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This next part is a brief OOC "history" of Rhydin and the RDI venues.
The beginning of the article to the end of the part "Dec 1996, Flat Rate:"
was written by someone else, I apologize for not remembering the author. The
parts from 2000 on are my own contribution. My memory is a little fuzzy, so I
also want to apologize if some specifics are not exactly right.
OOC Rhydin
A brief summary:
Q-link: the Red Dragon Inn (RDI initials, RyDIn is a name borne of the
initials) was part of the old Commodore online system dating back to the late
80's. AOL acquired the People Connection portion of Q-link and thus it moved
to AOL circa 1992. Prior to that, the Phantasy Guild, not People Connection,
ran the RDI. As one understands, it started much like an IRC room would
today -- just the technology was different and the crowd was much smaller and
more unified.
From 1992-1994 the first real growth occurred. AOL dropped from $6 an hour
to $3. Still, the RDI was very small and most patrons knew each other or at
least knew of each other. It was during the latter stages of this period
that RDI main became difficult to enter on peak hours and the other RDI rooms
emerged in the People Connection list (RDI1, RDI2, etc. all the way to RDI13
sometimes!)
1994-1995 saw the beginnings of the Guild movement. FOES, SOULS, Crystal
Fortress, all began during this period and another surge of growth in early
1995 filled these factions with recruits hungry to learn how to RP. During
this time, RP shifted into two divided factions of Dice and rule play and
what we now call Free form.
In late 1995-96 the guilds upped their stakes by creating the many Guild
Forums still running around. RWC was the first of these, but many followed
soon after. These were more organized, and larger groups deepened the divide
between dice and free form play as each insisted the other conform to their
"rules".
Dec 1996, Flat Rate:
Just as the Dice Ban finally solved the divide issue, AOL removed hourly
rates and began charging the monthly fees we are now accustomed to. This
change opened a floodgate and new players swamped the RDI. For many, the
place became intolerable and many of the member rooms gained popularity.
There have been related member rooms almost from the beginning. But, with
the deluge of new players, older ones found the game they had played lost in
a sea of ignorance (which is not stupidity but sometimes no less frustrating
in quantity).
2000:
Sometime around the mid to the latter part of the year 2000 the Games Channel
(run by EA) picked up several gaming forums on AOL that had previously come
under the banner of the Arts and Entertainment People Connection rooms. At
this time, the Games Channel chose not to sponsor (or produce, as the term is
in the industry) the Red Dragon Inn, Stars End Bar, Gateway Station and the
three Duels (there may be others I'm not remembering here). After a desperate
search to keep the areas open for the players, the new People's Connection
Games took over the sponsorship of those areas, leaving the rooms open and
hosted in the A&E People Connection room listing.
2001:
In February of 2001, People's Connection Games, seemingly at the behest of
many who posted in OOC boards of the Free-Form areas over the years, moved
the RDI, Stars End Bar, Gateway Station and the Duels to Conference Rooms.
These rooms now held a capacity of 48 as opposed to the 23 the A&E listed
rooms could accommodate. They also created the Red Dragon Inn Keep, a
supposedly "more cerebral" RP room that allowed no In Character fighting and
was meant to be the RDI's "advanced RP setting". The A&E room of the Red
Dragon Inn was left in place, though went unhosted and became a general
mish-mosh of people who no longer really knew what the room was for or about.
2002:
In the early fall of 2002 the Games Channel (run by EA) decided they wanted
the areas back that they had previously passed on. All the areas remained in
the Conference Rooms and the A&E RDI remained unhosted where it was in the
room list. A couple months later, AOL began the push for the Groups@aol and
many could see the writing on the wall.
2003:
Mid March of 2003 the players and Hosts of the Free-Form/Duels, Word and
Trivia, and Wargames/Play-by-mail areas were informed that at the end of the
month these areas were being converted to "member run, member managed" games,
they would no longer be hosted in chat or on the Boards. EA continues to
"produce" these areas, and has stated that they will continue to support
them. Though, what support remains is a far cry from anything cohesive or
coherent of years past. It also means that our areas cannot seek another
sponsor on AOL in order to return to a Hosted environment with tools and
information readily at hand for those new to the games.
ADDENDUM:
On the arrival of a new crew of AOL ACI, the Community Leaders were re-
instated in the first few months of 2004. All went well, until AOL had
another spasm in 2005 by removing the hosting tools and the ACI, and in
June 2005 completely removing the Community Leaders, AOL-wide.
The ex-Community Leaders and members decided to continue on their own.
With RDI Panther being "elected" the leader, an off-AOL web site was constructed,
and the Red Dragon Inn moved to the Arts & Entertainment Member Rooms until the
web site role playing rooms were completed.
------------
This is where we are today. Basically we've come full circle, just with
a much larger and continuously growing potential player base than in the
beginnings of Q-Link. As I mentioned near the beginning of this thread, it is
up to each of us to keep the fire of magic alive where these Worlds of ours
are concerned. I am online at varying times, my schedule is weird, but I do
check my mail. So please, if there is anyone out there who wishes to talk,
wants to get up a game or has questions, email me and I will endeavor to do
my best!
I decided that since I'd put a similar version of this into the Red
Dragon Groups@aol (groups.aol.com/_cqr/freeformg?mmch_=0) for all the new
players, it might be nice to have it here as well. Yes, it is information
that many of us who have been here a while know. In fact, since I didn't
write most of it, I'm sure there may even be those here who wrote, or know
who wrote some of the information that has been gathered.
There are not many, but I have seen new players showing up here, too,
despite the fact this place is not easy to find. I submit this as a
repository of information to be added to by any and all.
First let me give you some mechanics on just how to get to a Free-Form
Red Dragon room on AOL. Actually several Free-Form areas can be found in the
same place, some with ties to the Rhydin World mythos.
You can use the Keyword (either the button on your toolbar that says
keyword or type the Ctrl+K to pull up the window) RDI. This will take you to
a splash screen for Tabletop, Strategy and Role-Play Game clubs. There is a
link on that page for "Red Dragon Inn". It, however, won't take you to the
chat room RDI. In fact, you might get lost there. Do check it out at your
leisure, but to find the room click the blue link at the bottom that says
"Chats: Join our discussions". Rather a misnomer, but you get used to that on
AOL. ::Grins.::
Clicking that link will take you to screen with lots of links to various
rooms. There are only a few I am knowledgeable of, so I will talk of those.
If you have any interest in any of the others, by all means you should give
them a look. Though, other than the Free-Form areas I will speak of, the
other rooms might schedule their games at certain times.
