Star Travelers (ST)
The center of this thread is the sentient space station *Tyr*, named after the Viking God of War.
Sooner or later everyone who can comes here. It is neutral ground for many races to trade or work out peace agreements. Intrique is around every corner as the drama of everyday life aboard a floating world combines many different elements and various races. Create your own race and planet of origin. Be a diplomat or trader. Run a business or play space pirate. Join the staff that runs Tyr, from command staff to soldier to maintenance. Or be a fighter pilot that patrols and protects the station. Captain one of the large vessels that guards them as well as any ally of Tyr. The choices again are wide open. Humans and alien alike are welcome.
Space Station Structural layout:
Tyr Space Station is composed of layered sections. It is best to keep in mind that the space station is a sentient being who is STILL growing so new levels are constantly being discovered, and ancient levels long forgotten lay dormant�or are they?
Alien Sector -
All alien visitors who need to wear protective suits, breathing apparatus and special atmospheric conditions are housed within the alien sector.
Special Ambassadorial suites are set aside under heavy security.
Animal Hold/Quarantine/Clinic -
All animals even personal pets must stay in the holding area, for a certain amount of time before being allowed to move into the general populace. This is also where some pets are lodged due to the size of their owners quarters, or while they are off on trips to other sectors of space.
Plus all medical needs of the station animals are addressed in this sector.
Command Center. -
The main bridge where specially trained personnel watch the station in general. All incoming and outgoing vessels must contact the Command Center. Landing and docking is controlled from this area by a complex set of computers connected to personnel down in the bays.
Main computer room is housed here as well, that works in cooperation with Tyr himself in keeping atmospheric conditions to the desired levels, and overall functions in general.
Various department heads have their offices here, along with meeting rooms and the main reception hall where visiting delegates are greeted.
Weapons maintenance and storage.-
Where all weapons used for the station and fighters are kept, maintained and loaded, with safeties and security with DNA entry only,
Security Command. -
Where the Station security runs their operations. Observation walkways, computer banks and monitors, dispatch, isolation cells, interrogation rooms, holding cells
. Plus the station's prison is situated deep within the facilities of security command, since it�s the most heavily fortified (next to command center, dragon sector and the medical facilities.)
They even have a separate weapons locker room, with riot gear to high tech weapons used to defend the station from hostile attack.
Common Area.. -
. Shops, bars, merchants. Restaurants, holodecks, casinos, bathhouses. The Common Area is the biggest social gathering point on the station.
There are more specialized stores on other levels of the station, catering to the different tastes and lifestyles of the station residents.
Banquet Halls - one whole level of the Common Area is devoted to huge banquet halls where lavish dinners and social functions for various dignitaries can be held.
Music/Conference Chamber - a huge facility that can literally seat thousands of people.
Hall of Knowledge - a massive library, of great envy to other sectors of space. Books, which are generally not known elsewhere simply because it's easier to have the written word displayed on computers, disks etc, are a prized commodity in this library.
Rare books from all over the galaxies find their way here. Reading rooms abound, and surprisingly there is sometimes a waiting list to even get into the library!
Health Maintenance Facilities - gyms, swimming pools, steam baths, massage therapists etc.
Ambassador Reception Hall - said to be the most lavish reception hall in the galaxy. To be received here is a social coup of the season.
Public Computer Terminals - Are found on nearly all levels of the station. EXCEPT below Level 1, or in the more private areas of the station.
Red Sector.
Personnel that work on the station have quarters within this sector. Centrally located for ease of access, and speedy response, life is basic and simple for this area of the station.
Dragon Sector...
Ambassadors, and their retinue, are housed in the Dragon Sector, unless their physical requirements preclude the use of the Alien Sector.
Residents of Tyr that are also influential and/or extremely wealthy automatically are given housing within this area, as it's one of four highly fortified sections of the station.
Dragon Warriors are highly skilled and greatly feared for their ferocity. To gain admittance into Dragon one must go through strict security clearance and surveillance. Some of which has never been seen by any but Tyr himself.
