept a creature of legend or mythology with open arms into their everyday life, and most quickly run and flee in terror. However, supernatural creatures CAN coexist with human beings in their own society, taking the guises of mortals and living their lives among the rest of society. Some creatures, such as ghosts and monsters, cannot do such things. In current society, most creatures who have the ability to blend into mortal society choose to do so, since mortal society in modern times offers much for the creatures. Some creatures of the supernatural have the ability to alter mortals and make them into the beings that they are, such as the infamous species of vampires, and it isn't uncommon for these creatures to create kin to ensure the 'survival' of their species. Other creatures, on the other hand, procreate with humans, creating half-breeds, simply because they can or choose to do so.

Depending on what the supernatural creature truly is, it can coexist with humans, living among them and living their lives normally as humans do while others choose to do so simply to toy and manipulate the humans or use them in their own ways.

Some creatures of the same species have learned that by joining together and creating 'societies' of sorts ensure that they can survive in modern times in mortal society and preserve their species against mortal who would otherwise hunt them down and kill them. Vampires, werewolves, demons and other 'intelligent' beings have begun to create their own societies within mortal society, secretly meeting with one another and coming together for a common purpose, be it survival or simply hunting humans.

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Enhanced Mortals

There are mortals, and there are 'enhanced' mortals. These are mortals who possess unique supernatural powers from birth. There is no specific 'criteria' for one to bear these above-average abilities, which come to them, these 'psychics,' naturally. Like most supernatural phenomenon, it is unsure just how or why particular people bear psychic abilities and powers. In truth it is the power of the spiritual wells that aids in making a child at birth more than a typical mortal. Both Natives and Altereds fit this bill, should they possess powers that human beings weren't meant to have.

Enhanced Mortals vs. Society

Mortals bearing exceptional abilities, abilities beyond those average citizens and people alike, are often looked upon with mixed interested, depending on who looks upon them. Despite contrary belief, much of society disregards and denies the existence of such abilities, citing the phenomenon off being mere coincidence or something of that nature. Many psychics tend to keep their abilities and powers to themselves as their 'deep, dark secrets,' for many fear that should they be discovered for their powers, bad things will soon follow. Some psychics even fear telling their own families for fear or rejection and being disowned by the ones they love. Many research facilities and other secert groups seek out 'enhanced humans' and psychics, hoping to capture them and study their abilities and other powers, making enhanced mortals prime targets for large scientific research groups and other organizations who wish to illegally obtain research specimens--and sadly, there are lawful groups willing to fill this quota for these notorious groups for the right price.

In other words, enhanced mortals in society must be careful of which path they choose to follow with their powers, and whether or not they should be flamboyant and obvious with their strange abilities or simply keep it to themselves. The modern world hasn't completely and utterly disavowed the existence of such potential; after all, there are so-called spiritual mediums with their own television shows and psychic investigators, as well as psychic friends. But just because society has 'accepted' the idea does not mean they truly believe. Suffice to say a normal man meeting a woman with 'exceptional powers' might not be ready to accept her so suddenly.

Enhanced Mortal Organizations

Most mortals of exceptional ability often keep to themselves, keeping their abilities and powers a secret to society. However, recently through the years these mortals have begun to congregate together, using their abilities together and sharing some sort of common purpose. Many enhanced mortals put their powers to good use for the general public; mortals with telepathy powers find work in the local police and/or working their own 'people search and find' businesses, others with curative abilities often working secretly in the field of medicine while others choose to use their powers for their own personal gain, such as playing the stock markets with their powers of precognition.

Some 'secret societies' have been established to allow for those who discover their 'unique abilities' to learn to harness their power and control them. Other organizations are more publicly known, such as psychic groups that work for the local government and police agencies to offer their services or other psychic groupings with common purposes, despite what the public may think of them. Often time these enhanced mortals group together to preserve themselves and their powers from those who wish to use them for research or other means, but this doesn't necessarily keep them out of harm's way; it's a well-known fact to some that some societies wind up selling out their members to the highest bidder. Enhanced mortals must be wary with whom they decide to associate with--if they choose to do so.

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City Information

Nestled in the mid-western costal regions of the western United States, the moderate metropolis known as Midgard stands nestled along Interstate Highway 101. Near the Pacific Coast, Midgard is a city with a diverse culture, a thriving commerce, and a rich history. Well-known in the mid-western costal regions for its lovely, preserved and protected Helmsley Beach, and known for the thick, protected national park to the far south of the city, Midgard draws a fair share of tourists from the western coastline regions of the United States, and a good share of foreign tourists alike annually.

The city itself shies in comparison to other major cities of the coast, such as Los Angeles or San Diego in that the population is but about half their own,but at the same time the city itself is just as successful. It is perhaps best known for its breakthrough in the ultimate in city management technology, known only as the M.O.T.H.E.R. Unit, a massive supercomputer that lies deep within and under the busy city itself in a disclosed location. This unit maintains many of the functions, such as the power, electricity, water and other management functions that would otherwise require a good amount of manpower to maintain and run, which is, in the long run, rather costly.

