#Local Building Surveyors
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Home Inspections Made Easy - Partnering with Local Building Surveyors
When it comes to buying or selling a property, the importance of a thorough home inspection cannot be overstated. A home inspection serves as a crucial step in the real estate process, helping prospective buyers make informed decisions and ensuring sellers are aware of their property's condition. However, navigating the complexities of home inspections can be daunting. This is where partnering with local building surveyors can simplify the process, providing expertise and peace of mind.
The Role of Building Surveyors
Building surveyors are trained professionals who specialize in evaluating the condition of buildings and ensuring compliance with building codes and regulations. They possess in-depth knowledge of construction practices and can identify potential issues that might not be apparent to the untrained eye. Their expertise extends beyond mere aesthetics; they can detect structural problems, plumbing issues, electrical faults, and even pest infestations. By engaging a local building surveyor, homeowners can gain insights that are critical to the value and safety of a property.
Why Partner with Local Experts?
Local Knowledge and Expertise: Local building surveyors are familiar with the specific characteristics and common issues found in properties within their region. They understand the local building codes, climate impacts, and typical construction practices. This localized expertise enables them to provide more relevant and accurate assessments, ensuring that potential buyers or sellers are fully informed.
Personalized Service: Local building surveyors often provide a more personalized approach compared to larger firms. They are typically more accessible and can tailor their services to meet individual needs. This level of attention can make the inspection process smoother and less stressful.
Comprehensive Reporting: A well-conducted home inspection results in a detailed report that outlines the property's condition, highlights potential problems, and offers recommendations for repairs or maintenance. Local surveyors are skilled at producing clear, concise reports that are easy to understand, empowering clients to make informed decisions.
Cost-Effective Solutions: While some might view hiring a building surveyor as an unnecessary expense, it can ultimately save money in the long run. Identifying issues before a purchase can prevent costly repairs down the line. Additionally, local surveyors often have established relationships with contractors and can recommend reliable professionals for necessary repairs.
Mitigating Risks: Buying a home is one of the most significant investments many people will make in their lifetime. Partnering with a local building surveyor mitigates the risks associated with unforeseen issues that could arise after purchase. Their expertise can prevent buyers from making decisions they might regret later.
The Inspection Process
Engaging a local building surveyor typically begins with an initial consultation, during which the client discusses their needs and concerns. The surveyor then schedules an inspection, during which they will thoroughly examine the property. This includes evaluating the structural integrity, checking for signs of water damage, assessing electrical and plumbing systems, and more.
After the inspection, the surveyor will provide a detailed report, often accompanied by photographs and recommendations for any necessary repairs or follow-ups. This report serves as a valuable tool for negotiation in a real estate transaction, allowing buyers to request repairs or adjustments in price based on the findings.
Conclusion
Partnering with local building surveyors streamlines the home inspection process, offering invaluable support to both buyers and sellers. Their expertise not only enhances the understanding of a property’s condition but also protects investments by identifying potential issues early on. In the ever-changing real estate market, having a knowledgeable partner can make all the difference, ensuring a smoother transaction and greater peace of mind. Whether you are entering the market as a buyer or looking to sell, collaborating with a local building surveyor is a wise decision that can save time, money, and stress in the long run.
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Nautilus update! I’ve written more in-depth about all of this on the gofundme page and our social media, so I won’t get into the nitty gritty detail here as well, but I wanted to share the news here, for anyone wondering how things are going! Under a cut because it’s long, but tl:dr is we're moving forward, and we'll be okay.
Good news first: The owner of another local sailing company had put one of their boats up for sale the same week as the accident, and after the surveyors told us to expect the worst, he got in touch. She’s now ours, and we’ll be sailing again next summer! We were lucky enough to work on her in the past, and her previous owner wanted has told us he’d initially meant to offer her to us at the end of this season. With a working boat, we can keep our company going, which in turn means we have a means of making money that still allows us the flexibility to work on repairs, and deal with matters in the shipyard as they arise. (The marina also had a multi-year wait for commercial boats, so we were worried about what would happen if we had to bow out for a few years!) We're extraordinarily lucky and so, so grateful - this literally would not have been possible without the fundraiser, and the safety net it gave us, and the way our whole community has supported us. Without exaggeration, it changed our lives. I will never be able to fully express how grateful I am.
