the_measurers: (Default)
This post is to help keep everyone abreast of what's happening! Everything written down here is considered current. If someone's done something that affects the station as a whole, comment here and we'll add it to the info.

Ansible communication:Currently open to AntivesuvioXestsemon and Geldeheim. Feel free to open a communication to either planet. Just put "[character name] calling [planet name]" in the subject line in an <user name="entangleme"> post.
Current Destination:To be decided by vote.
Current Location:In orbit around Bhor and Planck 
Department Heads:Currently all NPCs. Contact mods to have your character run for office.
Engineering/Maintenance:Enterprise saucer nearly completely destroyed by Fay'lia attack. Holodeck  
memory banks being moved to regular computer network. 

Babel Fishes phased out in favor of shabby magitech machine translators that imitate their design. They go in your ear and are reprogrammable with a little remote control wand. They're a cheap ripoff of the design Fay'lia officials use.
General Supplies:After an initial accident making it only produce twinkies for a short while, the station's alchemical food-creation array has been augmented with arcano-machinery that produces food based on the dreams of the people on the station. A backup supply of canned and boxed food is filling in for when the system comes up with undesirable results.

Sealant, wires and other repair items are running short. 
Entertainment:Campy movies in Serenity lounge. Drinks available at The Bucket. Crappy video games (Superman 64, for instance) available for play in Serenity lounge. Spacesuits available for checkout for spacewalks. Swimming pool available in aquatic habitat. Shuttles going to and from Antivesuvio.
Fay'lia:Normal state of searching for station, portraying station as terrorists, aggresively expanding empire. Currently at least three (player character) spies on Fay'lia payroll on board station. One Fay'lia ambassador and possibly two guards killed by stationites in recent conflict over the kidnapping of Tavros Nitram. Dozens of stationites and allies also killed. 

In <a href=http://entanglement-rp.dreamwidth.org/82944.html>current log</a>, meeting with Fay'lia artists sympathetic to resistance.
Ongoing Plots:
  • The second episode of Freedom Deliverer Robin, the station's propaganda magical girl series is being produced. Actors and those with technical skills are needed. 
  • Meteo Spiderbeam is dead, apparently killed in the Fay'lia attack. Investigation will reveal evidence that he was lured to a high risk area though.
  • The station, especially those who were on the mission to Cat Planet, has been called up as witnesses by the MHB (Fay'lia secret police), for a trial set to begin soon. Should the stationites honor their agreement with the Fay'lia, even though it was made under duress? 
  • Fay'lia sympathizers wish to meet with members of the resistance on <a href=http://entanglement-rp.dreamwidth.org/82944.html#comments>Planck</a>. Unfortunately they're obnoxiously arty hipsters. There are agents among them. Can you tolerate them long enough to get any useful information out of them?

Universes

Jun. 3rd, 2010 11:48 pm
the_measurers: (Default)
The station has visited many places in the multiverse. This post is a record of the universes visited and also a place to suggest others to go to.

Use this form to suggest new universes to visit. To suggest a plotline that doesn't take place on a planet, no form is needed.



VISITED UNIVERSES

List of Visited Universes and Locations Since Game Start )

Factions

Apr. 15th, 2010 12:56 am
the_measurers: (Default)


FAY'LIA



Physiology:

Fay'lian are a humanoid race, with large eyes and generally pallid skin. They are tall, with long limbs. A set of fleshy, gray protrusions sprout from their foreheads, looking much like antenna. Their eyes tend to be either very dark or very pale colors, looking from far away as if they have no pupils. This is an optical illusion, however, and closer examination will show that they merely have colored sclera.

There is little difference between castes save that the higher classes tend to be taller. Lower caste Fay'lia, if they shaved their heads, could be mistaken for "grey" type aliens.

Society:

Fay'lian society is an extremely efficiently layered, caste-based society. Within it, everyone knows their place. You will probably be born and die within the same caste.

Castes are divided not by profession (as in most caste-based societies) but by the individual's relationship to their work.

The castes are:

  • The fer'diagul, who are individuals who are in debt slavery, prisoners, those deemed mentally unfit and others who are at the very lowest end of the economic scale. These are individuals who have absolutely no control over their work. Unique among the castes, an individual has a good chance of rising out of this caste without passing an exam.

  • The ther'nlia, which covers those who are ostensibly free to work where they please, though bound by migration laws and their station. Essentially, they are proletarian wage slaves. This caste includes peasants, regular troops in the military, lay clergy, street level police and common laborers.

  • The creeria, who are artisans who are bound to a place or person. Any artisan whose family is hereditarily employed by a noble house, priests bound to a specific church and military specialists are included in this caste.

  • The aurian'i are artisans who are not bound to a place or individual as well as individual traders. Traders with no or few employees, architects, freelance magitechnicians, mercenaries and most computer specialists fall into this caste.