Found to the farthest south of the Midgard's outskirts is a small, rural town called Espera, home to the only major university in all of Midgard. To the north lies a small costal town by the name of Costa del Oro, a ripe tourist attraction during the spring and summer and infamous for its lavish shopping and upperclass appeal.

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City History

Established in the late 1850s, Midgard was originally a small mining town and trading post, generally occupied by the likes of wandering miners and others men from San Francisco looking to make it rich. From the start, however, it seemed as if the mining town was almost cursed, due to a good number of disasters during the period in which it was active. Ships out in the sea had been known to simply sink or befall tragedy in the bay, and heavy tides occasionally washed ashore and destroyed small businesses. Death and disease were common during the mining town's period of operation due to the town's lack of a hospital and clinic. And as the death toll began to gradually climb, more and more people began to leave the small, unnamed mining town. As the Gold Rush came to a gradual conclusion, people began to filter out of the small seaside mining town, abandoning the area for a period of time, most of which flocked to the larger cities, such as San Francisco and Sacramento.

Midgard became a ghost town almost immediately overnight, the buildings that once stood having been abandoned and left to collapse in due time. The land was left untouched for a good period of time, stories and rumors of its alleged curse still drifting through the mid-western costal cities and townspeople. It was a place many feared to tread, but like all lesser-known fables, it was forgotten in due time, and soon after construction began on the coastal city's abandoned property in 1885.

Unlike the mining town's obvious troubles and turmoil, the small city of Midgard began at a slow start, consisting of a small number of citizens, most of which ran small general stores and shops in the downtown area. Eventually, however, the town caught the general interest of those in the surrounding cities, drawing in more people. The population increased drastically during the rise of Industrial America, forcing the city to grow wider and expand in order to keep up with surrounding cities and stay alive. City officials sought government aid in funding the city in order to expand and grow, due to its less than stellar but admirable population. Small businesses gave way to tall business buildings and private residential housing gave way to apartments and other complexes. By 1908 the city of Midgard had grown in both size and population, having gone from a small 'mom and pop' city to a thriving business community in which many businesses thrived.

Midgard saw another great transformation during the 1920s. An era of extremes, Midgard saw itself grow in both population and size, the city expanding further and its buildings growing taller. It was a prosperous period for Midgard, which flourished during the twenties as consumerism grew and automobiles began production. Prohibition gave birth to organized crime in Midgard, and its police force grew in strength as crime became more prevalent. With its ups and downs Midgard prospered greatly until the Great Stock Market Crash of 1929.

Like most large cities, many people found themselves suddenly bankrupt and without money, and farmers on the city's outskirts also found themselves jobless and without an income. It was a dark period of time for the city of Midgard, and the city lost a good deal of its citizens for a brief while. However, as the US economy picked up as changes were made and once more the city of Midgard began to grow and flourish just as the second World War began its end.

Midgard grew greatly once more in size during the early 1950s, having expanded a bit further as the war subsided and people began to get back on their feet financially. Businesses grew in number, big, corporate businesses having settled in the city of Midgard and establishing a name for the city.

However, things were not to remain stable, and once again the city saw a drastic change. During 1964 a tsunami struck a good portion of Midgard due to a massive earthquake in Alaska, destroying a good deal of the city's downtown district and beach district. Thousands of people were killed, and much of the city was in ruins. Seeking government aid, the city was forced to stagger back from a massive blow, and it took years for the city to rebuild itself. And during that time the city lost a good number of businesses and citizens, leaving the once prosperous city in shambles. It struggled a great deal during the late 1960s and 1970s, but eventually Midgard rose once more, the city that was once partially decimated standing once more.

But due to the vast majority of major businesses that withdrew from the city, it was hardly as prosperous as it once had been. The population of Midgard began to dwindle away as people who sought out both jobs and their fortunes found no success in Midgard, and once more small businesses began to grow, but not with much success. It seemed that Midgard had seen its glory days dwindle away, and that the city and county of Midgard, along with its surrounding cities, were nothing more than a shadow of their former selves.

That is until the MOTHER unit was introduced to Midgard in the early 1990s.

Since the introduction of the MOTHER unit the city has grown almost overnight. The massive computer unit and Artificial Intelligence has grown as well with the introduction of new technologies over the years, and at the dawn of the new millennium the unit itself has grown more complex, its duties doubled since its introduction to the desperate city. MOTHER makes the city of Midgard what it is today, and since the unit has been maintaining the city, corporate businesses returned to the city, and the population grew in number. Downtown Midgard flourishes with prosperity, and the city of Midgard has been reborn once more.

However, some cannot simply fathom how a super-computer that simply maintains the city's utilities and other functions can bestow a great deal of success and prosperity on a single, seeming insignificant city. And since the turn of the new millennium its been rumored that strange supernatural occurrences have begun to rise throughout the city and its surrounding cities.

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Cultural Information

As of late Midgard has begun to see a great deal of residents enter its walls, the city itself drawing just about everyone, from those seeking a new life in the United States to those just simply seeking a new start in the 'fresh' city.

