Marvel Comics

MAJOR MAP UPDATE: I've updated the map from it's prior dismal state. A few hundred new locations, a new realms, and a few dozen more regions, roughly five times as large New regions: North Africa, West Africa, East Africa, Central Africa, Southern Africa, British Isles, Western Europe, Central Europe, and Midgard (in the Yggdrasil realm). Existing regions Latveria, Madripoor, Hala, Klyntar, Sakaar, Titan, and Xandar all got new locations packed into them too. New realms: Midgard rounds out Yggdrasil, and a Bifrost Gate there connects you to the Space realm so you can travel between the two. You may travel via specific locations or just simply teleporting That's on top of over 100 new US state locations, 38 African locations, 43 European locations, 25 Central/South American locations, 9 Canadian locations, and that's just Earth alone Update: Over the course of about 5 hours I've painstakingly added images for every single Marvel NPC. The reason is because Disney holds a major copyright monopoly over image generators so just about none can generate Marvel NPCs. All 108 now have images. I just realised I never gave this world a proper description, so I reckon I may as well. This is the world of Marvel. The main goal with this world, as with most of mine, is immersion and the feel of writing, characters, and combat. The map is a decent 53 locations (As of right now). Locations focus moreso on being large in scale containers for all the content needed. Voyage generates areas on the fly. A single location could have a thousand areas. Rather than a very bloated map with hundreds of locations I focused on density. Some things the world actually thrives in: Instructions: I always go very hard on instructions. This world should have a strong writing style, distinct characters, realistic and enjoyable dialogue (Especially targeting some shortcomings of AI writing, e.g. Aliens or those generic stoic entities are instructed to have some genuine depth and texture to how they speak). I have thousands upon thousands of lines of instruction. Naming (Instructions that're heavily against Human names like Marcus Chen or Elena Voss, and Alien names against generic V and X names. Characters should actually have distinct and memorable names), Combat (NPCs are *very* fierce and you need to be just as to outmatch them, hitting that bombastic Superhero combat vibe to a T), Ability Depth in NPCs (NPCs have very developed movesets that make them feel diverse and capable), Three-Dimensionality (NPCs will be assembled from a variety of traits, personality types, and responses. The stoic scientist isn't always stoic in every situation, nor do they treat everything like science), Tone (A bright, heroic tone, that can darken at any time). Game Modes help this, there are game modes for influencing scale of threats and stories, with Street Tier stuff being much more salt-of-the-earth to Cosmic Tier (You may also stick to default if you'd like variety). Additionally, structural game modes help that (Like villain introduction) which will introduce your chosen game mode element to the story, like a time crisis, a major escalation, a point of no return, a villain actually taking iniative, etc. Good for injecting life into a plot that may go sterile given Voyage's nature. The character creator: 175 Traits make for a very wide variety of powers you can choose from to start with. The world tries to depict as many possibilities as possible with wide, overarching abilities. While not super specific, that's where your personalisation and your backstory come in. The generic Energy Manipulation skill is a blanket term for what you could define to be countless things. I would advise if you want more specificity to add a section to your backstory for it. NPCs: A significant 108 pre-made NPCs Story Starts: Every so often I get a burst of inspiration and add a buncha story starts. This world currently has 31 story starts and I am very fond of them. I think it has some of my best work story start wise, and many are heavily instructed (Some like the protege are very in depth and should lead to very good results)

Cover art for Marvel Comics on Voyage