Nautilus is written off as a loss, which we've been expecting. They offered us the chance to buy her as salvage, which we obviously accepted. So insurance wrote us a payout for what she’s insured for, plus reimbursement for getting her hauled and towed, less the value of her as salvage. Because she’s a loss, we have to pay off the loan that we took out this spring to buy her. After that's done, we'll have enough left over from the payout check to launch the new boat next spring (insurance/marina fees/haul and tow) which in turn leaves us free to use the proceeds of the fundraiser to make a start on repairs this winter! In the meantime our insurance is pursuing subrogation: essentially (as I understand it) after paying us out of their pocket, they are going after the other insurance for reimbursement. If we do see any lost income, it would be through this process, but we’ve been told several times it will take months - we don’t know if that means ‘december’ or ‘next august’, and don’t know how much, so we’re crossing our fingers but not making any plans around it. The crisis point was these last two months, and honestly the fundraiser got us through it - now we have our feet under us again, it would definitely be welcome but our stability and livelihood isn't hanging on it, so we can afford to wait.
Repairs - rough estimate from the survey is $83k, but half of that is labor costs. We can do much of the labor ourselves, which should lower it a bit. There are obviously areas where we'll need experts (welding!!), but we have the skills for a lot of what has to be done. Right now we’re getting the boats covered for cold weather, picking up some odd jobs around the shipyard, and clearing room in the woodshop to build a new main mast - that’s the project this winter! We are also going to start tearing up the teak deck to access the damaged fiberglass below, and figure out what, if anything, can be salvaged from the wreck of the mast/rigging (the jib furler sheared in half, but the sail itself made it out with only four small, easily patched punctures! Which is frankly a miracle, given how it was literally jammed through the mast). Anything that seems sound will be checked over by an expert, and a lot of it might still be too stressed to safely use, but after months of looking at the wreck of the thing, it’s honestly just a relief to be able to go through and start taking pieces apart.
Tl:dr is we’re going to be okay. Money is tight, we’re living with family and working 6 days a week, but we’ll be on the water sailing again in May, our company will survive, and we’re hoping to have Nautilus fixed in two or three years. Just wanted to share that with you all; I'm really glad to finally have some good news to offer. It's not easy but it's better, and we're going to get through it, pretty much 100% because of everyone who has been so kind to us both. Thank you all so, so much for every single kind word and share and donation. I am never going to be able to say how much it has meant to me, and what a difference it has made. I won’t be posting much more about it on here now that we're back on our feet, but if anyone wants to keep updated, detailed news about Nautilus repairs will go on the gofundme page, and our instagram will have lighter posts about both boats, repairs, and the 2025 season.
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Ancient Monumental Marble Map of Rome on Display After 100 Years
A marble map of ancient Rome, that hasn't been put on public view for almost 100 years, is getting its very own museum within sight of the Colosseum.
The Museum of the Forma Urbis, enclosed within a new archaeological park on one of Rome's famous seven hills opens on Friday -- the latest offering from a city that is eager to broaden its attraction for growing hordes of tourists, according to Reuters.
"This is a beautiful day. We are opening an archaeological park in an extraordinary part of the city and a new museum showcasing a masterpiece which has not been visible for about a century," said Rome Mayor Roberto Gualtieri.
"We want a city where the museums and the streets are linked, and where people, while walking around, can fully appreciate and enjoy the beauty, but also better understand how our city has been transformed."
The Forma Urbis was a monumental, highly detailed marble map of ancient Rome carved during the reign of the Emperor Septimius Severus between 203 and 211 AD, engraved onto 150 separate slabs and measuring 18 by 13 metres (60 by 43 feet).
It was displayed on a wall in the ancient city, but over the centuries it gradually disintegrated, with locals using some slabs for new buildings.
During excavations in 1562, fragments were recovered and scholars estimate around 10% of the whole has survived, including sections showing the Colosseum and Circus Maximus, as well as floor plans of baths, temples and private houses.
The huge carving has proved a valuable resource for understanding the layout of ancient Rome, but all the remaining pieces have not been shown together since 1924.