Population Information

The population of Midgard is roughly 400,000 current residents and still draws in people every year. The population is slightly diverse, roughly 59% of its total population consisting of whites, followed closely by the Hispanics at 20% and Asians making up for 10% of the population. The rest of the population consists of 10% blacks, the remaining 1% a variety of other ethnicities.

Religious Information

The religious population consists mostly of those of Christian faith, followed closely by those celebrating the Roman Catholic faith. Other religions are freely practiced and exercised in the city, but much of the lesser religions are less heard of and kept 'in the dark' by those practicing the well-known faiths. The city itself does not shun those who practice their religion of choice, allowing those of devout faith to their specific practice to freely exercise their faith of choice without persecution. Shinto is openly and freely celebrated in the Oriental District of Midgard, well-known for its beautiful dedication to the Shinto faith, Tenzan Shrine, which draws in a great deal of tourists, followers and visitors alike.

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District Information

Rich with a variety of cultures, Downtown Midgard is 'broken down' into a small handful of 'areas' often designated simply by that which they're known best for:

Little Japan: The Oriental District

The Oriental District, dubbed 'Little Japan' by both its inhabitants and those of the city alike, is a district soaked in the Eastern culture. Home to much of Midgard's less fortunate Japanese inhabitants, as well as other Oriental cultures. The area itself is lesser kempt and not as pristine as the rest of Downtown Midgard, but stands in tolerable, living conditions. With their immigration to Midgard the Japanese brought their Shinto faith, and said faith is very prominent throughout Little Japan. Their major testament to their devout association of the Shinto faith and gift to 'their' district is Tenzan Jinja, a gorgeous Shinto shrine many frequently visit. Also frequently found are the street markets, on which many of the elder citizens of the area peddle their goods to foreigners and locals alike.

Sadly, with the immigraton of those of oriental descent came the immigration of their criminal underground--the Yakuza. Having a small grip of much of the southern district of Little Japan they thrive off of the lesser-fortunate and poor, selling drugs as well 'protection' to many of the smaller businesses. Many of the industrial areas of the southern part of Little Japan are 'owned' by the Yakuza. The local Yakuza are hardly a prominent or noticable figure in Downtown Midgard, but is known of nonetheless by many of the citizens and law authorities alike.

The Slums: Midgard's Red-Light District

A place where crime and violence flourish, the slums of Midgard is a place where the lesser fortunate folk thrive and survive as best they can. Much of the area itself is run down and horribly decrepit, a place where those of sound mind and moderate standing dare not tread. Gangs of all types thrive in the grimy slums of Midgard, ruling the area with their threats of gang warfare and violence to the peaceful but poor citizens who are forced to inhabit the area. Prostitution and drug deals are frequently found at just about every corner and drive-by shootings happen at nearly all hours of the day. Police sirens lull children to sleep at a regular basis and druggies and drunks dance the streets at all hours. In conclusion: the weak are food for the strong here in the slums of Midgard and if you don't belong, chances are you'll not live to tell that which you saw in the slums.

Criminal organization here is generally gang-related and rather diverse; it's hard to say just which of the many gangs in the slums are the most prominent and powerful of them all. The three most prominent of the gangs in the Midgard slums are the Yuon Hellraisers, the Highroad Devils and the Southside Serpents. Loosely based and hardly organized, each of the prominent gangs hold their territories over the slums--to the Yuon Hellraisers lie the east district, to the Highroad Devils the northernmost district of the slums, and to the Southside Serpents the lower southwestern district of the slums. Each of the gangs push their drugs in their area, and each of the gangs hardly get along with one another and are quite territorial.

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Crime Information

The city of Midgard calls itself 'home' to many law abiding citizens and politicians, but it is also home to much criminal activity, both seen and unseen on a daily basis. Busy are the Midgard Police Department (MPD), the Midgard Fire Department (MFD) and St. Aimo Hospital, responding to calls on a moderately frequent and daily basis. Theft, burglary and auto theft are the highest, most common criminal activities in Midgard, followed in second by possession of narcotics and aggravated assault. A distant third is DWI and rape, followed lastly by manslaughter and murder.

Organized crime is an issue in Midgard, however it's an issue that few fail to really address simply because much of the organized criminal families in Midgard and its surrounding districts tend to have their hands in many of the political spheres of the city. The government and police department have their share of influence from the crime families, both the Yakuza and the Mafia in town.

Organized Crime

Political Corruption

Although it is perhaps 'unknown' to the citizens of Midgard, political corruption is quite a common practice among those standing an office or position in the Midgard government. Stemming from just about all branches, from the mail room and police department to the higher ranking officials, over the years the local government has grown corrupted and twisted, easily purchased from time to time by the highest bidder. Swindling, money laundering, write offs and other numerous 'acts of corruption' are practiced on an almost daily basis. Influenced namely by local criminal elements, the Mafia, political corruption is inevitable in the city of Midgard. Some in the government wish to expose and change such dishonorable practices, but are often outnumbered and, at times, disposed of should they prove to be most problematic.