  • The thau'ia are those who make their livings commanding or 'managing' others. This caste includes military commanders and managers of all kinds. Friendly local elites of newly conquered universes are often inducted into this caste.


  • The fay'lia kisharn (proper/authentic fay'lia) lend their name to the empire. The politicoreligious caste, they predate the caste system, having ruled the empire since its existence. Fay'lia kisharn are expected to know the ins and outs of the empire's political system and the tenets of the official state religion by the time they hit puberty. They will spend their whole lives as leaders of others. Fay'lia kisharn are the empire's nobles and royals and take immense pride in tracing their lineages back to the First Contact Era.

    The Fay'lian also have two classifications for those who aren't imperial citizens: semaiful, "friendly barbarians", covering uncontacted peoples, allies and the ordinary citizens of dimensions where the Fay'lian are not public knowledge, and gler'aiful, "hostile barbarians", covering pirates, rebels, terrorists, enemies and uncaught criminals of all kinds.

    For an example of how this works in practice, an imperial regiment would consist of:

    • fer'diagul suicide/shock troops.

    • ther'nlia grunts

    • creeria specialists

    • a thau'ia command staff

    • a fay'lia kisharn political officer/commisar

      [fay'lia military]


    Fay'lian Intelligence:

    Fay'lia Intelligence:

    Formerly Fay'lia intelligence was handled by three separate agencies: The Vithiles (police), handling domestic intelligence, The Ministry for Betterment of Barbarian Stars (BetterMin, the agency tasked with subjugating conquered worlds and bringing them into line with Fay'lia policy and demands) and the Meliar'th hi Basthton (needle within the staff of authority), the secret police/spy corps that reports directly to the Infinite Hierophant (Fay'lian head of state). Recently the Infinite Hierophant has brought all intelligence under the command of the MhB and ordered the agency modernized.

    The ambitious young commander responsible for this task is Cethialos Ha'ali, princeps of a small, out of the way universe and the only publicly known member of the MhB. He has revamped training of the spy corps, brought all three agencies into the fold, forced them to at least pretend to work together, and most shockingly, studied and even imitated the methods of barbarian (that is, non Fay'lian) intelligence agencies. There are rumors he has even hired barbarian special agents, experienced only with solving intradimensional missions, to help instruct his spies.

    Fay'lia spies use all the tactics of their profession, including breaking and entering, clandestine recruitment, entrapment, etc.

    The MhB is always looking to find the current location of the station and to place agents upon it.

    [loyalist groups]



    THE RESISTANCE



    The United Front In Resistance To Empire, AKA The Resistance is a Popular Front organization. That is to say, it unites, officially, almost all the organizations and governments opposed to the Fay'lia Empire.

    Most of these organizations keep in touch only textually (via Ansible), excepting when they send delegates to the semi-regular clandestine meetings.

    Obviously since the only requirement for joining is an opposition to the Fay'lian Empire, vastly different groups, many of whom dislike each other or are even in states of warfare with each other are brought together under the banner of the Resistance. These groups span the spectrum of politics, strategy and tactics. They are left and right wing, pacifist and militant, true freedom fighters and opportunists hoping to forge empires of their own.

    A few operatives for the shadowy organization known only as "The Blades" head front groups under the Resistance's banner.

    Following are some of the groups under the Resistance banner:

    Ekumen:

    The Ekumen originated from the Hainish universe. After uniting most of the worlds of their universe, they independently Awakened (discovered the existence of other universes) and began sending NAFAL (nearly as fast as light) ships to other universes, expanding their peaceful league of worlds on the spinward edge of the Hub.

    Unfortunately for them, the Quiet Nebula Incident happened while this was going on, prompting the 2nd Expansion. The Fay'lian had no patience for what they saw as a rival power, nor were they keen on anyone that might be harboring Proteans.

    The poor Ekumen. They were sent fleeing through the hub, begging shelter from whoever would take them. Their pacifism prevented them from fighting the Fay'lian...not that it would have made a difference. Many were captured, many of those executed. A few Ekumen NAFAL ships can still be found in the hub, but they are skittish.

    The only good thing for them out of the affair was that the Fay'lian never found the gate for Hain.

    Senburu-Trati'salan Democratic Collective:

    That's you, buddy. It's the official name of the station your character calls home base.

    [More to come about Resistance groups in this space]



    OTHERS



    The Blades:

    This shadowy organization seems to have cross factional membership. Very little is known about them. What is:

    • Their symbol is (natch) two crossed blades. This symbol often shows up on the cryogenic pods quite a few new arrivals to the station are picked up from.

    • A foreigner who rose to the position of Promise Chief (an elected tribal leader) on Iksilar was a member.

    • Their symbol was also found encrypted inside data-crystals inside the wrecked ship in the Quiet Nebula.