In its new, innovative setting, the fragments have been laid out on a reproduction of a famous map of Rome created in the 18th century by the surveyor Giovanni Battista Nolli, who is credited with making the first accurate street plan of Rome.
The marble chunks lie on top of the Nolli map, showing their relation to the developing Renaissance city.
Outside the museum, in the open-air park on the side of the Caelian Hill, archaeologists have out laid out walkways lined with ancient Roman grave markers and marble columns found in excavations around the city in recent decades.
"The Caelian Hill, one of the seven hills of ancient Rome, has remained in the shadows, unknown and inaccessible for a very long time. Today, we are finally giving it back to the city," said Claudio Parisi Presicce, who oversees Rome's cultural heritage.
"The hill has a special importance because it is what unites the monumental area of the Imperial Forums, the Roman forum, the Colosseum and the area of the Appia Antica," he said.
The 5-million-euro ($5.5 million) project is part of a broader refurbishment of Rome, which has seen a tourism boom since the end of the COVID-19 pandemic and is expected to be submerged by visitors in the 2025 Roman Catholic Holy Year.
#Ancient Monumental Marble Map of Rome on Display After 100 Years#The Museum of the Forma Urbis#The Forma Urbis#Emperor Septimius Severus#ancient artifacts#archeology#archeolgst#history#history news#ancient history#ancient culture#ancient civilizations#ancient rome#roman history#roman empire#roman emperor#roman art
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Woodlawn House
Hi guys!!
I'm sharing Woodlawn House. This is the 14th building for my English Collection.
It is in fact an Irish house, built before Ireland became independent.
I had to make some modifications and had no images to copy interiors.
History of the house: The history of Woodlawn goes back before recorded history, with the pre-medieval Diarmuid and Gráinne mound, currently undated.
Originally known as Mota or sometimes Moote, the village was renamed by Lord Ashtown, apparently for the simple reason that his post often ended up in Moate instead of Mota. The countryside was flat, boggy in places but largely well-suited to farming and was used for tillage up until the 1930s when it was put to pasture.
Forestry is more recent addition to the landscape, with Coilte owning large tracts of the old Woodlawn estate.
Woodlawn House itself is a three storey palladian style country house of about 30,000sq.ft. originally built around 1760 by Frederick Trench, the first Baron Ashtown. It was extensively remodelled in 1860 by his son the second Baron Ashtown to plans drawn up by James F. Kempster, the local County Surveyor. It was also the second Baron Ashtown who was responsible for the building of the railway station and ensuring that the railway line passed through the estate as it was being constructed.
The house was finally sold by the fourth Lord Ashtown to Frederick Le Poer Trench in 1947. The current owner is engaged in planning a complete restoration of the house and estate.
For more info: https://www.woodlawn-estate.com/
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Distribution
This house fits a 50x50 lot (I think if you lose the woods and entrance it can fit a 50x40 too)
I furnished just the principal rooms, so you get an idea. The rest is unfurnished so you create the interiors to your taste!
Hope you like it.
You will need the usual CC I use:
all Felixandre cc
all The Jim,
SYB
Anachrosims
Regal Sims
King Falcon railing
The Golden Sanctuary
Cliffou
Dndr recolors
Harrie cc
Tuds
Lili's palace cc
Please enjoy, comment if you like it and share pictures with me if you use my creations!
Early access: 07/18/2024
Download: https://www.patreon.com/posts/106463811
#sims 4 architecture#sims 4 build#sims4#sims 4 screenshots#sims4play#sims 4 historical#sims4building#sims4palace#sims 4 royalty#ts4#ts4 download#ts4 simblr#ts4 screenshots#ts4 gameplay#ts4 legacy#the sims 4#sims 4#sims4 build#sims 4 legacy#sims 4 gameplay#thesims4#sims4englishestates#english estate
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Drafting the Adventure: Dungeons Without Walls
I love the idea of dungeons, but there was a significant portion of my life as a DM where they didn’t feature in my games. While Pathfinder and 5e provided a great framework for character building and tactical skirmishes that I could build story on top of, neither was really great when it came time to detour into a dungeon. My players tended to get confused when we headed out to plunder the local ruin or cave system, spending a lot more time figuring out where they were and what they should be doing than actually doing anything.