Mafia

Not an incredibly prominent criminal figure, Midgard has its small share of Mafiosi. Found commonly in the center of Downtown Midgard, the small Mafia family holds its power mostly in political spheres, but also holds power in security over local businesses. The Mafia also provides to Downtown Midgard its share of illegal narcotics and participates frequently in prostitution and illegal gambling practices. The city of Midgard houses one major Mafia family, the Castinellas, followed closely in second by the Florentino family, who participate mostly in pushing narcotics and slipping into political corruption.

Unlike the Yakuza of the Oriental District, the Mafia has no real central focus of power, making it difficult to establish themselves in downtown Midgard and focus their practices and influence. But in their 'lack of power' they find their strong points in manipulating the local government.

Yakuza

Much like the Mafia, the Yakuza of the Oriental District hold no real criminal prominence throughout Midgard. But in their focus, the small district of Little Japan, the Yakuza alone holds more power than most would think. Holding power over the industrial shipping import and export businesses of the southern part of the District, the Yakuza deal mostly in the typical activities that most criminal organizations participate in: drug dealing, prostitution and gambling.

Unlike the Mafia, however, they have hardly any hand in the local government, making it more difficult for the Yakuza to work around law enforcement.

Gangs Information

Dubbed the 'Triad of Terror' by the citizens of the Midgard slums, the three prominent gangs of the slums tend to rule their designated terrories quite ferciously earning a good reputation among the law-abiding citizens unfortunate enough to live in the slums. Each of the three in the Triad bear their own significant character traits and habits, but all of which are equally feared.

Yuon Hellraisers

The Yuon Hellraisers are the more recent of the three prominent gangs of the Midgard slums, having organized themselves only recently within the past couple of years. Their focus lies more in violence and drug pushing rather than subtle practices. Always 'well-known' by their constant acts of vandalism and destruction of other gangs' territories, the Hellraisers are the least liked of the Triad of Terror, having earned a reputation as being a pathetic group of adolescents and punks. Quick to start fights, they are often the cause of drive-by shootings and other devastating violent attacks on other gang members and innocent civilians alike. They generally have one leader with four subordinate bodyguards and are very disorganized in general.

Noted for their stereotypical 'gangsta' appearance, they generally wear red or black bandanas, sporting expensive, name-brand gangsta clothes and lots of platinum jewelry. Whites, blacks and Latinos alike are all members of the Hellraisers, for they know no color, only violence and mayhem. Women aren't generally accepted in the gang save for a very small, select number. And even they're often considered nothing more than property.

Their 'call signs' consist of a black anarchy symbol caught ablaze.

Highroad Devils

The Devils are the chaotic neutral of the three--they're not entirely vicious or violent, but they're hardly pacifist. Prostitution and drugs are the name of the game with these guys and violence is only a great method that should be used to push their muscle and let the others know just who is in power. Having been around a good number of years, they have learned the error of their ways, having quickly organized themselves after loosing a great number of its members to warfare with the Southside Serpents. They possess three leaders, each with four bodyguards for their protection. The leaders are rather cautious and protective of themselves, and their bodyguards would sacrifice their very lives for their gang leaders. Their power is distributed rather than focused, maintaining a temporary balance should one of the three leaders perish. Namely Latino, the Highroad Devils prefer their members are of such a descent, but allow blacks to join their ranks as well. Whites are strictly prohibited, but women of either preferable descent are more than welcome.

They dress less obviously than the others, maintaining a 'casual' sort of appearance to their group so as to remain more subtle and safe from gang warfare. Clothing of blues or blacks are their preferred colors, they too preferring the decoration of platinum jewelry.

Their 'call signs' consist of a blue pitchfork in a black circle with the letters 'HRD' scribbled in red on each pike.

Southside Serpents

The Southside Serpents are the 'quietest' of the Triad, but the most feared of the three. Where the Hellraisers rely on outright violence and war to gain their power, and the Devils use it only in small doses, the Serpents prefer cunning and strategy over all other methods of flexing power, but are not beyond using brute warfare should the need arise. A group with people of older age, the Serpents use their minds to achieve that which they've gained over the years they've been around, the eldest of the three prominent gangs in the Midgard slums. Drugs, gambling and prostitution, the Serpents have loose ties in with the Mafia of downtown Midgard, and rumor has it they've got connections with the more prominent mafiosi of the Castinella family and are even the Castinella family themselves, using their measly gang as a cover-up to protect the family. Their presence is everywhere in their territory; running small businesses and shops, the Serpents cover their 'tracks' with such measly fronts, hiding their true practices beneath such 'wholesome' guises. They have access to unimaginable amounts of firepower of all caliber with their ties, yet another reason the other gangs, both prominent and meager alike, tend to 'let sleeping serpents lie in the tall grass.'