    Calibration of Harmonious Order:

    A mysterious group that rarely sends out representatives, though all indications point at it being a species, or an organization of species, that works very hard to maintain that secrecy. It's unclear where they stand in relation to the Fay'lian, but information they let slip occasionally suggests that they may have spies among the Fay'lian themselves. (Of course, espionage work being what it is, this itself might simply be a ploy...)
  • NPCs

    Apr. 12th, 2010 11:41 pm
    the_measurers: (Default)

    Station Residents


    Efraim Claugh Tinstype: A little blustery man with a large moustache who is kind of skeevy and unlikeable but does amazing things with scientifically engineered phrasing. Rumors go around now and then that he's singlehandedly accomplished missions by turning running pub brawls on planets into armed revolutions. Currently the Recallable Head of Spreading the Truth of our Glorious Cause.
    Enitan, Griot of Novaport: An older man of African origin with a long white beard. He walks with the aid of a powercane, and while wise, is fast approaching retirement age. Currently the Acting Temporary Commander with Immediately Recallable Authority Given Provisional Trust.
    Glr'Brrrnglorp: A giant, sentient, uplifted, enhanced octopus developed by the Soviets in the future of the world of Command and Conquer: Red Alert. Due to grafts designed to allow her to sniff out allied ships with her tentacles, she is an excellent chef and does her best with the bricks, gross as they are. She is temperamental though and a bit of a prima donna. She cooks from a giant mobile tank. Currently the Coordinator of Nutrition with Special Emphasis Given to Nonstandard Dietary Needs.
    Meteo Spiderbeam: A foppish space-dandy whose love of the ladies belies his skill with a laser pistol.
    Mikael Sczynskir: A small-time modern wizard with little talent, but a skill for politics. Currently the Recallable Director of Magical Affairs.
    Takeshi Yamashiro: An overworked average japanese salaryman who doesn't know crap about how much works on the station, but is good at forcing people to actually talk to each other. He runs back and forth all day making people actually work together and gets no respect from any group because he doesn't do any "work". Currently the Sentient Responsible for Effective Communication Between and Coordination Of Magical and Engineering Projects.
    Throgdan, Magnar of the Black Plains A barbarian from the world of A Song of Ice and Fire, who speaks with a dialect nearly indecipherable even with a BabelFish but is always very jolly and likeable. Used to work as the ringmaster of a circus in the Free Cities. Currently the Recallable Curator of Crew Feeling.
    Vercybertrix: A cyborg revival of Vercingetorix. Currently the Director of Temporary Violent Activities While in an Emergency State.
    Zamfuter The Eldritch: A 1900s wizard with a side hobby of model railroads. People have to constantly stop him from lighting his pipes in compartments with poor air filters. Currently the Recallable Director of Engineering Projects.



    Visitors


    Soldier-at-Peace: A representative of the Calibration of Harmonious Order. He's nice enough, but there's something... off... about him.
    The Skirineen Dealer: A Skirineen from the world of Deadlock, this 'businessman' docks with the station periodically to sell food, accessories and cheap narcotics in his small ship. Naturally all of his prices are exorbitant and the food is cheap crap, but it still beats yet another attempt to make the food bricks appetizing.



    Others

    the_measurers: (Default)
    Although connected to all known universal gates, the Hub universe is a tiny universe in and of itself. In absolute terms (which of course mean nothing) it is less than a third the size of the Milky Way. It is also a rather young universe (relative to its own creation), being only a few million years old. Its underlying structur, the universal stuff (this is called ylem in both common and technical parlance) is very malleable, allowing many immigrants to bring the physical laws of their universe with them.

    Different universal gates tend to be clustered together by sharing some common characteristic.

    Sometimes universes are close enough together that their gates are clustered too. The largest by far is the Terran Cluster, encompasing most of the worlds that are based around some version of Earth. Debris is heavy in this cluster and there are free roaming planetary bodies and stars, making navigation here for large ships difficult. Fay'lian vacuuforming crews are busy clearing as much debris from this cluster as possible, ostensibly for the safety of travellers, but also to deny rebels hiding spaces.

    [map of the hub 'verse]

    BOHR AND PLANCK



    Bohr:
    Bohr is a long abandoned (by its original owners) artificial space station, made of some black metal. In the centuries since its abandonment, due to its sitting near a number of pirate gates, it has become a hub for smugglers and other black market merchants. Here, anything can be found for sale, at prices ranging from the exorbitant to the cut rate (the latter usually meaning that the goods are cheap knockoffs or hot). Weapons, bizarre sexual devices, androids designed for every purpose, rare artifacts and relics, mysterious swords and pendants, live specimens of dozens of species of alien wildlife, some of them quite sentient, stolen artwork, holographic narcotics, bootleg blue whale concerts, cyber enhancements, everything, save for the most part Fay'lia magitech. Inside it is mostly dark corridors, a lot like Senburu Trati'salan. Merchants set up in the various rooms, converting them into impromptu shops, or failing that, in the hallways. The layout of shops is rather random, but guides are available for hire almost anywhere, able to find you the goods you need, and for an additional fee, to haggle for you.