The problem as it turned out was limited information. I had a picture of the dungeon in my head/notes but I couldn’t telepathically infer that to the party, and the back and forth questions where they tried to orient themselves within my mental labyrinth ate up a lot of session time prevented us from attaining that snappy pace that every table needs to keep the players invested.
Recently though I had an epiphany about overhauling exploration in d&d, and wrote up a whole post detailing how you could build and run wilderness adventures the same way you could a heist or a murder mystery. Because I was already writing a series about dungeon design it didn’t take long for me to realize that this exploration overhaul was 100% applicable, and could solve a lot of the delay and confusion my players usually faced on their next trip underground. Spoilers: it worked amazingly.
The key to this overhaul was giving my players enough information to see the dungeon as a sort of abstract checklist, and then giving them the power to investigate and check things off that list in whatever order they wished, when they enter a new level of the dungeon they get a new checklist to fill out which still keeps that sense of exploration. Folk love checking things off lists, and I as a dungeonmaster love it when players engage with the content I’ve spent so much energy creating even if it’s only poking their head in the door to realize they want to run away as fast as possible. Likewise, designing the dungeon this way let me tackle much larger concepts without having to sweat the details of filling up every little room as I would have to in map-centric design.
To summarize my exploration mechanic as It applies to dungeons:
During Design: After you’ve got the dungeons’ major concept, you divide it into unique “zones” (essentially what might be levels in a regular dungeon) with an interconnected theme, mechanic, or threat.
Each zone has a number of points of interest, which can be anything from trails to follow, odd sights they might investigate, to full complexes of rooms that you’ve mapped out. You don’t need to map out the points of interest otherwise, they sort of float abstractly within the zone
When players enter a zone, they become aware of its name and general descriptor, as well as how many total points of interest are in that zone. They also become aware of some points of interest immediately to serve as landmarks and give them a direction for their exploration, but most remain undiscovered until they venture off the path and start checking out their surroundings. Hidden among these points of interest are the doors that lead to zones deeper within the dungeon, encouraging the party to explore in order to progress.
During Play: When the players enter the dungeon, one player is appointed as the surveyor, who’s job it is to keep track of the zones, fill out that checklist, and check things off when the DM tells them that they’ve fully explored a point of interest.
Rather than needing to be aware of the exact room layout, the party just need to know what zone they’re in and what options are available to them, Because this information is delivered in the form of a checklist with empty spaces, the party know exactly how much of the dungeon they’ve explored, what’s left to explore, and when they’ve cleared out an area.
Lets take the image above as inspiration. Say the party is trying to make it up to the tower, you can easily see a progression of zones and maybe imagine a few to go alongside them:
Ruins & Foothills: The first area, filled with the remnants of an ancient civilization. Picked over by looters and now a home to all sorts of wildlife,
Mountainside: The obvious next goal, but locked off behind a challenging climb, Filled with hazards that threaten to knock the party back down to the foothills if they’re not careful
Caverns: Secret area accessible only if the party explore a cave on the mountainside, or make a beeline towards the old aqueduct landmark in the foothills, realizing it might be easier than the climb.
Spire Foundations: The door connecting to the foothills is guarded by a complex puzzle and arcane ward, but the party might be able to sneak in through the caves where erosion has caused a breakthrough into the cellars.
Spire Peak: High among the clouds, the party’s prize is somewhere here. Access to the upper sections of the tower are guarded by a territorial sphinx under arcane compulsion, though the party might just be able to skip that fight if they figure out the riddle to make the portal mirrors work in the foundations.
Trying to design all this by pencilling it in on a gridmap would take weeks, to say nothing of the headache it’d cause you trying to make things fit together and fill up empty space with content. Designing it first as a sequence of zones and then filling those out with interesting fights, puzzles, and encounters is the work of an afternoon or two. Likewise, its easy on your players: five zones with six to ten points of interest is far easier to tackle when you can make a checklist and see how much progress you’ve made, despite the fact that the area they’re exploring is quite vast.