Structured and organized, the Serpents have one main leader, who is usually a man with a good deal of wealth. A 'Don,' this leader is kept from harm, having a good deal of bodyguards to keep him from harm. Four subordinate leaders follow this one leader, flexing both authority and leadership skills and, ultimately, carrying out the wishes of their leader. The gang itself is then broken down into four sub-groups, each of which governing over their designated territories within the Serpents' main territory.

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Climate Information

The city has a great deal of tolerable if not quite enjoyable weather. Being a coastline city, Midgard and its surrounding precincts, Costa del Oro and Espera, is home to a pleasant temperature pretty much year round with moderate amounts of annual rainfall.

Temperature Information

Generally cool year round, Midgard's temperature usually hits an average high of 55 degrees (F) during the winter months of November through January with an average low of about 40 to 42 degrees (F). The climate generally begins to gradually increase during February through May, hitting an average high of 59 degrees (F) with an average low of 43 to 46 degrees (F). During the early and late summer months of July on through to late September/early November, the climate stays a generally cool, moderate temperature that differs between 63 to about 66 degrees (F) with an average low that teeters between 42 to 51 degrees (F).

Precipitation Information

Precipitation for the area falls generally more during the fall and winter months of the city's annual rainfall, petering off during the late spring and early summer when the climate reaches its high. Averaging about 10 inches during the months of November through February. Spring has its share of rainfall, averaging in at about 3 to 9 inches of rainfall. Summer and early fall are at worst, averaging it with about .50 to 4 inches of rain. Little snow falls here save for the months of late December through early February, and when it snows, hardly an inch ever falls.

Miscellaneous Information

Generally abundant are species of fir and pine trees, followed distantly by cedar, oak and maple trees. The most common species of tree found near and around Midgard are the Ponderosa Pine and Douglas Fir, seen commonly in the more rural outskirts of Midgard. Black Oak is common as well, but not as common as fir and pine.

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M.O.T.H.E.R. Unit
Macro Operations Terminal and Habitat/Environment Rector

Very little is known on the technical specifics of the MOTHER unit due to the lack of available information on the unit itself in order to maintain its high security an its safety. It is rumored that the massive super-computer has never actually been seen by anyone outside of the city's high-ranking government officials, and no one knows just what the MOTHER unit exactly is other than it being a massive, intricate computer unit somewhere in the city.

Created by a man by the name of Robert Jenkins, the MOTHER unit began as a laboratory-based computer system used to maintain a variety of functions, from maintaining a set temperature, maintaining security measures as well as a variety of other and more complex operations that would otherwise require more manpower to maintain in the University of San Francisco during the late 1980s. Having saved the San Francisco laboratory a great deal of resources, the MOTHER system caught the eye of many investors, who saw a great potential for the unit in a business setting. Secretly the system was bid over by numerous, disclosed corporations across the country, but one company succeeded in obtaining the system for further development from Robert Jenkins.

It seemed that in no time flat the unit was easily converted to successfully maintain and operate the desired functions on a larger scale, and with its success the unit was quickly integrated into the city of Midgard all thanks to Centri International, who invested a great deal of money into helping the city obtain the unit and integrate the unit into their city in hopes of rising from the ashes of its former, glorious self.

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Espera County

Situated southeasterly from the thriving metropolis of downtown Midgard, Espera is a quiet rural city, and home to St. Martin University, acknowledged for its fine History and Government department. The city itself has grown much since its founding in 1880, just around the same time that Midgard had begun to flourish as a full-fledged city. The 'town' was in actuality a small farming community and much of the area surrounding the small town was filled with vast fields of wheat, cattle and other livestock and crops. Often time Midgard's businesses would rely on the produce of Espera, and the two cities often supported one another.

Due to the amounts of trade and exchange between Espera and Midgard, the town eventually grew populated with more residents over time, and many seeking to start small businesses, such as 'mom and pop' shops and other low-scale businesses sought refuge in Espera, due to its smaller population and demand for such businesses. By 1919 the town had become a small city, but still remained both a farming community and a small, rural city with a good number of quiet residents. The land was also prized land and property by the wealthy of Midgard, who sought quaint, quiet places to which they could retire to. By 1925 the small community saw its share of department stores and other chain businesses, but welcomed them with open arms in hopes of bringing Espera wealth.

In 1929, Espera suffered the effects of the Stock Market Crash, and many of the farmers of the area were forced to give up their lands, abandon their fields and were left jobless and poor. Like a house of cards the residents of the city saw failure--businesses began to close up shop and many of the wealthy citizens of Espera pulled out, taking their shops and department stores with them. But, unlike Midgard, Espera's suffering wasn't nearly as great, and once the US economy began to pull, so too did Espera's success.

Today, Espera is still quite the small little town it once was back in the early and mid-1900's. However, Espera has seen quite a share of success over the past 70 or so years. Espera has its share of strip malls, department stores and other businesses, but big, corporate offices have kept away from the city of Espera. With roughly a population of around 8,500 people, the city is a preferred place for families and elderly couples alike to spend their days. Considered a college town due to its grand University and the many students who attend the college, and because of such the surrounding areas, both near the campus as well as other areas, have begun building more businesses that cater to the likes of the students and younger residents alike.

