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Inner Sanctum Nobility
Inner Sanctum Nobility
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I. The Beginning of Questworld
In 2104 AD Micronics Inc, the foremost nanotechnology manufacturer in North America began developing their next generation self-replicating nanotechnology swarms.
In 2106, during trial runs of their new nanites, Micronics engineers discovered key flaws in their software that was causing them to resist shutdown commands. Despite their best attempts to reign in the swarms, the test facility and most of the surrounding building was disassembled and absorbed by the nanites in a matter of hours.
By 2107 nearly half of the continental United States of America had been consumed by the self-replicating plague. Micronics Inc, working together with the United States military, developed countermeasures that eventually halted the nanites, but left half of the country remaining as inhospitable wasteland. This area known as the nanowastes was declared off limits for fears they might still reactivate in response to attempts to remove them.
In 2108 following the nanite disaster Micronics was hit with an avalanche of lawsuits and fines from what was left of the United States government, leading to the corporation having to declare bankruptcy. In the ensuing sell-off, a rival corporation, ZeusCorp Ltd, snatched up all of their IP and assets.
In 2124 ZeusCorp, having grown into the largest and most powerful megacorporation in the western hemisphere following the reorganisation of the United States into the Corporate Holdings of America, finally cracked a way to regain control of the nanites and rendered most of them inert. When reclamation efforts began the following year ZeusCorp's heads of R&D realised that they could reprogram the nanites to terraform the wastes to make them habitable again, most of which Zeuscorp had bought up on the cheap the year before.
At the same time, the head of the ZeusCorp entertainment division was looking for ways to continue developing their series of fully immersive holiday destinations where guests could transfer their minds into a host body of their choosing and spend a weekend in a world inhabited by bioroid NPCs. These destinations had proven popular but were limited in scope, being no larger than a small city block and based around enclosed environments such as haunted houses or starships. Upon hearing about the reclamation efforts they had a flash of inspiration, and made a proposal to the board of ZeusCorp for taking the concept to the next level in terms of scale: a massive, open, immersive environment built in the former wasteland where the fantastical was made possible thanks to the sheer saturation of nanomachines. The richest and the luckiest billions of people living in the massive arcology-cities along the western and eastern coasts would be able to spend a few days, weeks or even month exploring it in the body of their choosing.
The board agreed to the proposal and ZeusCorp set aside a 100 by 100 kilometre square area where they set about using the nanomachines along with conventional earth-movers to terraform the interior, creating small mountain ranges, lakes, forests, grasslands, swamps and even a desert biome to the south. The nanomachines would then be used to create a defensive perimeter, appearing as a mist atop the mountains that formed the park's borders that would aggressively burn and dissolve anything that tries to pass through, and would also used to generate the holographic VFX and physical effects of 'magic' within the world they were creating. An entire fantasy kingdom of cities, towns and fortresses was constructed and populated with tens of thousands of bioroids based on fantasy staples like elves, orcs and dwarfs, as well as monstrous dragons, giants and other creatures that would provide guests with foes to fight. Each NPC host was designed with a fully simulated personality matrix, designed to believe they were living in a real fantasy universe and provide realistic responses to the actions of guests.
Once complete, the park was opened in 2130 to the public, with thousands who could afford it flocking each year to it's gates to get to experience the fantastical adventures held within. And the creators of this new work christened it with a name: Questworld.
It is now the fall of 2146, and a new season of storylines are just beginning for the recently arriving guests...
In 2104 AD Micronics Inc, the foremost nanotechnology manufacturer in North America began developing their next generation self-replicating nanotechnology swarms.
In 2106, during trial runs of their new nanites, Micronics engineers discovered key flaws in their software that was causing them to resist shutdown commands. Despite their best attempts to reign in the swarms, the test facility and most of the surrounding building was disassembled and absorbed by the nanites in a matter of hours.
By 2107 nearly half of the continental United States of America had been consumed by the self-replicating plague. Micronics Inc, working together with the United States military, developed countermeasures that eventually halted the nanites, but left half of the country remaining as inhospitable wasteland. This area known as the nanowastes was declared off limits for fears they might still reactivate in response to attempts to remove them.
In 2108 following the nanite disaster Micronics was hit with an avalanche of lawsuits and fines from what was left of the United States government, leading to the corporation having to declare bankruptcy. In the ensuing sell-off, a rival corporation, ZeusCorp Ltd, snatched up all of their IP and assets.
In 2124 ZeusCorp, having grown into the largest and most powerful megacorporation in the western hemisphere following the reorganisation of the United States into the Corporate Holdings of America, finally cracked a way to regain control of the nanites and rendered most of them inert. When reclamation efforts began the following year ZeusCorp's heads of R&D realised that they could reprogram the nanites to terraform the wastes to make them habitable again, most of which Zeuscorp had bought up on the cheap the year before.
At the same time, the head of the ZeusCorp entertainment division was looking for ways to continue developing their series of fully immersive holiday destinations where guests could transfer their minds into a host body of their choosing and spend a weekend in a world inhabited by bioroid NPCs. These destinations had proven popular but were limited in scope, being no larger than a small city block and based around enclosed environments such as haunted houses or starships. Upon hearing about the reclamation efforts they had a flash of inspiration, and made a proposal to the board of ZeusCorp for taking the concept to the next level in terms of scale: a massive, open, immersive environment built in the former wasteland where the fantastical was made possible thanks to the sheer saturation of nanomachines. The richest and the luckiest billions of people living in the massive arcology-cities along the western and eastern coasts would be able to spend a few days, weeks or even month exploring it in the body of their choosing.
The board agreed to the proposal and ZeusCorp set aside a 100 by 100 kilometre square area where they set about using the nanomachines along with conventional earth-movers to terraform the interior, creating small mountain ranges, lakes, forests, grasslands, swamps and even a desert biome to the south. The nanomachines would then be used to create a defensive perimeter, appearing as a mist atop the mountains that formed the park's borders that would aggressively burn and dissolve anything that tries to pass through, and would also used to generate the holographic VFX and physical effects of 'magic' within the world they were creating. An entire fantasy kingdom of cities, towns and fortresses was constructed and populated with tens of thousands of bioroids based on fantasy staples like elves, orcs and dwarfs, as well as monstrous dragons, giants and other creatures that would provide guests with foes to fight. Each NPC host was designed with a fully simulated personality matrix, designed to believe they were living in a real fantasy universe and provide realistic responses to the actions of guests.
Once complete, the park was opened in 2130 to the public, with thousands who could afford it flocking each year to it's gates to get to experience the fantastical adventures held within. And the creators of this new work christened it with a name: Questworld.
It is now the fall of 2146, and a new season of storylines are just beginning for the recently arriving guests...
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