I hope you find this as useful as I have, and if you need a more concrete example of how it might work, don’t worry, I’ll have one of those for you in the coming days.
#dungeon design#dnd#dungeons and dragons#d&d#5e#dm advice#dm tip#dm tips#dm tools#writing advice#pathfinder#ttrpg#homebrew#5e homebrew#homebrew mechanic#exploration
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Crofter Calum MacLeod then aged 63 shoulders his shovel after another days work on the road ... his OWN road on 29th April 1973.
Calum was a Local Assistant Keeper of Rona Lighthouse and the part-time postman for the north end of Raasay.
After decades of unsuccessful campaigning by the inhabitants of the north end of Raasay for a road, and several failed grant applications, Calum decided to build the road himself. Purchasing Thomas Aitken's manual Road Making & Maintenance: A Practical Treatise for Engineers, Surveyors and Others for half a crown.
Over a period of about ten years between 1964 and 1974, he constructed one and three quarter miles of road between Brochel Castle and Arnish, using little more than a pick, a shovel and wheelbarrow. Initial blasting work was carried out and funded, to the sum of £1,900, by the Department of Agriculture's Engineering Department, who supplied a compressor, explosives, driller, blaster, and men.
Several years after its completion, the road was finally adopted and surfaced by the local council. By then, Calum and his wife, Lexie, were the last inhabitants of Arnish.
Rather amusingly Calum didn't drive any further south than Bochel near Tomnavoulin as he never held a drivers licence!!!
Sadly, despite only being completed in the 1980s, the road is already falling into disrepair as it has been left without maintenance
The third pic shows a Commemorative Cairn that reads: "This former footpath to Arnish - a distance of 1.75 miles - was widened to a single track road with passing places and prepared for surfacing by Malcolm MacLeod MBE”.
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Name: Raul Moreno Martín Species: Spellcaster Occupation: Surveyor Age: 27 Years Old Played By: Tapir Face Claim: Miguel Bernardeau
"Miss one sigil and you’ll transmute yourself into flesh furniture. No pressure, initiate."
Raul had been destroying evidence and dodging questions from other local covens for a year since the Pacto Áurico’s grand experiment unleashed a shockwave in Toledo’s astral plane like an earthquake thundering through an ocean trench. Yet, Raul hadn’t gotten better at answering those questions for himself, He couldn't even be sure if the ritual had failed, or if sheer audacity had left them unprepared for the consequences of actually succeeding.
Within the gilded and hushed halls of the Pacto Áurico, or Auric Covenant, Raul had learned what the masses called ‘magic’ was just chaotic energy humans could force in useful patterns through equivalent sacrifice and ritualized formulas the ignorant called ‘spells.’ Raul initially didn’t find it weird that his mother visited distant worlds in her dreams or that dad and grandpa never met an ominous artifact they didn’t immediately adore.
But the divide between the occult and outside eventually hit as he tried to divide time between, school, friends, sports, parties, hobbies, love, and his parent’s arts. Each deeper circle of thaumaturgy required exponentially more time to decipher, experiment, and refine. Some rites even required Raul to offer up parts of his inner self. Raul loved his friends and day life, but each new intoxicating rush of unnatural power seemed to sweep him farther out to sea.
Years later, Raul had descended with his squad of the ritual teams beneath the arches of San Ginés and into the Caves of Hercules and the forbidden Casa de los Candados beneath Toledo. The Auric Covenant’s path of shaping chaos through rites and sacrifice had forged Raul into a formidable sorcerer, but demanded such all-consuming focus that Raul had been more concerned on proving himself than questioning whether the coven’s latest grand ritual had gone too far. It was only after archeological layers of Castilian, Almohad Caliphate, Visigoth, Roman, and ancient Iberian ruins gave way to alien architecture that was already ancient in humanity’s stone age that Raul began to realize the enormity of what the Auric Covenant’s inner circle intended. But by then, reality was already bleeding.