Espera is a quiet town, where, unlike downtown Midgard, the citizens are generally quiet folk, and the city a friendly place to be. A tourist attraction, Espera boasts Thysia lake, a massive, crystal blue lake that stretches as far as the eye can see. This lake also boasts many folktales and folklores, much like the rest of the city. One of Espera's draws is its 'supernatural attraction;' many of the city's residents claim a variety of supernatural occurrences, ranging from curious creatures of lore to ghosts that haunt Thysia lake and the city itself. Proof as to such occurrences is, however, quite difficult to ascertain, due to the loss of much of the city's early history, due in part to the loss of the city library in the early 1900s to a great fire that consumed much of the central 'downtown' areas of Espera and the lack of any real written history of the city itself.

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Benefactors

Simply put, Benefactors are unseen spirits of the world, namely Angels, Demons and Ideals, that work behind the scenes in the yahMUX world, bringing in men and women from across various worlds and universes into this. Their reasons are simple: angels wish to influence the wells toward good in hopes of reopening the gates of paradise and reunite with God, as well as usher in His rule, while demons seek to influence the wells toward evil in hopes of breaking the seal that binds Lucifer to Hell and usher in HIS rule. Nonpartisans, aka Ideals, seek to simply seek to indulge in their wants and needs, which--amazingly enough--maintains some sense of balance among the wells. And all mortal beings of the mortal plane are completely oblivious to their existence.

Benefactors cannot directly influence people in their true state. Only by casting off their power by assuming a purely mortal form can they speak and interact with human beings. As humans they can lie, cheat, convince and comfort the souls of humans and hope to convince them or coax them into whatever it is a Benefactor seeks by interacting with them. Benefactors are plot devices. No more, no less. They do not patron anyone, they do not bless anyone and they do not give anyone special items or powers. They are meant to be viewed as a TP and plot-driving device to instigate RP among the players at You Are Here MUX.

Please refer to the following pages for more information on each type of Benefactor:

- Disgraced :: Twelve Knights :: Ideals, the Nonpartisans -


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Spiritual Wells

Spiritual Wells have existed for as long as anyone can remember--those who know of them, anyway. Their purpose is simple: they, along with leylines, provide the Earth with spiritual nourishment and help keep the spiritual energies of the Earth moving and churning, keeping the world healthy. At first the function of the Wells was simply to do as mentioned; however, since the fall of The First they have become a new force in the 'war' between the Benefactors of Good and Evil. How? Simple.

Spiritual Wells initially have no set lean; in other words they did not start as 'good' or 'evil.' They were essentially neutral grounds for many, many years, though some gradually became either or as time moved on and human society changed. Only within the past hundred years have their 'leans' begun to play a major role in the war between Good and Evil, as Benefactors began to realize the potential of seemingly worthless collectives of energy.

How are the Wells influenced? Easily; human emotion is a very powerful, potent spiritual force. Powerful, because it is that free will of humans that no supernatural being can touch. Yet it's this energy that ultimately feeds the Wells, influencing them as collective human emotions sway one way or another. For instance: there is a criminal case that is announced city-wide about a criminal who brutally killed the city's spiritual leader and his family. A good portion of the city may feel righteous justice and the want to see this man put away or worse-- put to death. For the most part the collective human emotion is 'justice;' thus the well would gain a slight--very slight--dose of 'good,' and sway the spiritual pool a bit further in the favor of Good.

Since Benefactors--both Good and Evil, as well as the Nonpartisans--cannot directly influence humans, it must be through suggestion and slight of tongue (or other means) that they helps nuture those feelings and birth the actions that help tilt the Well influence in that side's favor. More crime and ill will leans toward 'evil,' while honesty, love and doing 'what is right' might lean toward 'good.'

While overall Benefactors seek to gain a Well--namely large, very important Spiritual Wells, such as Midgard's--they are not beyond starting small. How? Well, portions of Wells can be influenced; for instance, a very poor, violent end of a city may be ill inclined while a neighborhood with families and quaint little parks and good relationships among neighbors may be considered good. Usually the bad end of town has been taken over by the influence of negativity, while the more family-friendly ends of town are held by good influence.

Once a portion of a Well has been tiltled entirely into the favor of one end or another it cannot be tilted the other way. It's not to say that such a feat is impossible; quite the contrary. However, it takes a lot--a lot--of bad or good influence over an area for it to be tilted the other direction, and usually isn't worth the effort on the part of the Benefactors.

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Leylines

If the Spiritual Wells--or Spiritual Pools--are the heart and vitals of the Earth, then the Leylines are the veins. They are what connect the pools to one another, providing energies and transferring them between. Leylines, unlike the Wells themselves, cannot be affected by the influence of human emotion; the energies there are constantly moving from one point to another and so far stretched that whatever influence there at the point of origin is lost just beyond the Well, not unlike the bloodstream.

The transfer of energies in a Leyline is usually in one direction, thus making one giant circle from one point of origin to the last.