Under the heading "Adventure Role-Play Chat Schedule", there is a link
to a room called "Club Paradisio". This is a Free-Form area (Free-Form and
its particulars will be discussed in an article to be posted after this) with
an advanced setting, though not a part of Rhydin and the Red Dragon Inns.
Still, it is a fun setting to play in!
Under the heading "Sci-Fi Role-Play Chat Schedule", there is a link to a
room called "Star's End Bar". This, too, is a Free-Form RP chat room and it
*is* part of the Rhydin World. Stars End is located in what some like to call
"High Town", as opposed to where the RDI exists in the "Low Town" sector of
Rhydin Township.
Under the heading "Fantasy Role-Play Chat Schedule", you will see
several rooms that start with "Red Dragon". The "Red Dragon Great Hall" and
"Red Dragon Courtyard" have typically been used in the past for scheduled
events such as weddings and the Marketplace. The "Red Dragon Lounge" was used
in the past as a place for new players to come learn about the particulars of
gaming in a Free-Form environment through Out-of-Character (OOC) discussions
with RP Chat room Hosts. Since the Hosts no longer exist, I have no idea what
it's used for now. But, the links to "Red Dragon Inn" and "Red Dragon Inn
Keep" are the chat rooms mainly used.
Also, under the Fantasy heading is a link to a room called "Crosswinds
Tavern". This is another Free-Form area with an advanced setting. It is not
part of the Rhydin world, but another fun setting to play within. However,
the links to the rooms "Duel of Swords", "Duel of Magic" and "Duel of Fists"
are part of the Rhydin World. These Duel rooms are not Free-Form per se; they
work off a matrix-based system in order to score the Duels.
The next posting is an article I wrote up a few years ago for the Free-Form
areas.
Abandon All Hope of Anything Real All Ye Who Enter Here!
Huzzah! Welcome! You are about to embark upon a wondrous journey; a
journey through time, space, alien landscapes and strange beings. You are the
author for this journey. It is your imagination and creativity that will
bring new things to bear upon these worlds you may travel. Have a care;
practice caution lest some mage's fireball strike you down within your
tracks. Watch that dirk at your back. Be careful of that one over there with
the itchy blaster finger. Belly up to a bar or two and weave your tale. But
most of all have fun!
Yes, please have fun. The RDI (Red Dragon Inn, and
its various venues) is made for you, for your imagination to run wild within.
That is your imagination, not you. Please, do not ever forget that you help
to produce and maintain this illusion of fantasy, fiction and magic we all
come to have fun in.
As you step through the door of the Red Dragon Inn
(by entering the chat room), you are transported to a Realm known,
collectively, as Rhydin. Rhydin has a complex and varied history, not easily
understood by any. This is most likely due to the fact that Rhydin is a Nexus
of Time and Space. Within the seemingly medieval tavern, you might encounter
a space cowboy or cyborg as easily as you would a vampire or Lady of some
noble house. The tenders may take gold, silver, paper cash, cred sticks or
anything of value in trade. They may be seen chipping ice from a block held
inside a wooden bucket, or using a perfectly normal 20th century blender.
But, Rhydin has such a rich, complex and varied history for another reason,
an OOC (Out Of Character) reason. Over the many years the RP (Role-play)
environs have existed within this community and others, thousands of authors
just like you have played here, built lives for their characters here. Those
characters have had children, built homes, made enemies and friends, lived
and sometimes died here. All those who play and have played here have brought
and taken away with them their own views as to what Rhydin's continual
history is to them. They have all added to the magic of the illusion we try
to uphold. Hopefully, so will you.
If I might be so bold, I would like to offer up some simple suggestions
for your stay within this world of fun and fantasy. First of all, pay heed
to the title of this article, for this is truth while you play and create here.
All who work and create within these environs strive to leave the real world
behind, if just for an hour or so. When you step through the door of any of
our areas (by entering designated RDI [or other RP] chat rooms) you, the player,
the one at the keyboard there (Yes, I mean you!), are not known within these
lands. You don't exist for the characters of others, or for the one you choose
to play. THE MECHANICS OF OUR REAL WORLD DO NOT EXIST. Mentioning such in
room is not only a violation of ToS (Terms of Service, AOL's bylaws that you
agreed upon when you or the person the account belongs to created that account),
of which you will be held responsible for, but it also destroys the illusion of
these fictitious realms; ruins the joy many who come here to play wish to experience.
This is text-based RP (Role-play). The worlds, stories, lives you create
are painted and are born to existence by the weaving of words; your words, and
the interaction of your character with others' characters. I like to call
what we do Interactive Collaborative Fiction Writing. I, personally, have
spent many hours within these areas creating things of wonder with those I
interact with. Many times, I have been eager to sign on for, like a book you
hate to put down, there was another chapter or two to complete, to create. I
wanted to see the end of the story we all wove together, wanted (sometimes
needed) to know the outcome. And many of them are stories I will never
forget.
Words are very powerful. They can create emotion, sometimes of
extreme degrees; weave fantastical worlds that our minds can travel into.
But, you say, how in a text-based RP (Role-play) environ can we "see"
actions; "visualize" what the person our character is talking to looks like?
AH HA!!! Did I make you jump?::Grins and chuckles.:: <---- This denotes
action.
Within the double-colons, you can place many things. The way your
character acts or reacts, their expressions. How they look, how they sound
when they speak, what they are wearing. How the fabric of their cloak moves
as they tread across the floor. The setting you are in. Even inner thoughts
of what might be causing that certain look upon their face.::Pauses typing
for a moment, wondering if she conveyed what she was meaning well enough. A
pucker of her lips and she wrinkles her nose, re-reading the passage.::
The only limit is your imagination (Oh, and don't forget the Terms Of Service
::Smiles, thinking that reading those Terms might be a good thing for those
that haven't, yet.::).
Sometimes you may see players using other symbols
to denote their actions. Anything from words between double ** to more
elaborate showings of words between -=-*^ ^*-=-. I've seen them all.
::Chuckles.:: It is not a rule you must use the double colons (:: ::) to
denote your actions. But, might I make a suggestion? As I said, I've seen
most anything used to bracket words of action/description/thought. I've even
tried to invent ones of mine own. In my opinion (And I am NOT the be-all and
end-all of Role-play ways and means, believe me! I still have much to
discover and learn, just as in life.), the double colons seem, by far, the
easiest. They've become an automatic action for me, even! ::Laughs.:: Plus,
though not a rule written in stone, the double colons to bracket your
action/descriptive/thought words are fairly standard across the board in the
RDI and other Free-Form areas. Let your writing speak for you, for your
talent and creative endeavors. Paint the scene you wish to set with your
words. You don't need the embellishment of typing symbols to stand out.