    There is still power and very minimal temperature control, since there are still solar collectors functioning from whatever previous usage this place had. The power must be paid for though (a vicious syndicate of hyenalike creatures controls the access to it) as must any temperature control besides the very uncomfortably anemic spurts of warm air the still functioning systems provide to all. Eventually this system will probably break down, and seeing as providing public works pays nothing, the whole place will either learn to wear very insulating clothing or freeze to death.

    Here the ruthless logic of unrestrained capitalism rules all. Those with sharp wits can make quite a bit. Make mistakes though...well, more than one body has gone out of the airlocks there, with nary an eyelash or other ocular sensor covering body part being batted.

    Smugglers from every universe come here to sell, so visitors may encounter species native to their or others' universes. Toydarians and Ferengi are especially common.

    There are also a number of runaways and refugees. Pushed onto the margins of multiversal society, these people perform the lowest grunt work for the crime syndicates that fight occasional turf wars here.

    Basic public services are provided on a for cash basis only. Even the toilets and elevators need a coin dropped in. There are also regular taxis to Planck, of dubious safety, taking no more than an hour and a half.

    Money may be exchanged at specialized shops, located on the third level. The only currency accepted everywhere is Fay'lian Solaris, having a fixed, known value, though most merchants will accept any currency they personally recognize or think they can swindle you out of.

    The Fay'lia make occasional sweeps through here. When they do, everyone packs up and flees temporarily before returning when the military has left. Recently, Fay'lia intelligence has been tasked with attempting to infiltrate the smugglers. They also have a secondary mission to track down Resistance members...

    Planck:
    Planck is a planetoid that is in a mutual orbit with the artificial planetoid Bohr. Although it is only about a fourth of the size of the earth, it has 81.38% of Earth gravity due to an abundance of the superdense minerals that provide the station with its own gravity.

    All multicellular animals are part of a single phylum of long, sinuous creatures with very flexible backbones. Some are furred, some scaled, some winged (producing dragonesque creatures that are truly breathaking to behold), yet none have yet evolved legs (the wings being modifications of the ribs rather than the elongated fingers of Earth flyers). Plant life is very diverse. Pollination has evolved here as well, and plants are visited by swarms of small, symbiotic, snakelike flyers. Mossy "walls" tend to form on the plains, the results of the action of burrowers. Thus much of the planet has natural alcoves and mazes. Due to its close proximity to its sun, Planck has a semitropical climate over most of its surface, save the poles.

    There is but one nameless city on Planck. It stretches out lazily on the banks of the Kiel river. The Mountains of Solace lie behind it, huge, looming and fetid. Its economy is based around one thing: pleasure tourism. Whorehouses, opera houses, exhibitions of torture, gladiator pits, gambling houses, masked balls, execution ranges (where the lucky traveler can, for enough solari, murder condemned criminals in inventive ways), fetish pyramids, drug arcades, kaleidoscopic nickelodeons, restaurants serving every taste, laser hunt tours, every conceivable type of entertainment that can be paid for is found in this city.

    The city is home to about 50,000 permanent residents. During peak season they may be 15 times that many visitors, of which 1 in 10 are Fay'lia. The existence of this planet is an open secret among Fay'lia nobles, who travel to Planck to satisfy cravings they cannot get back home.

    Outside of The City, there are few inhabitants. There are bandit camps on the city's outskirts and in the wild, preying on the tourists, and a large ski resort at the south pole.

    Points of Interest:

    Spencer Mujek's
    The largest gladiator arena in the city. The designers of the place have added very little to an ancient design. Built around a great circular bowl filled with sand, the environment can be altered with machines placed underneath. The highest paying customers are given seats right next to the action in floating bubbles tethered ropes threaded above the colliseum. These bubbles, while luxurious inside, are mostly transparent (though they can be opaqued to all except the bottom part from which the combats are viewed).

    Here there are the grandest of combats, in every possible format: duels with laser pistols, bare handed fights to the death, men in teams taking down great beasts, duels in mecha, even an entire war staged between competing species of fast living, six inch long insectoids.

    To qualify to compete here, one must be either a slave (and thus probably to die in one's first few combats) or work one's way up from fighting in the other, much ruder and seedier pits throughout the city.

    Magdalenia
    A self consciously tacky hipster whorehouse with a religious theme. It is a small establishment, two floors tall. Malnourished artoids come here to pay dead eyed women to commit blasphemies of every type. The establishment employs a number of exiled religious heretics for the express purpose of finding ways for the girls to violate the tenets of their respective religions.

    Fugee's
    An establishment where visiting nobles can, for exhorbitant fees, watch the everyday lives of the very poor. The "performers" are taken from the poorest regions of the multiverse and offered a large sum of Fay'lia solari if they remain for two years, with their families, in a state of artificial extreme poverty, being gawked at at all hours of the day and night by bored bouergoise from behind glasstic.