While the Leylines seemingly serve no purpose whatsoever, that is hardly the case. They serve as a means of transportation for Foreigners, as they otherwise have no means of travel beyond the cities atop the wells they're dropped into. No one knows 'why' or 'how' the Leylines became what they are today, but one fact is certain: they are a necessity to the Foreigners who arrive and protect their very lives. Whether this is coincidence or the doings of Benefactors...well, no one knows.

'Soul Subway'

The Soul Subway is a system that's exsisted for as long as anyone 'in the know' can remember. The problem is, nobody's been able to properly access it until these modern times.

The Soul Subway is a literal haven in every single sense of the word; whomever enters the confines of the station and platform is subject to a place completely free of violence from the moment you enter until the moment you leave. However, this place has multiple unique traits within it.

First, the only people allowed to access the soul subway are Foreigners. The brick wall behind the dumpster on the solid concrete wall in the back alley would seem exactly that: normal. To the eyes of a Foreigner, however, they'll see an open door of some sort, a path leading down a set of stairs. There has never been a recorded instance of a Native of any sort ever breaching this place, from spoken word amoungst the Foreigeners to the records of the DFA. This isn't to say the DFA isn't capable of penetrating the stations themselves, however, as per the group has Foreigners in their employ.

Second, Benefactors do not have any power whatsoever in these places or along these leylines. Whatever greater power controls, facilitates, and regulates this network is something beyond even their knowledge, thus proving that though they are "supreme beings", they are not in fact at the top of the divine (or demonic) food chain. Benefactors that have transubstanciated to a mortal form are considered Natives for this purpose, and cannot access the soul subway.

Third, while no violence can be committed in the soul subway or their subsequent connecting leylines, it does not mean that information gathering isn't a popular, if not common occupation for those that prefer to 'live' in the stations of the soul subway; the young boy selling newspapers may have a little more than the sports page for you if you cross his palm with a little more silver. Information brokers in the subway travel out of their domain typically to either eat or sleep, and some hardly even venture out to do those on a regular basis.

Lastly, the soul subway has been a thorn in the DFA's side for years. Upon the discovery that the Foreigners could move beyond their "designated" spiritual pool and move to other areas, the group has spent thousands of man-hours and used their vast technological resources (and taxpayer dollars) to begin plotting approximate locations to 'map' the leylines from area to area. Experiments were carried out to see if it was at all possible for Natives to physically interact with the leylines once some were confirmed to being in a particular location, however none of these proved to be successful. In the four major and greatest of the spiritual pools, the actual number of entrances to the soul subway is numerous: Of the six confirmed leylines leading out of Midgard, the DFA has been able to locate and confirm twelve actual entrances to the soul subway-- a rumor occasionally circles amoungst the DFA and the Foreigners that the entrances sometimes rotate and change locations.

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Technology

In the early 21st century no real, major advances have been made in technology, though the world has come a long way since the mid-twentieth century. There are no flying cars or massive, high-powered personal computers, nor has mankind figured out teleportation or even time travel. Society and technology is as it would be in the real world.

But this is the general, technological overview. While society as a whole may not have these amazing, ground-breaking machines of wonder, it's not to say that they cannot or do not exist. With the near-constant arrival of people (and in some cases--creatures) from a wide-variety of societies, worlds, eras and other dimensions there is almost always some new technology being introduced or dropped into the laps of those who can harness or use these various knowledges.

However, most technology from other worlds or dimensions are too far advanced for this world, and because of this have very limited use, as components to power them or repair them may be impossible or near-impossible to obtain. But if such a device were put into the right, intellectual and creative hands a substitute--albeit less effective--could possibly be created.

Most technologically advanced items introduced to the public are generally unaccepted by the public as a whole, as such things typically cost entirely too much for the general public to own and operate. However, it's not to say that everyone rejects these expensive creations. Those with the time, money and resources are often willing to take risks and gambles with new, fascinating devices and technologies.

In short, advanced technologies can and do come in contact with this world. However, they are often too advanced to function or impossible to maintain with the available, less-advanced resources that the modern world has to provide.

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The Department of Foreigner Affairs and Activities

Years ago, the first Foreigners were discovered. These Foreigners were people from other dimensions. Many of them dressed in strange clothes, wielded fantastic powers, and not all of them were good. It was decided that the public could not know about the Foreigners, because such knowledge would not be well received by the common man, or so the ones in the know foresaw. Thus, the DFA (Department of Foreigner Affairs and Activities) was founded, beginning in Japan, using secret government and even yakuza contacts. It then spread through the world, carefully releasing the information of the existance of Foreigners to other major national powers. Over the course of a few years, several more DFA offices sprung up, under various names and with different methods of operation. All of them have the same four goals, however:

1. To suppress knowledge of Foreigners and the paranormal to a minimum and prevent the general populace from knowing.

2) To reintegrate Foreigners into society as painlessly and seamlessly as possible.

3) To protect the public from the danger that Foreigners and other such paranormals potentially represent.

4) To secure new technology and knowledge from Foreigners without the use of force.