Honest, straightforward desire and the willingness to interact courteously
with others will bring you the fun you wish to find here.
Let us speak on courtesy for a moment, shall we? First and foremost,
YOU are the "GOD" of your creation, your character that you play. And this
means what, you may ask? It means that you are the SOLE person who can make
your character do anything, such as die, be wounded, walk through a crowd
the way you wish them to, anything. NO ONE, I repeat NO ONE, has the right
to tell you that your character must die or do anything you do not wish
for them to do, or experience. AOL provides handy tools for patrons to use
if something becomes annoying or bothering to you while you play here.
That handy-dandy ignore feature works wonders for cutting down on the
stress during your fun time! However, for the most enjoyable interactions
in anything (life included, guys) common courtesy and respect swings
both ways. So, what exactly do you mean by that, you might ask? ::Grins.::
After all, you just told us we were the "gods" of our characters,
our creations. This must mean if we wish to have an all-powerful,
omniscient, godling warrior throw down on someone, anyone, we can.
If a character comes in and is dying on the spot or is wounded, then my
character can just walk over and use their ::Insert appropriate godlike
healing chant/power/potion here.:: to heal them wholly and better than
they were before. Right? ::Smiles.:: Wrong.
Actually, you could do this, but you won't find many who will be
willing for you to make the call for what happens to their character
(not every player who has a wounded character wishes them healed or whole).
Remember the "Interactive" and "Collaborative" parts in what I term this
type of RP, Interactive Collaborative Fiction Writing. If you want fun
SLs (Story Lines) that will intrigue you and ignite that passion of
creativity, you must first interact with others and collaborate on the
scene you wish to play out so it is fun for all involved, so everyone
gains from the experience.
The RDI, and most places that use the world of Rhydin,
is Free-Form role-play. This means there is no dice usage for fights
or any kind of interaction your character might have with another,
like one uses in table-top RP. Not only that, but it is also considered
a violation of ToS (Terms of Service) to roll dice in any of the RDIs
and Free-Form public rooms. Some member's rooms do allow this,
but always ask or at least pay attention to the play in that room for clues.
Well, you might say, this doesn't seem like there could be any chance of
advancing a character's skill level or anything of the sort. But, remember
what I said a few paragraphs up? YOU are the "GOD" of your character; you are
your character's (no one else's) GM/DM (Game Master/Dungeon Master). But what
about fighting, you may ask? How can a fight be fair? Easy, through
collaboration, or cooperation if you wish to call it that. Simply put,
through communication. Players extending the hand of courtesy to one another
and talking about the scene OOC (Out Of Character), to see what each of you
wants to accomplish/gain/experience with such an interaction.
Sometimes someone may wish their character to die. Other times it might
just be a friendly spar or interesting bar room brawl. It could be anything.
It could be any type of interaction, not just a fight scene. Just remember the
all-important "Collaboration" part. Please. You cannot expect to find many
who would play or interact with your character if your character can
smite/kill/turn to dust/evaporate/obliterate another with only a thought.
Thus, playing partners might prove difficult to come by if your character is
invulnerable and takes no damage/consequences from any interaction. This
doesn't mean it has to happen all the time. That is where courtesy, respect
and communication come in to play. YOU DO NOT HAVE TO BE SOMEONE'S
CHARACTER'S WHIPPING POST! That door swings both ways, though.
Let's talk a bit about communication. Double-parentheses, (()),
are used to denote the words typed are occurring from player to player,
not character to character. Such as in an IM (Instant Message) sent during
a scene you are having with your gaming partner: ((I'm sending Sid to the
little girls room as the cat got stuck in the toilet again.
I'll BRB [Be Right Back] )) ::Giggles, as it's happened to her before.::
Such OOC communication in the actual playing room should be avoided at all costs!
Remember the title of this article. The real world does not exist beyond
the "doors" of the chat room you are in. Not only that, but disruptive
use of it will get you a ToS (Terms of Service,remember?) violation.
Communication for an enjoyable RP experience means only that.
If you wish to spill your life story to another player that is your
prerogative. But, it is NOT, I repeat most emphatically NOT, a
requirement (and most won't appreciate it)! You are here to have fun, to
enjoy yourself and, perhaps, create some memorable works of fiction and game
with fellow players of like mind. Do NOT ever feel as if you must reveal
anything personal about yourself to anyone, if you so choose. After all, I
doubt any of us in the work-a-day world spill their life story to the
secretary down the hall or the CEO you are seeing for an important business
meeting. Don't get me wrong, you may find yourself becoming more and more
friendly with those you play with often. Many strong friendships have been
built here between players. But, should you begin to feel uncomfortable, if
you feel someone is pressuring you for too much information you are not
willing to give, there are options available to you through AOL. Just
remember to use the same caution and common sense you use in your real life
while on any online service. Especially when it can be anyone behind that
screen name, nick name or handle.
Before I conclude this let me give you a brief listing of some things
you might encounter in these text-based RP environs, and their meanings.
There are more, I am sure. I will not get them all, but I hope that this
list provides some help to you and assists you in finding fun here within
the World of Rhydin and all of our Free-Form areas.
:: :: - Double-colons - Words between them usually denote actions, unspoken
thought or descriptions.
(w), (q), (s), (m) - Emotes - Respectively they are whisper(s), quiet(ly),
soft(ly), mutter(s/ing). Used singularly or together in a variety of ways,
placed before speech and sometimes combined with one or
more (v) to denote very, as in (wvs) - whispers very softly.
>> << Or > < - Backward arrows - Words between these usually denote mental
communication between one character and another. Please remember to be kind
and courteous as to whether your character can actually read the minds of
those conversing like this. Communication is the key!
~ ~ And/or *~ ~* - I have seen these symbols used to denote mental
communication between characters, as well. The first, without the asterisks'
emphasis, usually portrays open (another telepath could pick it up) thought
speak. The second, usually portraying closed mental communication between
the senders/receivers.
* * - Asterisks - Words between these usually mean they are emphasized as
the character speaks them. Now with the ability for different fonts and font
styles in chat this is not usually seen. (Though I still use them!)
~ ~ - Tilde - Sometimes words between these means the character is singing
them. I know there's another onefor this, but I can't remember!
(( )) - Double-parentheses - Words between these are meant as OOC
(Out Of Character). From player to player. And only in IMs or email, please!
They should be avoided in room at all costs!
I thank you for taking the time to read this. I sincerely hope that I have
provided some help to make your time here with us in this wondrous world of
fantasy, fiction and game an enjoyable and memorable one. I look forward to
seeing what you create.
