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The City

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<infobox> <title source="name"><default>The City</default></title>

<image source="image"><default>File:Placeholder location.png</default></image> <header>Basic Information</header> <image source="map"></image> <label>Type</label> <label>Location</label> <label>Teams</label> <label>Inhabitants</label> <header>First Appearance</header> <label>Worm Debut</label> <label>Ward Debut</label> </infobox> The City is a major urban area of Gimel.US.

Geography/Description

The City's location is roughly equivalent to New York - Boston corridor, but further offset to the northeast, where Brockton Bay and its portal were located.<ref>We’d bled into the areas surrounding the portals. Brockton Bay had been the first, but we’d had a few in a few major cities and New York was a big one. The cluster of settlements around the portals in the northeastern US and people’s desire to have ready access to that cluster and the resources, community, information and security it afforded had played a big part in the megalopolis forming.

One blob around New York, one blob around the New Brockton settlement, clusters south of New Brockton, near what would or should be Boston, and everything had spread out or extended from there, mostly hugging the coast and connecting to one another. - Excerpt from Daybreak 1.2 </ref>

At the second year it already had a population of roughly 50 million.<ref>Gimel has five major points of settlement, with civilization finding its foothold around these points. The City, as of yet unnamed, is the primary US point of settlement and one of the primary waypoints. The City is a megalopolis with a commonly cited population of fifty million. - Glow-worm P.6</ref> The city grew rapidly, with new stores and skyscrapers every day,<ref name="P.2e1">[A18 11:11:47] Moonsong: And your family? Your parents? I liked them when I saw them. [A18 11:12:00] Cap: alive. we’re in the city. they’re trying to come to terms with things
[A18 11:12:35] Cap: things are really coming together like crazy. new skyscrapers every day, new stores. good and almost like a city in Earth Bet but it isn’t really home
[A18 11:15:08] Moonsong: It isn’t. We’re in the city too.
[A18 11:16:17] Cap: You and your folks? they’reokay?
[A18 11:17:40] Moonsong: They’re good. Dad is taking a shot at mayor or councilman. We’ll see what happens - Glow-worm P.2</ref> so bright yellow construction equipment and the gold-tinted windows of skyscrapers dominate the skyline,<ref name="II.1.1e1">The skyline was a half-and-half mix of skyscrapers and buildings in progress. The latter were skeletons of tall buildings in the process of being filled in and put together, and hazard signs, tarps, the materials that made up the countless cranes and the painted letters on steel girders were all in bright yellows. The completed skyscrapers were paneled with mirrored or reflective glass that were tinted in that same hue. All put together, the light that bounced off of the city and reached skyward gave the clouds linings that were gold, not silver. - Excerpt from Daybreak 1.1 </ref> despite the implications attached to that color from Gold Morning.

Streets and parks of city are filled with numerous memorial pillars, honoring lives lost during Scions rampage.<ref name="II.1.1">Daybreak 1.1</ref> Due to lack of city planning road traffic is quite bad.

Although refugees lack a proper government,<ref>We have no authorities. We have no system of government. We have no national cape team or licensed heroes. We can’t even agree on a name for Gimel’s megalopolis! - Glow-worm P.8</ref> there was mention of a Mayor and city council,<ref name="P.2e1"/> as well as functioning, although understaffed on periphery, police force<ref name="II.1.1" />.

The inner, urbanized parts of the city had standardized rents, but not the sprawl, which was mostly farms<ref>► Venturain Replied on August 22nd, Y1: the corner world places aren’t inherently bad tho, right? we (my family) just got into the city one month ago. right away pressure pressure. we can move into city but standardized rent and we need to earn wage and we may be asked to move. best option is to move to city periphery and farm. they say they will give us tools and resources to get started but good spots are taken or very far away and farming isn’t easy corner worlds are closer in a way. go to noon, go to wherever from there. if we aren’t reconstruction or farming we aren’t wanted. so why become cogs in the city’s machine? we can strike off on our own. minor risk but total freedom - Glow-worm P.6</ref> and tent cities. Distinction between urban centers and rural periphery is somewhat blurry — need for proper housing is still high, so people settle in apartments instead of private houses even in "rural" areas.<ref>We’ve got these long narrow bands of mingled city and agriculture connecting the primary settlement points, to the point it’s hard to say where one thing starts and the other ends. And instead of building five big houses they’d rather build an apartment building that hosts twenty, which makes things fuzzy with the distinctions of urban and rural. - Excerpt from Daybreak 1.2 </ref>