To the public, the DFA is a government branch set up under the NSA (National Security Agency), but the operations of the DFA, as well as the existance of the organization itself are largely secret. They use the similarity of their name to hide under the Department of Foreign Affairs (which deals with international, rather than interdimensional issues), which confuses the public and largely keeps them from knowing just what the DFA is. To the military and police, the DFA is an organization that is even more confusing. Because no amount of digging can reveal just who the DFA are (that whole confusion between names), but having direct orders that no one seems to know who expressly gave them to forfeit jurisdiction or authority of any police or military activity over to DFA operatives, there exists an uneasy relationship between most of the 'official' world and the DFA. Lunatic fringes speak of the 'men in black', but no one really knows who the DFA are.

In the US, there exist four separate sections of the DFA, and one of them is situated and concerned with one major point of Foreigner activity: Midgard City. The activity alone in this one city is such that 'Section 30', as it is officially called, was made solely to control Foreigner activity in this one area. Section 30 is one of the best equipped and well-funded of all DFA offices in the US, if not worldwide, and employs the best and brightest, from all over the world. Despite overseeing only a small portion of the globe, the size of Midgard as well as the frequency of Foreigner and paranormal activities within it allows for Section 30 to be rather large, having three distinct branches of operation, each having multiple divisions within them.

Information on the Department of Foreigner Affairs and Activities is located here.

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The Bureau

'The Bureau' is a mysterious group of men and women of considerable intelligence and ruthless ambitions that seek to further their goals through the use of others--and other powerful organizations. No one knows much if anything about these men and women save for one, crutial fact: they supposedly, somehow, once held rank in the DFA.

Speculations of these men and women vary: they were once scientists, they were possibly even founding members of the DFA; whatever the truth of the matter may be no one knows for certain. Some even speculate that the founders don't even exist, and only exist as a means to strike fear into the powerful pawns they snare in with deception, deceit and blackmail. Whatever the truth may be, it's said that these men and women, this 'Bureau,' took the knowledge they gained in their time as members of the Department of Foreigner Affairs and the structure of it, using this as a means to create their own hierarchy. Thus they--like the DFA--possess their own research groups, intelligence groups, SWAT-like raid teams and communications and digital espionage groups.

While the true leaders of the Bureau are little more than speculation and mystery, there are, in fact, people who seemingly 'run the show' in their stead. So-called puppet rulers, these men and women send out orders to those associated beneath them, to do as they demand. Those under their thumb love them and hate them--they are frightning people, but they take care of those they have the loyalties of.

Please refer to The Bureau files for further information on the organization.

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Midgard Police Department

The Midgard Police Department, or MPD, functions just as any other police department would: there is a commissioner, deputies and various other ranking members of the department. The department itself is located in downtown Midgard at its heart, the city as a whole divided into roughly five precincts.

Like any other typical police department it functions efficiently and well; however, it too is subject to crooked cops and has its small share of inter-office criminal activity. Even so, the MPD is looked up to as a competent organization, headed by Commissioner Terrance Szymanski.

The following is the hierarchy from highest to lowest rank of the MPD:
Police Commissioner
Chief of Department
Bureau Chief
Assistant Chief
Deputy Chief
Inspector
Deputy Inspector
Captain
Lieutenant
Sergeant
Detective
Officer
The departments of the MPD are:

Patrol Services
Detective
Criminal Justice
Organized Crime Control
Transportation
Support Services
Housing
Internal Affairs
Personnel
Training
Player Information

As the MPD is a faction, players are encouraged to take characters who are a part of the precinct. While the Police Commissioner position is NPC only at the time, all other slots are open, but some are limited, such as the chief of department and, once filled, will remain as such unless a player resigns from the spot or takes leave of the character.

Any questions about the police department and applications should be, as always, directed to the Factions wizard.

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The United States Government

The United States government functions the same as it would in the real world. There is a president, cabinet, Supreme Court, FBI, CIA and so on.

But, despite their similarities, there are differences between the two. Most obvious is the Department of Foreigner Affairs and Activities, the secret branch of the US National Security branch, who operate behid the scenes. Furthermore, the other governments of the world are aware of the 'supernatural' situation--although most if not all are reluctant to call it such. Each deal with the 'supernatural' situations and circumstances with their own branches, such as the DFA.

The current president of the United States is Democrat Paul Bradshaw, who has been well-received by the majority of voters. He has since instituted tax solutions at various levels and brought the economy to a 'tolerable' state. He is accompanied by his vice president Richard Dobrowolski. Paul Bradshaw's first service as president is up in two years, but many believe he will be unanimously voted back in for a second term.

However, the current mayor of Midgard isn't as fortunate. Mayor Louis Carthright, Republican, is not a bad mayor by most standards--he's been voted mayor of Midgard for two terms already, this being his second. However, he isn't exactly well-favored by the more politically-involved of the city--especially not as of late. Some claim he is taking bribes from the local mob to act in their favor. His term is up in one year, and many speculate he'll be swiftly replaced by the 'lesser evil' in the next mayoral election.

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