    The Hedged Porticul
    Tucked away behind a giant alcove of the native wall-moss, and then further tucked away inside the shell of a larger, less interesting building, this is the hotel and ballroom to be at if you are a Fay'lia noble here discreetly. The building itself is done in the classical Fay'lia style: grand glasstic columns and arches, through which runs clear, bubbling water and is adorned with climbing, perpetually flowering vines.
    The interior appears to be a normal, upper class hotel in the same style. However the whole building is honeycombed with secret passageways which permit the traveller to enter and leave their rooms and the rooms of others discreetly. It is considered good form to go masked whenever one attends the hallways, waiting rooms and ballrooms. Floaters leave from atop the roof regularly to ferry their rich and bored clients to their destinations.

    The Gardens of Lost Desire
    A large maze of the native wall-moss. Sculpturey, mysterious books (attached to the tables), dinghies that can be taken on the equally winding little river can all be found here. It is the premier destination for secret rendezvous. There are plenty of discreet alcoves that lovers can duck into...
    Obviously there is an entrance fee.


    A Certain Unremarkable Section of Land
    A sleek spaceship shaped like a somewhat flattened egg, half a kilometer lengthwise. Although capable of very smooth slower than light flight (anyone familiar with a Fay'lia ship would recognize the engine's distinct technomagical hum). Inside is exactly as the ship's name suggests: a completely unremarkable span of plain edging on jungle. Holoprojectors give a complete illusion that one is actually on the surface of Planck. Walk to the edge and you will feel yourself continuing to walk even as the gravity fields beneath you keep you perpetually from touching the walls you can't see anyway. It is a near perfect simulation of a perfectly ordinary stretch of land on Planck.

    The crew (besides the actors, paid to provide atmosphere), engines, life support, navigation, etc. are all underneath the "surface".

    Voyages alternate between a few hours long and a few days.

    Popular with the bored, the boring and the postmodern.



    WRECKAGE ZONES


    [placeholder]



    THE QUIET NEBULA


    [placeholder]



    FAY'LIA HOMEWORLDS


    [placeholder]

    The Station

    Apr. 4th, 2010 04:29 am
    the_measurers: (Default)



    THE OUTLINE


    A sketch of the largest parts of the station

    The general plan of Senburu-Trati'salan (Noble Ship reposing in Peace/Leadership), AKA The JunkStation is like an abacus. Two superdense objects from the universe of Quarlm-112 provide gravity on either side of the station. All other permanent fixtures of the station are strung on superthick carbon nanotube ropes between the two objects, like beads on an abacus. The closer one gets to each object, the higher the gravity becomes. The closer one gets to the equidistance between them, the less gravity becomes until one reaches the center, where there is no gravity. Travel past the center and gravity slowly starts to reverse, going in the other direction. Get it?

    The general state of repair of ships and objects on Senburu-Trati'salan is terrible. Everything is beat up to some degree or another. Most suspended starships are completely nonfunctional. Those that are (barely) functional have many nonstandard, scavenged parts.

    Accidents are frequent, so watch out.

    Objects suspended:

    • Most of Enterprise's saucer (contains holodeck, holodeck is fritzy, may not officially be used for masturbation, often booked a day in advance, frequent sight of sensitivity training, military maneuvers) [Star Trek, 2/3 G]

    • BSL labs habitats sections 2 through 5 [Metroid, pre-X infestation, 1 G)

    • Spacing Guild Navigator's tank and station. This is the most important part of the station, providing the ability to 'jump' away from danger at faster than light speeds. Thus it is sorrounded by protective chaff, which is both armor and camoflauge. Due to the difficulty of getting inside, few visit this place.

    • battle room [ender's game, no gravity]

    • Ansible station, capable of receiving and transmitting text only. The Station Counsel sends Ansible probes to succesfully contacted, unconquered universes, allowing instanteneous communication. [The Hainish Cycle, 1.5 G]

    • Half of Serenity, used as a lounge. There is a large projector showing a 2d version of normally 3d Fay'lia broadcasts round the clock. Typical programs include Comedies (of manners), Dramas (also of manners), dramadies (you know what kind) and newscasts. If the Resistance is mentioned at all in the newscasts, it is not favorably. There are also a couple of functional ancient arcade machines wired for unlimited play, including such 'classics' as ET, Catfight, Daikatana and Superman.[Wheddonverse, 0.5 G]

    • Space capsule, filled with gym equipment and used for truly hardcore workouts [DBZ, 3 G]

    • Yucca Mountain markers in a large capsule. Only when you dig, it's actually filled with delicious candy. [real life, 1.5 G]

    • Classic raygun gothic rocketships, hollowed out and used as bunks [every scifi novel published from the 40s to the new wave, varying G]


    • Parts of the Nostromo, used as corridor and utility segments [Alien, varying G]

    • The bridge section of the Event Horizon [Event Horizon, 4 G]