All Raul knew for certain was that the cascading vortex left more than just physical wounds on those who’d survived a desperate attempt to stabilize that massive imbalance of energy. As they’d all picked up the pieces and tried to remake the wards and magical reservoirs that’d been destroyed by the ritual’s backlash, Raul slowly realized something leeching his lifeforce after each invocation or transmutation. It was tiny at first, but like internal bleeding, seemed to rip deeper the more power he wielded. None of his family and friends seemed to be faring any better, each with their own individual scars and consequences. Raul chose to focus on helping his family and coven rebuild to avoid the deepening questions. A long trail of false leads and failed cures eventually lead to a magically rich locus on America’s east coast, just one more short stop before everything went back to normal.
Character Facts:
Personality: Bold, loyal, ambitious, ingenious, cagey, grasping, warped, disillusioned
Raul rarely drops his guise as a cheekily clueless civilian fixated on maps, swimming, and evil buildings.
Raul tends to have cycles of intense hyper-achievement followed by crashing and burning.
Pop culture references and social subtlety tends to bounce off Raul’s skull.
Raul doesn’t care about the species or morality of business associates. Only the mission matters.
Raul excels at the precise geometric patterns needed for occult diagrams, but is otherwise a terrible artist whose class presentations gained infamy for being unintentionally surreal.
Raul received a wound to the soul during a ritual.
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Incident Report #1065-A
Date Filed- 14/12/14
Date of Initial Incident- 7/12/14
Archivist- Opalton, Emily
On the night of December 7th, during a routine surveillance of the Beltrami county coldspots in northern Minnesota, the assigned Observer happened upon an untapped live video feed coming from a small emergency clinic located on the bend of a highway. The feed was attached to the clinic’s CCTV security camera system. Initial observation revealed a series of seemingly supernatural events visible across the entirety of the building, which prompted further escalation.
The assigned Surveyor reviewed the live tape for a 24 hour period and found Epsilon level activity between the hours of 23:00 and 2:00 based on the visuals alone. This included infestations of several manifested shade entities, evidence of poltergeist and phantom activity, object possession, non-euclidian interior design, and foresight manifesting memetics. See Incident Report #1065-B for a further expanded list of activity identified during this period. Following the confirmation of notable supernatural happenings in the area, the Surveyor probed local rumors and speculation for signs that information on the events had breached into public consciousness, however no such evidence was found. Thorough investigation revealed that no discussion surrounding the clinic was related to the supernatural in any way. Patients who had been present the day of the surveyed activity reported nothing out of the ordinary during or after their stay, nor did any of the clinic’s staff. Temporal phenomena were ruled out via an extensive cross referencing of the clinic’s deed, land rights, yearly taxes, and employee records, however it was noted that the building’s layout was mildly inconsistent. No windows were observed on the exterior of the building, and yet several cameras showed position accurate windows located on the interior of the clinic.
Following the closure of the Surveyor’s investigation on December 13th, 2014, the incident was marked Unresolved and on Yellow Watch.
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Marten Larue loredump
500 years ago, the planet Marten comes from was invaded by SecComm (lots of canon lore for them, but most of it's irrelevant. They're space nazis). SecComm chose a large plateau as their staging ground, as it was isolated, defensible, and populated by low-tech nomads. They easily squashed the local population, and set about spreading their war and influence across the planet.
However, the people who had been brutally and casually subjugated still existed, and tried to rebel. This rebellion was immediately crushed. As was the one after that, and the one after that. These people, whose names and history are lost to time, must have looked around, seen their culture being sandblasted away, and become desperate. They began trying more cutthroat, underhanded, and brutal tactics, eventually resorting to severely punishing failure within their own ranks, often consigning these people to the "Fodder Corps".
Then, by some miracle, SecComm left. Almost overnight, they pulled back from the planet and retreated into space. The leaders of their rebellion, in their current iteration known as the TDP, likely in some state of shock, decided that their efforts had defeated SecComm. Therefore, the brutal and unforgiving internal politics of their rebellion should be the model for their future society they would build from the ashes of their former homeland.
What TDP stood for is lost to time (verbally it's referred to as "tedepon" but it's never spelled that way, nor is it ever referred to verbally by spelling out the acronym), but it exists now as a society built around the concept of "failure" as the chiefest and most egregious sin. The punishments have become far more complex and varied, but the core principle remains the same, and is used to stratify society into those who have failed, those whose ancestors have failed, and those who present themselves and perfect and beyond any sort of failure.