Julie... Sid's {:*) mun-ster © J. Wakefield, 2000
IC RhyDin
These next posts are about Rhydin and its IC (In Character) environs.
There is a lot of information here and I am not the author of any of it. Much
of this information I gathered from the "Setting" screens and such of the
various areas when they existed in the past.
At the end of this IC (In Character) description of Rhydin and its
various places there is a Setting for a place called "Gateway Station". At
one time this was another RP room that had ties to Rhydin. It was taken from
us many months before the demise of the Hosts. Under the "Sci-Fi Role-Play
Chat Schedule" heading there is a link to a room called "Gateway Station". I
am not sure if this room still uses the Setting I am going to put here, but I
am including it for posterity sake.
A note on these Settings and descriptions: Since we players of the
Free-Form areas of RP have been abandoned by AOL and EA (this is my opinion
of the matter), information on the Worlds we play in is no longer handily
available to any who come seeking the knowledge. It is up to us to remember
and keep alive that fire where magic dwells.
The planet RhyDin is a fairly large bluish sphere, a somewhat atypical
M-class world. Orbiting it, beyond a ring of cosmic debris and man-made
satellites, are two moons. The larger and closest of the two, Arabrab,
follows a slow and steady path across the RhyDin skies. The smaller and more
distant moon, Trebor, loops around the planet in a speedier (but far more
elliptical) orbit. On the planet's surface one will find RhyDin Town. There
are certainly many settlements spread out across the planet, but none so
diverse as this rustic city. Incorporated untold years ago by travelers of
the cosmic Nexus, it is the bustling economic center of the land. Over the
years, all manner of individuals have relocated to this city and made it
their home. The local lore and libraries are full of the stuff of heroes and
villains ... some legendary, some not.
RhyDin Town is a sprawling mass of cobblestone streets and buildings.
While the Red Dragon Inn stands out as the largest and best-known fixture of
town, the rest of the structures range from well-manicured manors to dirty
rat-infested shanties. The RhyDin Town Patrol is a group of sentries, who do
their best to keep the peace in town, but they are understaffed and underpaid
and response time to a call for help can often be abysmal.
The actual government of RhyDin Town is an oligarchy, but the "powers
that be" are anonymous to the masses. Rumors abound that they remain secret
because they are involved in activities that many would consider improper.
Others insist that it's some great conspiratorial secret society. Whatever
the case, most of the residents of RhyDin Town enjoy a level of affluence
that is not shared by many who reside in the land's more outlying areas. That
being the case, while they may bemoan the government, they seldom actually
rally for any real change.
Red Dragon Inn
By far the tallest building on the world of RhyDin (besides the various
towers and castle keeps that dot the countryside), the renowned Red Dragon
Inn sits comfortably nestled in the heart of RhyDin Town.
It is three stories tall and its solid timber construction shows a level
of workmanship rarely seen elsewhere in the Multiverse. The exterior is
finely carved and painted with many reliefs of knights and dragons and
creatures of various sorts; some common and some most uncommon.
Once inside the famed Red Dragon Inn, you see a goodly sized space
filled with tables and a line of booths off on the left hand wall. The grand
bar of some fine rich polished wood lines the right wall. Opposite the front
door is the great fireplace, a fire always raging within -- warming the Inn
in its entirety.
Just beyond the bar on the right hand wall is the door that leads to the
kitchen. In that far corner is the spiral staircase that leads down into the
basement and wine cellar where the Duelists of Duel of Swords have carved out
a dueling hall in one of the many caverns of RhyDin.
On the back wall between the spiral stairs and the hearth is the door to
the "backroom." To the left of the hearth can be found the stairs leading up
to the rooms for rent. The ceiling is high and crisscrossed with rafters.
There are doors leaving the Inn, besides the front doors, through the kitchen
and through the backroom.
Though it is said that the inn changes shape to accommodate its patrons,
the Inn itself never seems to allow more than 48 people in the common room.
No matter how many people rent a room here at the Red Dragon Inn, there
always seems to be extra rooms available.
The doors to the rooms upstairs serve two purposes, one the most
mundane; they simply open up to the room beyond but on other occasion, when
the person opening the door truly desires to be elsewhere, they will open up
onto the very same place as the desire (barring any magical interference such
as wards and the like) and so are also gateways to When and Where-ever.
While it may seem a charming quaint and rustic place to quaff an ale or
two, The Red Dragon Inn is far more. It is the Center of the Multiverse.
Red Dragon Inn Keep
The Red Dragon Inn Keep is located on the third floor of the inn.
Although the Guardians of RhyDin do maintain homes of their own, to many the
Keep is their second home.
The Keep is an open room, circular in formation with doors leading off
it to the private quarters of the Guardians. A spiraled staircase sits within
the southwest area of the room, leading to the lower floors of the Inn, as
well as up to the rooftop.
Far away from the din of The Red Dragon Inn proper, citizens are free to
interact with one another in a more cerebral setting. A towering stone
fireplace sits on the opposite end of the staircase, of this dimly lit room.
Bookcases line the circular walls and are filled with tomes of knowledge from
across the lands. Leather-backed chairs dot the floor offering a subdued
respite from the boisterous activities located in The Red Dragon Inn below.
Pull up a seat and share your experiences with others citizens of RhyDin.
Red Dragon's Great Hall
The pathway that leads from the Inn is wide enough for three men to walk
abreast and bowered over with the graceful branches of evergreen trees kept
by the Innkeepers talented staff. As you walk along the trees provide
pleasant shade and tantalizing views through their foliage of the Red
Dragon's Great Hall. The Hall is a freestanding building just over a small
hill from the Red Dragon Inn. Seen from without, the Hall is made of massive
field stonewalls cut to precision fit and roofed with mighty timbers of the
Cedar tree.
Up a short flight of stairs, through the arched entryway of the low
stonewall that encompasses the Hall and it's grounds, there is a small outer
courtyard. At its center is a fountain of fine marble, a Red Dragon in flight
at its pinnacle water flowing from its mouth. Here merchants sometimes bring
their wares to sell when a bizarre or traveling show has occupation of the
Hall itself. Across the small courtyard, beyond the marble fountain at its
center are the tall wooden doors, banded with broad ironwork bands on large,
well-oiled hinges. The doors open to admit you to the wonders of the Hall.