    • The engines and thrusters of the Norad II, part of the station's emergency-use-only crude Newtonian propulsion [StarCraft, varying G]

    • A classic car showroom, armored but not vacuum-seamed, with the cars strapped to the floor; rather handy for sources of land transportation [real life, 0.5 G


    Objects/starships/whatever stored and functional:

    • A wing each of Death Gliders [Stargate] and assorted Ugly starfighters [Star Wars], used for debris-interdiction, close defense, and space-to-ground transport duty; both are kludgy and poorly maintained enough that even a conflict with modern atmospheric fighters would be of questionable odds

    • The XGP15A-II, its systems crudely brute-forced to operate without needed vital components as a repair boat [Outlaw Star]

    • A single functional Queadlunn-Rau that nobody can use because nobody's big enough; likely to be stripped for spare parts soon [Macross]

    • A handful of functional (overused, undermaintained) T-280 space construction vehicles [StarCraft]

    • A few EVA Pods, used for basic repairs and quick transport between station segments [2001: A Space Odyssey]


    This isn't even nearly everything that's on the station—just an outline. Have an idea? Tell us here!



    NEW ARRIVALS


    New arrivals are taken to the holodeck on the Enterprise's saucer, where the history of the station and the war they're fighting is outlined to them in detail, as well as all the aspects of daily life onboard. They are then issued their emergency backpacks. These are sleek little affairs that fit over the shoulders. Inside is a plasticine material, a small tank of compressed oxygen and a distress beacon. When the wearer activates a switch under their armpit, the plasticine material inflates into a bubble around them and the distress beacon is automatically activated. Inside the bubble, there is enough oxygen for about two hours of normal use. The distress beacon may also be activated independently.

    Adults are not required to wear their emergency backpacks but really you'd have to be kind of dumb not to.



    HOUSING AND NECESSITIES


    A number of hollowed out, classic scifi style rocket ships serve as quarters, although technically you can bed down wherever you want as long as you're not in anyone's way. Those accustomed to sleeping more wild places can camp out in the BSL habitats.

    Standard issue food is organic matter run through an alchemical array, converted into a strange and broad array of different foodstuffs by a bolted-on assembly of arcanomachinery. This is based on the dreams of the station residents, and so what results can be anything from normal food to slimy eels on a stick or fried grass-flavored ice cream.

    The backup food supply alternates between canned or boxed food and bricks of...stuff, which, while adequately nutritious and certainly edible, is bland and crumbly. The cooking staff is in a never ending battle to make dishes which are tasty, but as often as not it tastes like spiced, fried or boiled bricks.

    Those seeking after tastier fare can go hunting in the BSL labs habitats, although they may encounter resistance from intergalactic hippies (annoying) and the creatures themselves (dangerous).

    Lavatory facilities are scattered throughout the various structures, and are usually pretty awful. Whoever manages to set up a plush, marbled bathroom will turn a tidy profit in the station's informal barter economy. There are also a number of (rather sexist) piss holes that someone set up in the walls of most of the structures, the urine exiting directly into space, there freezing and adding to the station's protective coating of debris.

    Generally new arrivals have the clothes they were wearing when they were taken, although sometimes in the case of those taken through the dimensional plucking machines, they arrive naked. If so, the new arrival will be given a set of functional clothes. These clothes may be of any style, fit, material, and may have holes or sleeves designed for nonhuman limbs. There is no guarantee this clothing is at all comfortable.



    INFRASTRUCTURE


    The difficulties of cross-universe hardware compatibility have lead to some truly terrifying kludges to get the many different systems of the station to work together properly. In some places adapter is layered on adapter on adapter, all connected to cables or tubing tucked through internal hallways; in others, just out sight, waits poorly-maintained connections that would give any reasonable engineer conniption fits; and in even more cases than the first two, things are put together in such a horrible mess that if it weren't for the number of people the station sustains, anyone reasonable would rather tear down the entire thing and start over.

    That said, there's certainly some quality of genius to all of it: the station's engineers, with a minimum of time for proper preparation and maintenance, have managed feats of jury-rigging and looking-at-things-at-an-odd-angle solutions that would make a knowledgeable hacker (in the classic sense) have to change his pants. By now, though, it's all such a strange mix of interdependent components that there's only a handful of people at best left on the station who even have a clear grasp of the entire system, and so most people simply build outwards on top of what's already there instead of replacing anything, for fear of cutting the wrong wire or pushing the wrong button and accidentally overloading or destroying some vital system. For the most part, though, things do work as expected... even if sometimes certain airlocks fail to function properly on alternate Tuesdays, or some doors refuse to open between 11:23 and 11:59 A.M., or for some long-forgotten reason anyone who falls asleep in some small parts of the station is woken up by prerecorded rooster crowing after less than an hour. Mostly, these strange quirks have been noted and posted attached to—or directly written on—walls of the appropriate sections. Mostly.

