Duplicity Game Mods (
duplicitymods) wrote2019-08-21 02:10 pm
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VERACITY
![]() Fast Facts: Temperature: 90 degrees with heavy humidity Weather: None Crime: Very High A once prosperous location, Veracity has become what some may fear Duplicity will eventually turn into. Accessible through a tunnel located in Perfidy Springs in The Down, this particular journey to Veracity is short but riddled with mishaps. The tunnel itself is mostly stable, though the walkway is rocky and occasionally littered with bones of an unknown origin — not old but not quite new either. Halfway through, anyone walking this path will find that it begins to slant downward at an alarming rate before finally leveling back out and opening up into a wider area in the shape of a cement dome. Continue on, and it's obvious that the path leads to a city built out beneath one of the many oceans that surrounds Duplicity. The dome has been fully repaired from the damage it sustained in recent times and the viewing panels have been cleaned. Murky ocean and the occasional school of fish can be seen beyond. The most immediate view is of Town Hall, aptly named since it's the center hub for much of Veracity's commerce. Or had been, at one time. Looking up from the main building, there is a shaft that reflects the elevators in Duplicity but is completely non-functional and seems to go nowhere. Further on, there are glimpses of what could have once been some sort of religious center and several small marketplaces. Trade does continue here, but what goods there are are limited to being bartered for with rather uncomfortable sex acts or a very high monetary price most natives cannot pay. The most prominent structures in Veracity are locales across opposite sides of this underwater city: The Sub Space and The Dom Nation. Much different than what they'd originally been established for, the fall of Fort Harmony changed the lives of Veracity's citizens for, well, almost better. Arguably. |
![]() Shaped like a ring to reflect the Submissives' mark of Veracity, The Sub Space is just as rundown as the rest of Veracity. The entrance of this building was once heavily guarded with security but is now free to wander if anyone is brave enough to mingle with the remaining Submissives who have built homes in the utilitarian rooms inside. There is nothing remarkably noticeable about each floor — four in total with numerous cubicles fitted with beds on each level. However, it's what's underneath that really draws a crowd. Where once Submissives were trained – perhaps brainwashed even since all original Submissives were volunteers – to become the perfect partner, this area has now been transformed into a club called The Authority. The music is always heavy and loud, the hierarchy within mimicking that of what Veracity had once been known for: a Submissive's complete domination by their Dominant. Unusual, however, is the fact that all parties involved are usually marked as Submissives. Yet, no one blinks an eye and could care even less about the illegal activities that go on throughout the club. |
![]() Located on the opposite side of Veracity far from The Sub Space, The Dom Nation is just as bleak and dead-looking as everything else in the city. The building, once magnificent and scraping high against the peak of Veracity's dome, is now beginning to crumble and cave in on itself. This particular area has been used mostly for dealings of an even darker sort; countless acts of violence and even human-trafficking have been reported to have happened here. It's unusual to see anyone marked as a Submissive roaming the corridors, though some Duplicity Submissives have occasionally been spotted here making deals with some of Veracity's old Dominants. Chances of being beaten or mugged are incredibly high in this location, and if not accompanied by a Dominant who will vouch for you, there's still some risk of being murdered. Explore with caution. |
![]() The bar Verdant isn't the normal sort of bar that one might visit in Duplicity. For one thing, they don't serve any alcohol to the residents. After all, why pollute yourself with something so base as liquor when there are better things to occupy your senses with. What Verdant specializes in, first and foremost, is oxygen. Pure, uncut oxygen that can't be found anywhere else in Veracity. The entire space is done up in a way that sharply contrasts with the dilapidated state of the city outside its door. Plants line every available space, giving it a green scent and freshening up the recycled air that is provided by the struggling infrastructure. On tap at the bar are various 'flavors' of oxygen that range from standard to perfumed scents that titillate the senses. Pure oxygen carries so many benefits, as the bartenders will be happy to share. It sharpens the senses and eases headaches and other maladies. But, like anything, it must be enjoyed in moderation. Too much oxygen and you'll find yourself becoming euphoric and not entirely yourself. And in that state where suddenly everything seems like a good idea, you may find yourself paying a price for your enjoyment that you weren't expecting. |