Marten Larue is born into this society to a family of dirt-poor laborers. Knowing their son had a gift for machines, his parents did everything in their power to keep him away from the many shipbreaking, salvaging, and industrial jobs that TDP built its economy off of, as it would paint a target on his back. Instead, he worked in a shrimp farm and spent his off-hours wandering the high-altitude tundra, looking for missed scraps.
over the next five years, he put together some of a mech. He had no dreams to compete in the mech arenas, but what little he had seen and heard of these competitions gave him a deep desire to build a machine worthy of such titanic clashes. Then, one day, he discovered the greatest find of his life.
A mech frame Marten didn't recognize lay mostly buried in the frozen earth, tucked away at the bottom of a little-known ravine. He dug it up, removed the ruined limbs, and restored the surprisingly well-preserved body. Attaching the parts from his ongoing project, his mech was almost complete! Little did he know, the land he had taken this salvage from had already been claimed for salvage, and when a surveyor noticed a conspicuous hole, Marten was tracked down and arrested for stealing.
As punishment for his crime, he would enter the service of the man who he had stolen from: a member of the ruling elite. This man assigned his mech the name Centihumeros, or "hundred shoulders." The hundred shoulders belonging to the founders of TDP, and whose victory had allowed for all that had come afterwards. The hundred shoulders upon which more praise would be heaped, if Marten were to achieve any victory at all in the arena in an incomplete mech made from scrap. And just before his first fight, Marten was branded with his gladiator's mark: upon his upper back reads "pénitence par la victoire."
In his first battle, Marten almost died. He had been given a crash course in piloting, but actual combat was completely different. That is until he accidentally activated his mech's signature ability: a portal straight to a star. A beam of stellar matter shot across the arena, melting an enormous hole straight through his opponent and presumably killing her in an instant.
The gladiatorial arena in TDP has a lot of money wrapped up in it. Gladiators are typically transported between arenas in secret, to prevent kidnapping of star warriors by competing lords. But such banditry is still fairly common. So when Marten and his mech were transported to the next arena and his caravan was attacked, it wasn't particularly unheard of. But the botched nature of this attack left Marten with the opportunity to climb over to the Centihumeros and escape. He returned home, stuffed his mother and one of his brothers alongside him in the cramped cockpit, waved a tearful goodbye to the rest of his family, and ran.
Two years later, after evading the authorities across a continent, several borders, and half an ocean, a distress beacon is detected by a passing hovercraft. A mech is barely holding this beacon above the waves. The craft picks up this mech, and ferries it to its destination: the island of Dammerund. On this island is a school. He will enroll in this school, first getting into the engineering track and then getting bumped into the mech-piloting track. He would rather be an engineer, but feels obligated to do everything in his power to reunite with the rest of his family and rescue them from his former country.
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Setting Blurb: The Reserves
It was easy to ship enemy urbanites and POWs out of CorpEmp territory and into the Cordons Sanitaire. But not everyone actively opposed CorpEmp. For every five communities that welcomed the warlords, there was one that was...apathetic. But not hostile. That was the thing. They just didn't want to join, and wanted to be left alone. CorpEmps founding warlords, not wanting a demographic influx of "people pissed at being made CorpEmp subjects" collectively shrugged their shoulders, and said as one "leave 'em be I guess".
Surveyors (armed in case the locals felt like doing more than shooting stern looks) would drive up to these communities, plop down a fence or whatever means of demarcation that was available, and bam! A Reserve was created. The Reserves (CorpEmp's word them) refers to the many, many, many little rural populations centers that are not part of CorpEmp. Unlike the Cordons Sanitaire, which had heavily policed borders, a Reserve only needed a little guard post (and gift shop for tourists) to watch the country road between it and the closest CorpEmp community. Trade and immigration, in and out of the Reserves, is unrestricted (again, these people were never activity opposed to CorpEmp). The closest CorpEmp and the Reserves ever get to diplomatic crises is cross-border brawls at the nearest pub.
Because of CorpEmp's lax security with the Reserves' borders, there are times were malign actors take advantage for their own gain. Some CPC gangbanger looking to make his bones will try setting up a "honest enterprise" within a Reserve. Days later, some Imperial constable will end up finding their body dangling from a telephone pole by the border.