    The computer systems are even worse, with only the barest connections possible between most of them for the fear of the viruses, spam-mail neural nets, hyper-trojans, and general nasty infolife of thousands of advanced worlds congealing into system-devouring superentities. One particularly terrifying example of this syndrome is a connection between two of the central life support systems of the station. To prevent the observed glitches in each from affecting the other, one very well-protected part of the station has a sealed airtight room: within that room is a speaker connected to one of the systems (with a text-to-speech mechanism), and a microphone connected to the other (with a speech-to-text mechanism). This kind of thing is why most of the station's terminals are text-only; most of the ones that aren't, like those used for recreational purposes, contacting the outside world, and so on, are specially-isolated units, and the most efficient way to transfer large files between parts of the stations is by sneakernet (eg. carrying them there on a flash drive or hard disk).



    TRANSPORTATION


    The small but constant stresses and movements of different parts of the station, affected by different gravitational levels, rotational stresses, and the tidal effects of the two supermassive objects the station is built around, makes continuous solid connections between all the parts of the station completely infeasible. Instead, transportation between different segments of the station is accomplished by way of inflated segments with layers of flexible radiation and micrometeorite shielding, inside of which are most commonly simple spiral staircases or ladders. None of these are very large or long, intended as a way to connect close-in segments of the station while avoiding stress fractures, not as any primary living space. The material has self-sealing layers in case of a small breach, though in any major incident someone inside would be best very quickly getting to the small airlocks at one end or the other of the connection space.

    For quicker or emergency transportation, it's usually best to use one of the crude "elevators" attached to the outside of the station. Each one is just a small space capsule (all from a variety of different worlds and timelines) with most of the interior stripped out, but left space-tight and with an air supply. A system of pulleys and motorized winches moves the capsules "up" and "down" (usually requiring at least one transfer or a somewhat laborious decoupling and recoupling of connections near the station's zero-G "center"), as operated by one of the external-maintenance EVA workers constantly trying to keep different parts of the station in working order; at their start or end points, the capsules have to be manually coupled or decoupled with the appropriate airlocks.

    For a situation that has absolute priority, the station's rough command coalition (whatever it happens to be at the time) will usually commandeer one of the station's handful of operational EVA pods or other spaceworthy, passenger-carrying craft.



    OTHER LOCATIONS



    There are various smaller rooms within the station. Most of these rooms are made from abandoned shipping containers, with any leaks patched by quick-expando-foam. They may also be converted from existing rooms, such as the ones inside the wrecked Enterprise saucer. Some of these rooms include:

    • The White Room: A conical shaped room. White, noise canceling carpet is attached to the walls/ceiling. A popular spot for meditation.

    • The Library: Roughly square shaped, the station's library is a large room with a largely unsorted array of books, holobooks, 8 tracks, direct to mind upload programs, eldritch tomes, and other pieces of obsolete or schizophrenic technology. Like the rest of the station, the items here are often out of date or in poor condition, and even the best stuff is sometimes simply unviewable due to the correct piece of equipment not being there.


    • The Cafeteria: The cafeteria is remarkably similar to a public school cafeteria, right down to the grit. That is because most of it is exactly that, recovered from a world that had suffered some kind of apocalypse. The tables are formaldehyde and the lunch lady rules all with an iron tentacle. In the back is her kitchen, which is constantly busy as she spends hours every day applying her considerable skills to turn the food bricks from "disgustingly bland" to "mediocre" even "good" when she has the right ingredients.

    • The Bucket: A seedy-seeming bar that is, in fact, as unseedy as these things get on the dilapidated scrap-pile that is this station, The Bucket carries a variety of drinks from any planet and plane the surly barkeep, Charlie, can get to. His chief brew is brickquer, liquor made, naturally, from the foodbricks, in a process that would make a West Virginia moonshine bootlegger blanch. The more you drink, the more "favors" you owe him, unless you feel like paying him. He sometimes has high end liquor too. Expect to pay out the nose for that, or owe him "big favors". And he will call them in.

      There's also a window or two, which would be rather nice if the rest of it didn't seem made more of rust and filth than anything else.

      "It's The Bucket! Drink from it, puke in it, doesn't make a difference to us!"

    • The Xoan Embassy: A storage container outfitted with copious amounts of pillows, curtains, and salvaged furniture that acts as the temporary embassy of the nation of Xoan. Also the private residence of Sandoval, the ambassador of Xoan. If you are looking for a place to hang out in the most literal sense, Sandy's place will keep your balls warm. While Sandoval is there, a low level heating/aphrodisiac spell is almost always running.

    • Cain's Laboratory: A junked piece of what used to be a passenger starship, all that is salvageable has become Cain's toxicology laboratory. It's in pretty bad condition, but he endeavours at least to keep the inside as tidy as the state of disrepair will allow. There is an impressive collection of different chemicals and poisons solidly locked in cabinets (mostly so that children and idiots don't drink them), and an assortment of bartered-for, salvaged, and legitimately bought scientific equipment for the study and synthesis of such substances.