Gold Sector. -
Basically a futuristic motel. Travelers, and those new to the station, can go here to rent rooms to stay in.
Docking Bays. -
Self-explanatory really. Although it should be noted there are more than just the huge main docking bays upon the space station.
Dragon Sector has their own private, and independently controlled, docking bays..complete with repair ports. This is due to the sensitive nature of some Ambassador missions.
Plus, unknown to even Security, there are about 4 or 5 (at last count) secret bays that Tyr decided were needed to hide ships.
Cargo Bays.-
ALL incoming and outgoing cargo is held here for inspection. (Well they THINK all of the cargo is held in transit there. Sometimes a hidden ship somehow gets by them�if Tyr deems it prudent.)
Fighter Bays. -
All fighter ships are kept, maintained and launched from this location.
They are scattered at various locations throughout Tyr Space Station. The fighter pilots live in barracks located conveniently nearby.
Entry Port. -
Normal entrance division for those who arrive upon Tyr. Through here they must pass through a highly developed security clearance check, and a medical scan for contagious diseases plus any problems that the medical team should be alerted to.
Fire Port...
Visitors on urgent business arrive here where the Captain or an appointed delegation meets them. At times world Leaders and representatives choose to use this entry upon arrival.
Zelda Sector. -
Entire families live in this sector which includes a full fledged school so parents aren't forced to send their children off - station for an education. Daycares are even available for the working parents.
Green Sector...
Private gardens, along with an extensive lush public garden, are raised here�plus substantial crops for feeding the residents of the station.
Medical Labs. -
Clinics, an extensive hospital with critical care units and research labs. All of these, excepting the large hospital unit, can be found on nearly every level of the station.
However you will not find ANY of the facilities below Level 1. Those in the tunnel cultures who are reluctant to come "upstairs" have had to develop their own way of dealing with medical problems.
Transporter Chambers -
Sometimes ships are far too large to dock on the station, and the cargo will be "beamed" over by way of the transporter chambers.
Some are located directly in the cargo bays, while others are used in secluded areas for transport of more "sensitive" packages.
There is even one large chamber in Security Command that is used to transport prisoners over to the Penal Ship, which has a regular route taking it directly by Tyr.
Opium Den -
Criminal underworld actually has it's own sector on Tyr. Here you find drugs, illegal and barely legal, being trafficked as well as smuggled goods and items best not found in criminal hands yet somehow has gotten there.
Information is exchanged, secrets made and lost. The fringes of society actually live and work in this sector, which Tyr tolerates for the most part�although it has been arranged so that security can completely lock down and isolate this small town from the rest of the station, if so deemed prudent.
Needless to say the space station is huge, and below Level 1 you will suddenly find yourself in a completely foreign world. The tunnels range from being so small you can barely crawl through them, to the size that actually supports small towns and housing of all kinds.
As mentioned before there are tunnels, ducts and sections very few know about�if at all. People who have, for one reason or another, chosen to live down in The Tunnels are generally forgotten about or deliberately ignored.
There is one note about Tyr that only a small handful of special women and couriers know about. Deep within the walls of the station is a special structure that runs throughout every corner of Tyr�an area known only as The Safe Halls.
They are there for the women (or couriers) to duck into if they feel threatened or their lives are truly in danger. Safe halls were actually developed early on to allow emergency access to places in case of hostile takeover of the station. But the idea was abandoned by the person who "grew" Tyr early on�. so they thought. Tyr on the other hand knew it was a good idea, and that someday those kind of fail-safe areas would come in mighty handy.
To gain access to these tunnels one must be shown them, it is not common knowledge and its presence is Top Secret. Everyone who has knowledge of this place keeps communications open amongst themselves, one just doesn't happen to stumble upon or instantly know about The Safe Halls.
At various locations within the halls are doors that are simply called Purple Doors. Again emergency access to vital areas of the station�INSTANT access would be a more apt description. No door knobs no hinges... just step through, it does play havoc on the molecular structure of it's users though since in essence one is phasing through the flesh of Tyr.
((concept of space station originally conceived by writer - Tal. Since then expanded upon.))
game copyright�2002