![]() Few functioning businesses remain in Veracity, or so it seems, but trade still survives and even thrives in an unofficial capacity. An observant or lucky few may catch wind of a clandestine grouping of vendors who sell all sorts of things for the right price. Following this lead will take them down a long, claustrophobic alley between a couple of towering abandoned buildings that take up nearly two blocks between them. It opens onto a warren of other alleyways leading off in different directions. No matter which direction one takes, they'll find people staked out in their own small spaces, selling from blankets spread on the ground, rough crates, or even at times out of their own pockets. Everything from firearms and knives of all kinds to designer goods and electronics are on sale at improbably low prices. Most of the merchandise upon inspection is a cheap knockoff of the real thing. Occasionally, a good deal can be found by a skilled haggler with an eye for quality. Many types of drugs can be purchased as well — though, as with the stolen and counterfeit goods, quality varies. Some of the substances are cut with questionable ingredients that can sicken or kill those who take them From time to time, limited, special items may become available through events — be on the lookout for the next chance to score. |
![]() Toward the outer ring of the ruined city, a district that no outsider was previously permitted inside is now open to LIERs and citizens of Duplicity. Under dim, flickering street lighting, sex workers flaunt their trade, some connected to brothels and bordellos of varying quality from the simple and bare bones to more decadent decor and accommodations, some working on their own with only a shadowed alley to offer as privacy. Not all of the workers are entirely human. Some have strange eyes or longer limbs, perhaps even a tail or some other extra appendage. Others have digitigrade legs and clawed hands and feet, and long, clever tongues. They may have unusual sex organs, more than two breasts, or even be furred or scaled. Whatever your taste, it's likely they can accommodate it. Those who don't have such appendages naturally are often in possession of strange, advanced toys that enhance their ways to please. A few adult film and bookstores are scattered in between brothels and peepshows. They feature much more violent and hardcore Dom/Sub themes than entertainment typically available in Duplicity. |
![]() On the lower end of Iniquity Row rises a monstrosity of a combination hotel and casino that nearly reaches the slanting ceiling of the dome. This grand dame has seen better days with fading red and gold carpet in the lobby leading up to a massive, blocky front desk made of dark wood staffed by a clerk in tight white pants and a bright red jacket with gold trim. Check-in is easy. Strangely, no rooms above the fifth floor are ever available and the elevators are keyed beyond that level. Internal stairwells end at bricked off walls on the sixth floor. There's often a sense of being watched in the rooms. Anyone who gets too curious or paranoid might discover peep holes behind some of the mediocre art or that the bathroom mirror seems to have a spot where someone on the other side of it, someone in the walls, could stand and see into the room from that vantage. Guests might sometimes awaken from sleep hearing ominous thudding close-by. Not all of the rooms seem to line up properly. There must be extra spaces between. It might take time to notice, especially since not every room is compromised in this way. The casino is a darkly-paneled cavernous space, noisy and dim, with the expected array of games on offer — slot machines, roulette, dice games, card tables, etc. It's more difficult to win at the games than it ought to be, even games of pure chance. Any outsider who does well through cheating is quickly spotted and removed. Many of the gamblers and all of the casino security are vaguely threatening. There is more going on here than meets the eye. While the buffet is inexpensive and the food decent, it doesn't seem safe to linger more than a few hours at a time. There are rumors that people sometimes disappear from the casino or the hotel itself, never to be seen again. Some say they're still there, kept on the forbidden upper floors or wandering trapped somewhere in the hidden hallways. Inquiring deeper won't net anything but nervous laughter or gruff dismissal from the locals. |