The flooring is flagstone, multi-colored and highly polished. The high
ceiling catches your eye, the stone buttresses support the cedar beams
overhead. A balcony surrounds the whole of the hall, deepening at the far end
to the right into a platform for musicians or heads of state to entertain or
be entertained by the patrons below. Two brass and crystal chandeliers dangle
from massive iron chains to light the Hall with the glow of five hundred
candles. Each may be lowered to replace, extinguish or light the beeswax
sticks. Various sconces, of wrought iron, hold several tapers each at
shoulder height along the walls for ease of lighting.
Along the wall to the right is an oak brasserie, trimmed in polished
brass, the huge kitchens, perfect for banquets and other events alike, are
accessed through wooden doors set in the wall behind it. The Bar is stocked
with all manner of beverages, some supplied by local merchants, others from
far off and exotic places. Shelves of casks and bottles and glassware are at
the fingertips of the barmaids and men who serve the Hall's patrons with
their choice of food or drink.
Along the wall to the left are massive oak, rectangular tables,
surrounded by chairs of well-hewn oak, maple and pine. Twin fireplaces grace
the wall opposite the doors through which you've just entered. Their hearths
are raised flagstone and one could roast whole cattle within their warm
hearts.
Tall, thin windows of rippled stained leaded glass mark the walls at
every twenty feet for the length of the wall bearing the double doors. Yet,
only four let in muted light on the wall across the Hall where the fireplaces
greedily claim a majority of space.
The center of the room provides space for dancing, reveling and
merriment, just what you've come for today.
We, the establishment, invite you to enter, enjoy and leave refreshed.
Outback - Duel of Fists
Out back of the Red Dragon Inn stands a building with thick oaken double
doors. Every week, the sporting patrons and competitors of the Duel of Fists
battle barehanded within its tall, proud walls. This is the Outback.
Pause as you enter the place and look around a bit, it's a large,
impressive open space, with curved roof-beams reaching upward two stories,
flanked by high windows for daylight. (Black Panther, the founder of the Duel
of Fists, built the original building years ago and this is the third
building to carry the honored "Outback" name.)
In the corner to your immediate left is a shallow in-ground tank, a
miniature ice rink. The area ahead is dominated by the four great dueling
rings, each a slightly raised circle of sand. To their left stands a large,
bright green fern; its long fronds shade two of the rings, and huge thorns
along the stem rise up like steps. A few special rings are alongside the
Four, including the infamous Styx -- a platform of criss-crossed wooden beams
suspended 15' above the floor, with mats below.
Practice mats are in the far corners, with sparring equipment hanging
nearby. Between them is an elevated platform with a couch and several
comfortable cushions -- the seat for the officials who score the bouts. A
switch opens floor panels covering the infamous Pit in front of them -- a
hole in the floor filled with mud, weevils, and fun.
(Doors in the far wall lead to extra rooms. To the right is a small
storage area that doubles as a private dueling room for Team Fist and others.
Two lounges provide lockers and hot & cold showers.)
The full ringed balcony on the second floor was added in the second
incarnation of the Outback, and provides excellent views from along its
ornate railing. Some of the locked upstairs rooms are rented for the night by
wayfarers, and some are kept for other purposes.
To your right is a long bridge with narrow center planks, dangling
precariously over a large wooden tub. On the wall beyond is a large
posting-board for announcements, challenges, notices, and standings. Below it
stands a long, elaborately carved bar, the handiwork of Jake Thrash, Layne
Jenkins, and Dalamar. The glistening cherry wood shelves contain anything a
thirsty brawler could want... with ale from the Red Orc Brewery, and even a
small collection of Skullsplitter Ale.
The bar offers a perfect view of the rings, as do the nearby tables and
chairs. Many of the regulars have taken tables as their own, and can often be
found there as they rest between their own battles, drinking and watching the
action. Over the bar are a series of large oil portraits: a pictorial history
of the various champions, the past and present holders of the coveted
Diamond. Their names are legendary: Ulath ni Fici, Shannon Colton, Jake
Thrash, Percival, and more...
The Arena - Duel of Swords
The Arena was built in the basement of the Red Dragon Inn. Renovations
were extensive as a goodly portion of the wine cellar and catacombs were
taken over. In the main room of the Inn is an unmarked door with two simple
crossed swords hanging above it. If you go through that portal, you will
descend a long set of roughly hewn, seemingly rickety-looking torch-lit
stairs. Fear not though, they are much stronger than they appear.
When you reach the bottom, you will find yourself in the northwest
corner of the Dueler's Arena. A long wall extends to your left, and in front
of you are numerous tables and chairs, all seemingly made out of the same old
wood as their stairs. Early in the evening there might be some organization
to the setup, but surely late in the night, the fact that many have visited
is glaringly apparent. If you sit for a while, you'll also notice that many
have been unable to keep themselves from carving their initials in the wood
while waiting to duel. Across from you, and down the length of the east wall
are makeshift bleachers, erected to give the growing crowd a better view of
the rings.
On your right is the corner of the bar, which extends five feet out from
the wall, and then the length of the room. This is obviously *not* the same
wood as the tables and chairs. The rich mahogany may be well used, but it is
also well polished. Simple wooden four legged stools run the length of the
bar. Though serving lads are known to run about, the bar itself is
self-serve.
The various rings, with a few more tables, take up the south-end of the
room and chairs interspersed throughout. Here you will find the "Callers
Couch." It is well worn, but sturdy and fairly comfortable. From the couch,
the officials of the sport can see each of the rings, and close by is the
Queue Keeper's desk. Over the last ring on the south-end of the room is a
huge portrait of Gondar, the first Overlord.
In the southwest corner of the room are swinging doors that lead into
the kitchen, and next to them on the south wall, a door that leads into the
pantry and various storage rooms. In the southeast corner, you will note
another unmarked door, made with wood that doesn't seem nearly as old as the
rest. Through this portal used to lie more storage space, but more recent
renovations have turned it into an Annex of the Arena, where people might
find a little more elbow room for special dueling events.
The floors here are bare stone, except for whatever dirt and mud is
brought down from above, or whatever blood and sawdust is tracked out of the
rings.
The walls are covered with trophies, old swords, mementos, and the like.
Tapestries and banners hang from not only the walls, but also the rafters.
Every prominent house, family, and nation associated with the Duel of Swords
is represented. Some of these include Redwin, Clatterbridge, Skylark,
Westridge, Tynsdale, Lathadoscia, Mountainside, Covington, Dracoern and
Questrion. All in all, there are nearly too many to name.
In the northeast corner of the Arena is another small set of stairs
leading up in the skyboxes that line the east and north walls. The view is a
little bad because of all of the banners hanging from above. Long ago a rope
was tied across the stairwell to discourage anyone from bothering to go up.