Residents

Organizations

Individuals

  • Capricorn and his family
  • Moonsong
  • Moonsong's father - running for councilman or mayor.<ref name="P.2e1"/>
  • Strange_Mammal<ref name="P.6e2"/><ref name="P.6e1">Curious_Cephalopod: ? Did you disconnect?
    Heart_Shaped_Pupil: So I was thinking we should meet in the city. You were talking about logistics and I was thinking about where eveyrone was. you’re closest to me and we’re the same age I think? - Glow-worm P.6 </ref>
  • Mangled_Wings<ref name="P.6e2"/>
  • Heart_Shaped_Pupil<ref name="P.6e1"/><ref name="P.6e2">Curious_Cephalopod: …the problem is we’re so geographically spread out. even if we discount R.

of5: I’m aiming to move into the city. There are complications - Glow-worm P.6</ref>

Points of Interest

  • Two main origin-settlements:
    • New Brockton
    • New York Central
  • Hollow Point
  • New Boston urban cluster
  • Portals:
    • Two to Earth Bet
      • One in the east of the city.<ref>I have access through the portal at the east of the city. When I go through I’ve been doing loops through the old neighborhoods to see what I can scrounge up. - Excerpt from Glow-worm P.1 </ref>
      • One in New York Central area.
    • One to Earth N near the Norwalk-Fairfield (Norfair) span
    • Big cluster of portals in New York Central area
  • Canaan — a peripheral town some distance away, known territory of The Fallen.<ref>Flare 2.1</ref>

New Brockton

It is an active port, filled with heavy industry and crowded to the point of barely being contained by surrounding geography. The buildings are abundantly decorated with murals, many of them are nature themed.

New Brockton is noticeably haunted by the ghost of old Brockton Bay: some of city layout is directly copied (Towers, Downtown, Lord Street); and while current New Brockton is evading socioeconomic instability, which is rising in the greater megapolis, it is unknown if success is going to last long-term or the economic demise of the old city will repeat itself.<ref>New Brockton felt like it sat on that brink between relevance and ruin. As a settlement, it was defined by tall buildings and the edifices of heavy industry. There were ships finding their way past each other on the water and big brick buildings with black plumes of smoke rising from their chimneys. Already back to the ways of an era that predated me, cutting corners to produce more at a cost to tomorrow. It was crowded and bursting at the seams, and it had been for a while now, trying to grow despite the constraints of water and mountain around it. It didn’t escape me that the settlement continued to chug along while the gears and belts of the greater megalopolis were grinding to a stop under strikes and shutdowns ... The racist graffiti no longer dominated downtown, though I did see some, with half of it partially painted over or altered. Many of the people who had lived and thrived in Brockton Bay had made their way here, after all. An attempt had been made to use wall space, to give the tenements-and-factories color when mirrored windows on skycrapers didn’t steal it from the sky or water. Murals now decorated many of the walls and building fronts, no doubt an attempt to leave less open wall space for the gang tags and symbols. Animals and symbols of humanity like clasped hands covered residential areas. Green trees, branches, and lush mountains painted almost ironically on the sides of factories and power plants. There were places that mirrored home, in layout and the buildings that had been placed. The area that had been the Towers at the southwest corner of the city was still the Towers. Downtown was still where Downtown had been. A Lord Street stabbed north-to-south through the settlement. Despite the attempts, it wasn’t home. It came from something different. Excerpt from Glare 3.1 </ref>

Gallery


References

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