Starhaven Pt 1

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In between one breath and the next

for me, in this land beyond,

was yet a year passed back home

unknown

My family grew, laughed, and cried

Certain I had died

But I dined and danced beyond the veil

In what seemed 

but a single passing night

Valhalla, Avalon, the Blessed Isles, Paradise, Heaven, the Courts of Faerie.  The dimensional construct now known as Starhaven has been featured in many mythologies, tales thrown down around a campfire, of experiences in a place no mortal could quite comprehend.

Time stands still in a static universe.  Starhaven is a construct so large that no valid estimates of its size actually exist.  Attempts to circumnavigate the colossal structure in spacecraft have come to naught.  Those who have attempted it just loose their way and end up back where they started.  Even computers and mapping devices come up short.

Starhaven is broken up into several sections, each accessible to the others via teleporter pads in each region.  There is no other known way to get from one section to another otherwise.

The regions now seem well designed to serve the function impressed upon them by the Interworld Agencies as a clearing house for equipment, agents, and other resources, as well as several common areas for entertainment and housing.

The Starhaven Bazaar itself takes up one whole section and is, in general, a mercantile free-for all.  If it exists, you’ll likely find it somewhere at the Bazaar.  The Bazaar itself is run by a merchant’s guild, who is in turn represented on the Immortal High Court.

Violence is frowned upon, but generally tolerated as long as intentions don’t run toward the deadly.  These days the law, such as it is, will be enforced by the Phoenix Squad, 50 of the fiercest mortal fighters on Starhaven, backed up by the Immortal Dedra Phoenix.

In case of an outside attack they can shut down the worldgates and remain unmolested for as long as they leave them down.  There is only one rift between Starhaven and the outside universes, and thus that single rift can be taken down.

(This is not strictly true, however certain the Starhaven Agency Manuals might say otherwise.  On more than one occasion an externally activated rift and gate was able to breach the outer defenses.  Each time the interlopers were driven off).

The Sections of Starhaven are as follows:

Agency:  The offices and classrooms of the primary Interworld Agencies, including a good portion of their internal R&D operations.

Housing: Divided by agency.  Family, individual, and co-hab units.

Bazaar.

Entertainment:  Cinemas, concert halls,  Practice yards and shooting ranges.  Swimming pools, museums, virtual zoo, 

Magitech Commercial:  Magitech Bank, the original Magitech Lounge, The Magitech Outlet, Havoc’s Ye Old and New Weapon Shoppe.

Magitech Private:  Housing for members of Magitech and Mirage.  Artificer’s labs.

Medical Section.  Helix Headquarters plus R&D and medical facilities.

High Court:  ArchAngel’s apartments, Phoenix team barracks.  High Court Chambers.  Other immortal apartments/suites.

Worldgate:  The only way on and off Starhaven.

(Note:  Kids are generally raised off Starhaven, at least a good part of the time.  They do not age if they remain within the dimensional rift where Starhaven exists.  It is not unusual for way stations on backwater Earths to be staffed by a whole family.  It provides early training for the young and allows them a chance to actually grow older).

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