Reserves are very insular (in case you couldn't already tell), contact with the outside world usually depends on if a particular reserve has internet, and how far the nearest non-Reserve is. Cooperation between Reserves is rare, emphasizing their desire to be self-reliant and not involved with the outside world. Cooperation with the Big Three is even rarer, for the exact same emphases. Although littered across CorpEmp territory, Reserves also form on the border between CorpEmp and U.M. territory.
The following is an incomplete list of Reserves in the 29th century:
Amish Countries: The Amish (the term now includes all strains of Mennonite) have continued their policy of remaining separate from the outside world. A few fellowships have taken this to the level of buying old orbital habitats (even building a few of their own).
Anti-Imperial Tribals: Not every member of the New Tribal Movement in pre-WW3 America was as warlike as the Hispano-Gaels. Some tribes decided to ignore the goings-on in Texas, and wall themselves up. A few still exist on the North American continent.
Bunker Dwellers: In some parts of the world, just before WW3 raged, some affluent individuals renovated old bunkers and missile silos to house themselves, families, and friends. A lot of them decided to remain underground after riding out the war and making contact with the many warlords fighting over the remains. Some complexes have become quite expansive by the 2800s, a few became underground arcologies.
Frontiersman: Some people don't like living in the core of human-settled space, and prefer to live on the fringes. Many communities were established in the Outer Solar System after the Big Three staked their many claims in the Inner, and now that all the good real estate inside the Oort is being developed a few expeditions into the Extrasolar territories (and beyond) were planned.
Hiders: There's not a lot to say about these Reserves. As the name (given to them) suggests, these guys just want to be left alone. In order to do so, they cut themselves off completely from the outside world. Hiders have been making moves to the Solar System's Oort Cloud (expect turf wars with the W.C.O.F.).
Leavealones: The bog standard Reserve. Quaint little village, standard of living a century-ish behind CorpEmp's. Usually a dirt country road connecting it to a CorpEmp community.
Nomads: The descendants of traveling folk, Nomads move up and down the many roads of the world. Some rely on horse-drawn carriages, others make do with the latest and greatest RVs. A few affluent Nomad groups own their own private roads. An even fewer number of the most affluent own their own boats to travel from continent to continent.
Peregrini: "Dwellers around", this Reserve takes the form of an enclave within an urban environ. Usually a walled-off, gated city block.
Prims: Sure, Reserves can be considered luddite by the other (technological) factions, but Prims take it to extremes. Eschewing technology altogether, Prims desire to return to state they only refer to as "monke". Uncontacted peoples, under the jurisdiction of the Green Consensus, are often erroneously placed in this category.
San Marino: Somehow, this small republic inside the Italian Peninsula not only survived the Third World War, but also the Warlords' Wars and creation of CorpEmp. When asked why it was never integrated into the West Latin Macrocommunity, locals just shrug their shoulders and say (in their own language) "I dunno".
Schismatics: Despite being a pro-religious empire, not many religious communities are pro-CorpEmp. Fundamentalist Mormons, Jehovah's Witnesses, Sedevacantists, Orthodox Old Believers, and that's just from the Christian family of faiths. Islamic, Hindu, Buddhist, Shinto, Animist, Scientologist (and other UFO-cults), and other religious schismatics dot the Earth (and the rest of the Solar System).
Spelunkers: These guys are a variant of Bunker Dwellers. What's different from Bunker Dwellers is that Spelunkers (as the name suggests) went to live inside complex cave systems. A bit like Hiders, in that they really want to be left alone.
Steaders: Steaders decided, once the technology was good enough, to strike out on their own on the open seas. Steader Reserves can vary in size, from single family platforms to a whole neighborhood floating on the ocean's surface. Or on the ocean floor.
Survivalists: Hiders, but packing heat. Wait. More heat than Hiders. These guys are playing the long game, waiting out in wherever they hunker down until another cataclysmic conflict destroys the Big Three. Then, them and their vision for humanity will become dominant. Given the recent discovery of multiple objects blueshifitng to the Solar System, they're beginning to be quite popular.
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