The skyboxes have long since fallen into disrepair and are no longer cleaned
by the staff after the last tired dueler and caller head home.
Twilight Island - Duel of Magic
Those who exit the Red Dragon Inn, passing the door to the Duel of
Swords Arena, often remark upon the mysterious door -- of peculiar size and
shape -- that is just behind the stairwell. Slanting oddly, the door opens
into a corridor that defies all principles of gravity and perspective,
illuminated in shifting purple light. That corridor leads to a small glowing
portal that seems to pulse. Only the adventurous traveler dares walk though,
for it transports one to Twilight Island, home of the Duel of Magic.
Existing wholly within its own pocket dimension, there is no "mundane"
way to reach the isle. It is eternally suspended in twilight: the dying rays
of the setting sun light the western sky, and stars twinkle in the East. The
isle is surrounded by mountains along all shores save the South, which boasts
a beautiful lagoon with blue water and soft sands that contain the Portal.
Rich fields and forests lie to the West, the tallest mountains touch the sky
to the East, and a smoky volcano burns to the North.
But the center of the isle is what draws its visitors. In a plane of
volcanic stone rest the ancient Great Rings of the Duels. Carved into the
cooling lava, the Rings are a permanent feature of the landscape, and contain
great magical power. These rings limit the spells that may be worked within.
They also prevent any spells from crossing its boundaries, and heal all
wounds as duelists exit. After all, these duels are not to the death.
The portal and most of the Rings were carved into the magma as it
cooled, as was an amphitheater into the volcano's slope in the northern
mountains. In the very center of the island is Ring Alpha, the first created,
surrounded by a cold lake of volcanic rock.
Sometimes, when the flow of magic is strongest (most often during the
ArchMage tournaments), the trees crackle with St. Elmo's Fire, becoming
suddenly more alive. Enwrapped in blue, electric sparks, the aged trees snap
and shiver, reaching toward the Magi with skeletal branches.
At the heart of the volcano's lava lake stands the Tower of Fire, home
of the Keeper of Fire. This lair is not made of stone or even magma, but
sold, living flame. In all other respects it resembles the other three
individual towers of the Keepers: 60' tall, 50' wide at the base and 30' wide
at the top, complete with windows, battlements, and large double doors of
solid brass set within the red and orange flame-walls.
Just above the tallest mountain stands the Tower of Air, home to the
Keeper of Air. Made from air itself, the tower is nearly invisible to the
naked eye, yet to its Keeper it stands as proud and bright as if it were
solid gold. Even when one stands close to the tower it appears to be nothing
more than a shimmering haze with double doors appearing as clouds.
Away from the shores, near the center of the lagoon, stands the lair of
the Keeper of Water, the Tower of Water. Those looking at the tower swear
that it looks like a raging waterfall -- but the water flows UP from the
lagoon, and never seems to come down. The majestic double doors are made of
coral.
It is within the face of the greatest cliff in the western range where
the Tower of Earth stands. As it lies entombed within the living rock, it is
not as visible or dramatic as the Towers of Fire or Water. There are no doors
or any other visible entrance to this Tower, only a small keyhole in the
cliff 100' from the ground. A stone stairwell that appears at the will of the
Keeper of Earth is the only safe approach to the entrance.
A small island of rock floats above Twilight Island, directly above the
First Circle, teeming with vegetation and flowing water. Upon this great rock
there rests a citadel of columns, steps and domes made of white marble, and a
brilliant flame burns within. This is the Citadel of the Stars, home of the
ArchMage, who also bears the honor and burden of being the Keeper of the
Stars. The flame within the Citadel is pure magic, and is so powerful only
its Keeper may approach safely.
As you arrive, you are greeted by a goblin, which rushes up to offer a
drink or a light meal. Then a smile and nod from the official:
"Welcome to Twilight Island! May magic and luck grace your path herein."
Stars End Bar and Grill
In a sector of the known galaxy located not terribly far,
relativistically speaking, from the galactic core is the RhyDin star system.
A nondescript G-3 class star circled by a large M-class planet, this system
has benefited from its position near one of the strongest nodes of the
universal Nexus. The RhyDin system has become the focal point of both
galactic culture and commerce, a crossroads for various peoples and beliefs.
The mingling of ideas became so fabled that the system eventually earned the
moniker "center of the multiverse." It is indeed a melting pot that freely
mixes transients from across time, space, and dimensions with the indigenous
population. The end result is hybridization; it's nearly impossible to
isolate which aspects are "native" to RhyDin and which are not.
What is the Nexus? The universal Nexus is many things to the different
people that call RhyDin "home." On it's most basic level, the Nexus is a
series of wormholes and temporal rifts that undulate throughout the universe.
Objects or individuals absorbed into the Nexus are liable to end up anywhere
its branches reach...but more often than not they reemerge near points in
space that are close to major centers of Nexal activity. The RhyDin system is
one such center of activity. On a higher level of thought, the Nexus can be
regarded as shaping reality; almost assuming a deified yet non-sentient role.
In places near the tendrils of the Nexus, reality is not always what it
appears to be...in fact reality can sometimes become a purely subjective
concept. The skill to harness such energy is often roundly referred to as
"magic." As one might infer, the RhyDin system is a place rich in this
energy.
The planet RhyDin is a fairly large bluish sphere, a somewhat atypical
M-class world. Orbiting it, beyond a ring of cosmic debris and man-made
satellites, are two moons. The larger and closest of the two, Arabrab,
follows a slow and steady path across the RhyDin skies. The smaller and more
distant moon, Trebor, loops around the planet in a speedier (but far more
elliptical) orbit. On the planet's surface one will find RhyDin Town. There
are certainly many settlements spread out across the planet, but none so
diverse as this rustic city. Incorporated untold years ago by travelers of
the cosmic Nexus, it is the bustling economic center of the land. Over the
years, all manner of individuals have relocated to this city and made it
their home. The local lore and libraries are full of the stuff of heroes and
villains...some legendary, some not.
RhyDin Town is a sprawling mass of cobblestone streets and buildings.
While the Red Dragon Inn stands out as the largest and best-known fixture of
town, the rest of the structures range from well-manicured manors to dirty
rat-infested shanties. The RhyDin Town Patrol is a group of sentries that do
their best to keep the peace in town, but they are understaffed and underpaid
and response time to a call for help can often be abysmal. The actual
government of RhyDin Town is an oligarchy, but the "powers that be" are
anonymous to the masses. Rumors abound that they remain secret because they
are involved in activities that many would consider improper. Others insist
that it's some great conspiratorial secret society. Whatever the case, most
of the residents of RhyDin Town enjoy a level of affluence that is not shared
by many who reside in the land's more outlying areas. That being the case,
while they may bemoan the government, they seldom actually rally for any real
change.