    • The ChiCycle: Taking over one of the hallways on the "north" side of the station, this is the station's exchange store. Put an item in, get an item out of equal or lesser value, if you wish. While on paper this system is entirely fair, a hierarchy quickly emerged, with those able to give the most elaborate contributions (for example, those who came to the station already rich) rising in the station's pecking order.

      Some truly weird shit can be found here, completely overlooked.




    HISTORY


    Senburu-Trati'salan started life as a squat in the uncharted wastes of the hub. In the days where the Empire had not yet consolidated its hold on the multiverse, it was a destination point for both desperate refugees and slumming alien bohemians, a place of both terrible poverty and amazing parties. It wasn't named anything at the time, because if you had to ask what it was called, man, you shouldn't even have been there.

    Nevertheless it was one among thousands of such junkyards and hundreds of such squats. It wasn't until the first great War of Expansion, when the Fay'lian used the so-called 'Quiet Nebula Incident' as pretext to bring great swathes of the multiverse under their control, that the squat became radicalized. Dissident students began fleeing there, the disaffected youth of the conquered dimensions. Secret meeting houses were set up, illegal protests planned there. The ubiquity of such squats in the multiverse protected them from Imperial attention...for a while, anyway.

    The Second (some call it the 1.5th) Expansion soon followed, and the Fay'lian crushed the Ekumen's forays into peaceful organization. The Imperials were sweeping the forgotten sectors of space, looking for the 'Protean Berserkers' they'd encountered in the Quiet Nebula.

    Tension was high. All too slow, counsels were formed and a slow, clumsy democracy began to take shape. There were a million ideas about what to do and none of them gained momentum.

    Help arrived just in time in the form of a Guild Navigator, whose craft teleported in next to the station. The Guild had, inexplicably, sided with the rebels. The Navigator's only condition was that his tank and pod be left alone, a restricted area.

    Naturally this sparked massive debate and consternation. Restrictions on information sounded too much like the empire they were fleeing to the station's Bohemian inhabitants.

    Weeks of debate were undercut by the sudden arrival of an Imperial scout fleet. The navigator cut the talk short by folding space, taking them out of range at faster than light speed.

    It was voted on and passed immediately that the station would wander the HubVerse, spreading dissent and contacting as many universe as possible before the Fay'lian got to them. This was a time of heroism looked at in an almost legendary light by the station's current inhabitants. The names of that time are still revered by modern dissidents: Quengual, the Zentraedi deserter who gave the station its name, Hadrasherlish the Vodyanoi entertainer, Cretzen of the Plated Tongue, Jack's Little Choirboys...

    Attrition took its toll though, and the station's legendary status was starting to become a burden rather than a blessing. Many of the strong personalities that held the crew together were killed, captured by the Fay'lian or wandered away to other projects, as itinerant revolutionaries are wont to do.

    Senburu-Trati'salan lay fallow for several decades. With the Second Expansion having wound down, the sense of urgency motivating them was gone. Worse they were starting to encounter worlds that liked being imperial subjects, enjoyed the technological upgrades and other advantages of membership in a teaming multidimensional empire. The loyalist universe of 24Ho-t'iep was a particularly bad adventure, leaving many dead.

    But as the tide of multiversal opinion swayed again towards the rebellion, a new generation of dissidents made their way towards the wrecked station and began rebuilding. There they met the stubborn ones who'd stayed behind and kept the station barely functioning. And they met Kelred the Navigator again...

    Several new missions were attempted, and the 'awake' dimensions welcomed them as heroes. A counsel system, modeled on the one used during the station's old days was hammered out.

    At this point is where your character comes in. The station is under the general command of a bunch of bright eyed idealists and stubborn old hippies...and you.



    COMMAND STAFF


    As befits its ramshackle nature, the station has a less than coherent command staff. It's currently all NPCs, but that could change with time.

    • Acting Temporary Commander with Immediately Recallable Authority Given Provisional Trust (station commander): Enitan, Griot of Novaport (NPC).

    • Director of Temporary Violent Activities While in an Emergency State (military commander): Vercybertrix (NPC).

    • Recallable Director of Engineering Projects (chief engineer): Zamfuter The Eldritch (NPC).

    • Recallable Director of Magical Affairs (chief magician): Mikael Sczynskir (NPC).

    • Sentient Responsible for Effective Communication Between and Coordination Of Magical and Engineering Projects (engineering and magic coordinator): Takeshi Yamashiro (NPC).

    • Coordinator of Nutrition with Special Emphasis Given to Nonstandard Dietary Needs (chief chef): Glr'Brrrnglorp (NPC).

    • Recallable Curator of Crew Feeling (director of morale): Throgdan, Magnar of the Black Plains (NPC).

    • Recallable Head of Spreading the Truth of our Glorious Cause (director of propaganda): Efraim Claugh Tinstype (NPC).

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