On the outskirts of the city, beyond the shanties and old Quonset-style
huts, one may find the Star's End Spaceport nestled within a coastal valley.
Tucked away behind the Dagger Mountains, the Spaceport sits on the coast of
Fool's Luck Bay. The port was first established by the RhyDin oligarchy as
the Land's End Port, a traditional maritime trading outpost. When spacecraft
began making their way to the RhyDin system, the port was expanded and
retrofitted to accommodate these new vessels. Renovations and further
expansion continued for years, keeping pace with the economic growth of the
area. Eventually, too, came a change in name; Land's End became Stars End.
Since it's founding, the port has grown from a rough and tumble backwater
outpost to a sophisticated (but perhaps rougher than it was before)
community.
Down there, where the shadows get darker and the air thicker, the
shadowy operatives of various corporations seek to better serve their diverse
interstellar business ventures. Spacecraft can be seen constantly lifting off
and setting down during the course of a day (or night). While most ships tend
to be freighters carrying cargo, all manner of vessels will be seen if one
watches the landing areas long enough. The dramatic mixing of old and new is
most visible when one observes a light freighter rocketing off over the masts
of the few tall trading ships bobbing in the waters of the bay. The Docks are
the oldest and roughest part of the Spaceport. Degenerating shipwright
facilities and warehouses abound and often serve as shelters for the
homeless. Moving inward, the surroundings improve in slow degrees. All forms
of architectural styles can be found within the port community, apparently
without the assistance of any city planners. The streets are narrow and
confusing ...with ground vehicles and speeders competing for driving space.
Many a visitor has wandered for hours only to make one wrong turn into a dark
alley and never be seen alive again. The more "well-lit" portions of the port
are usually a-buzz with traders plying their wares or pilots trying to lease
their craft to the highest bidder. All manner of businesses exist within the
spaceport: off-world curio vendors, weaponry traders, used spaceship dealers,
general merchandise suppliers and the like.
There are some affluent areas, most of which have few streets entering
and often guard stations posted. The wealthy merchants and corporate
executives live in these comfortable exclusive compounds, locked away from
the squalor that makes up much of the Spaceport. These are the areas where
law is most heavily enforced ...courtesy of the Star's End Police Department.
The SEPD is a group of individuals hired to act as the port authority within
the Stars End sector of RhyDin. Their job is thankless and the pay is meager,
but the RhyDin oligarchy (in conjunction with various shadowy corporate
interests) employs them to keep some semblance of peace. Some view them as
little more than rent-a-cops; others see them as the only thing standing
between the status quo and outright anarchy. Whatever the case, they attempt
to do their job as best they can, outfitted in body armor and employing
non-lethal means of apprehension. The corporations involved in funding the
police have no desire to alienate their clientele and more forceful
techniques are only authorized in the direst of situations.
Outposts and embassies from most of the major star systems, empires, and
federations can be found throughout the remainder of the Spaceport. Open
hostilities between known enemy factions tend to be rare, as all have adopted
a very loose peace treaty. Due to RhyDin's orientation as a galactic
crossroads, no one faction could ever manage to hold it themselves. Each
actually benefits by having unmitigated access to the vastly diverse cultures
and races represented within the Star's End sector. This mixture is not
without other benefits as well... if there is anything that is considered top
notch in the port, it is the nightlife. Sailors of the sky and sea alike are
more than eager to spend their pay on wild times. If there is something one
is looking for, it can usually be found. There are four star hotels are mixed
with seedy dives, shows of all kinds playing at any time...day or night.
Several casinos are also scattered about, liberating credits from their
owners. Bars of all reputations exist on nearly every street corner. One of
the oldest establishments, the Star's End Bar and Grill, remains one of the
most popular. In true Spaceport fashion, the SEB is about as gritty as they
come.
The bar is located on the outer edge of the Spaceport, not terribly far
from one of the many landing pads and The Docks. By day, the building itself
is hardly distinguishable from the rest of the Spaceport. By night, the neon
light streaming from the unwashed windows beckons to innocent travelers and
denizens of the night. One might see the menu taped to the inside of the
window, if one is brave enough to wipe away some of the dirt. The place reeks
of secrets best left untold. Its clientele...the spacers, smugglers and
assorted other riffraff that drift from world to world ...are ever in search
of adventure and profit.
Before entering the building, one might notice a large rusted sign
hanging over a door several yards to the right. The sign reads, in simple
block lettering, "Star's End Hacienda -- Rooms starting at 30 creds." As
dreary as the bar itself may appear, this next-door establishment seems to
have been belched from the bowels of the abyss. Inside one finds a small
cubicle to the left, an unshaven man chomping a cigar is usually within it.
Beyond the cubicle is a long corridor that has several doors evenly spaced
out along its expanse. The floor carpeting is stained and threadbare, and
strange noises permeate the air from behind some of the doors. The rooms
themselves would turn the stomach of a Denubian sewer rat... broken fixtures
held together with duct-tape, dirty furniture reeking of strange odors,
mildewed bathrooms that work only sporadically. Room service? Not bloody
likely here. Hang around outside long enough and the symbiotic relationship
between the two businesses becomes apparent. Patrons stumble out from the bar
and weave their way over to rent a room to "sleep it off." Some of these same
individuals will be seen, hours later, hobbling back into the bar for another
round of "entertainment."
Once inside the SEB's sliding pneumonic doors, one sees the bar on the
right...it's long expanse of black curves out of sight. The sound of tacky
music from an old jukebox lost by some trader in a BlackPoker game about
thirty years ago blares out. The smells and voices hit an individual like a
hug from Aunt Enid. The tables and booths look clean enough, but the annoying
sound of shoes sticking to the floor in certain places can be most
disturbing. One simply doesn't ask what the black stains on the tiles are.
"Hey, bartender! I need a drink!" someone hollers.
"You name it, we've got it. What'll it be?" the bartender responds, ready
with a glass and a smile. "If we don't serve it, no one will..."
The jukebox stands next to a huge tri-D screen, with a clearing in front
that suggests a dance floor. Towards the back left corner, a raised area
looks almost like a stage and one might wonder who'd be brave enough to
actually offer entertainment. Overhead, the ceiling is tiled much like the
floor, albeit with speakers, vents, and lighting fixtures spaced out in odd
intervals. Behind the stage are stairs that lead up to a half-landing, then
down a corridor out of sight. A small sign next to the stairs announces that
proper clearance is required to proceed beyond this point.
Adjacent to the stage is a room in the back that has an old style pool
table alongside a laser dartboard tacked to one wall. Next to it is a set of
metal double doors, the kind one would normally see in old world restaurants.
A peek behind them unveils a relic from another era, a 'kitchen'. At the end
of a dim corridor that parallels the back wall, behind the storeroom and
small work area behind the bar, is a communications terminal where one can
place calls or access the local net. A few other doors down the corridor are
unmarked, with most coded for restricted access.
The bar was once considered beyond the boundaries of the law, and still
there are rumors of illicit deals and agreements reached in back rooms. There
is certainly no shortage of suspicious characters that choose to live outside
the law. It's a strange blend of seedy spacer bar and back street high-tech
equipment. The transporter and the replicator were rumored to have been
salvaged off a downed freighter. The holo-grid was whispered to have been
pirated from a popular recreation planet on a dare. The retinal scanner at
the door was purchased legally, according to the records at the Spaceport,
though the name of the seller has been deleted for privacy.
Management of the bar has changed numerous times over the years.
Invariably the management works at the behest of shadowy corporate investors
as a penance for some debt or misdeed. While the job is not glamorous, it
does afford those with their affluence in mind the opportunity to network in
an unmitigated manner. All kinds of currency, from Federation cred-sticks to
gold coins and even gemstones, pass hands in the bar and in the spaceport
itself. This is the place to make or break a fortune. Knowing ones way around
or paying someone that does is the best advice for new arrivals. Come early
and stay late...and don't leave the blaster at home!
The Star's End Bar and Grill...a haven for all who wish it to be.
Gateway Station
Orbiting high above the planet RhyDin, Gateway Station 1 serves as the
local operations center of the Gateway Business Federation. The GBF conducts
business in many sectors throughout the galaxy, seeking to monitor and
regulate commerce. Such regulation is primarily between its own member
corporations, but the GBF does and will attempt to intervene in other trade
disputes that may threaten its collective holdings. Since many of the
corporate groups that compose the GBF operate through divergent and seemingly
unrelated companies, the GBF itself is difficult to define as a singular
entity.
It is not known just how many Gateway Stations are in operation
throughout the galaxy ... it is only known that the GBF expands slowly, but
constantly. It is also known that GS1 is the first of its kind ... and that
the GBF itself has its roots in the commercial underworld of the Star's End
Spaceport. Until recently, GS1 was not open to the general public and the
Federation actively kept its presence a secret through various means. The
time eventually came when the GBF decided many commercial ventures would be
better served by dealing directly on the station itself. This turn in policy,
while painted as an attempt to benefit all businesses on RhyDin, was really a
thinly veiled attempt to solidify control of an economic environment growing
at exponential rates. There was, however, a side effect that the Federation
didn't count on. The station quickly became regarded as an exotic vacation
destination for the more space savvy denizens of the planet. Never an
organization to pass up the opportunity to make a profit, the GBF embraced
this unexpected bonus.
The Federation appoints an individual magistrate to oversee the general
day-to-day operations of each station. While the magistrates are on the GBF's
payroll, they are not formal members of the Federation itself. Pay credits
are deposited into their personal accounts under a myriad of methods and
seldom the same way twice. GBF contact with each magistrate is usually done
by fourth and fifth party couriers, or encrypted subspace transmissions. The
magistrates know that they work at the behest of the Federation, but they do
not know (and usually do not wish to know) the specific identities of GBF
members. While most magistrates need only worry about the essentials of
station operation and security, the magistrate of GS1 is doubly burdened. He
or she must also serve as activity and entertainment director for the growing
tourist trade.
GS1 measures a somewhat astounding five miles in diameter and can
comfortably accommodate hundreds of people in its housing compartments. The
bulk of the GS1 crew (everyone from the cooks to the navigators) lives full
time aboard the station. Some, however, do make a daily commute via shuttles
from the Star's End Spaceport or use the transporter located in the Star's
End Bar and Grill. The docking bays (for smaller spacecraft) and docking
couplers (for larger vessels) are located in the hub of the station itself.
GS1's transporter facilities are located in the hub as well, and all three
arrival/departure points are closely monitored by station security.
While GS1 is not a particularly mobile structure, it is outfitted with
several impulse engines located around its outer ring. These engines allow
the station's orbit to be adjusted as needed. Being hulkingly slow, however,
does not mean that the station is defenseless. In fact, GS1 is equipped with
a powerful array of multi-phased tachyon shields and a more conventional
neutrino buffer. GS1 isn't punchless, either ... it can fight back, if need
be. With a series of mass driver turrets ringing its exterior and two
powerful ion cannons mounted above and below its hub, GS1 can be a formidable
opponent in battle.
The social focal point of GS1 is simply known as The Depot. The Depot is
a rather lavishly furnished lounge where patrons may purchase drinks, meals,
or other useful equipment. The compartment in which it is located occupies a
fairly large portion of the station's outer ring, bounded on each end by
sliding pneumatic doors. The Depot is furnished with many panoramic view
ports that allow a customer to either gaze into space or at the blue sphere
of RhyDin below. Amenities include a full service bar, a kitchen (located
behind the bar), restrooms (on the left, adjacent to the bar), many free
standing titanium table/chair sets (grouped loosely in front and to the
flanks of the bar), a stage and dance floor (located directly opposite the
bar), and several private booths which line the outer walls (each booth is
equipped with individual sound and energy shields which may be activated to
ensure complete privacy as well as safety). Live entertainment on the stage
is always a possibility, but The Depot also has a state of the art multimedia
system with remote terminals available to all tables and booths. The overall
decor of The Depot tends towards "space gothic," but there are some more
"rustic" paintings hanging from the walls. The one most patrons notice first
is a large fresco of the Red Dragon Inn hanging between the "Male" and
"Female" bathroom doors.
The general atmosphere in The Depot, as well as GS1 as a whole, is
usually reserved but friendly ... if not simply business-motivated. Deals are
always being hatched; grand plans to exploit exploding markets being devised.
The sight and sound of children running down the corridors of the visitor
lodging compartments isn't out of the ordinary. Lovers, admiring the serene
views of space, are often seen hand in hand. Security is amply provided by a
team of battle-ready androids that quietly patrol all sections of the
station. Skirmishes tend to be a very rare event as errant blaster fire or
other such activity is most unwise. From the standpoint of good health, a
ruptured space station hull usually tends to be fatal to all concerned.
The Gateway Station ... a business and social mecca for those who wish to
partake of it.
Merry Gaming to all!
Julie...
Sid's {:*) mun-ster
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