The Powers That Be (
powersthatbe) wrote2014-04-08 09:19 pm
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LIMINAL SPACE
Besides jaunting from world to world, universe to universe, there are three other kinds of dimensional spaces which Travelers may encounter. The first, Liminal Space, is key to a Traveler’s existence - it’s where they go in between Jaunts. It’s also the only kind of alternate space a Traveler can enter or exit without specific mod permission - and even then, you need the Portal Creation skill. The second kind of space, Dungeons, are a tool for players to use when un-idling, canon updating, integrating AU material, or confronting psychological issues for their characters. In-character, Travelers sometimes vanish into Dungeons for hard-to-pinpoint reasons related to how well their psyche accepts the situations they are in, and two or more other Travelers must venture through a Dungeon Portal to rescue them - Dungeon Portals cannot be exited by a single character alone, hence the need for a rescue. Finally, Dreamspace is just for fun, with no practical mechanical purpose in-game. Everyone being hooked into the same telepathic network means sometimes, you physically share one another’s dreams, as Liminal Space makes them solid and bystanders can walk right in. If you’re interested in posting a dreamspace, please ask a mod. They will usually say yes, unless there have been several recently. LIMINAL SPACE Liminal Space is the space that Travelers are sent between universes, or enter any time certain teleportation powers or dimensional travel abilities are invoked. All portals either open into or out of Liminal Space, so you can only reach dungeons, shadows, and dreams once you’re already inside. Some Travelers prefer it as a safe place to sleep… but they don’t keep their things there and they don’t stay for meals without the right skills . While it looks different every time, there are a few rules that stay constant. 1) It never looks like just one thing. By its definition, Liminal Space is between other places, and that always shows. It might be featureless white space interspersed with areas of featureless black space. It might be a bistro restaurant in the middle of a marsh. A rocket launchpad in the courtyard of a castle. A series of caves inside a spaceship. There will always be two or more disparate elements that clash with one another, something that lets you know it can’t be real. 2) There are always obvious nonsensical elements. So that there’s never mistaking Liminal Space for any real place, no matter how ridiculous, little touches of surreal flavor turn up here and there. Cartoon animals in a live-action forest, maybe. Photo-negative colors. Iridescent bubbles floating through the air. In short, weird shit. 3) Distance, direction, and the laws of gravity are subjective. You can move through Liminal Space with a thought, and so a character with enough focus doesn’t need to walk from point A to point B, can stand on walls, float in the air, whatever. Other Travelers may ask you to cut it out if they find it unnerving, though. 4) There is no object permanence in Liminal Space. This means, among other things, that you can’t eat food in Liminal Space. Or, well, you can, but it’s not going to remain long enough to have nutritional value. You can’t remove objects from Liminal Space, so nothing you find there is ever going to be practically useful as anything but a conversation starter. It also means that objects you bring in with you will disappear if left unattended; things stored in someone else’s created room will remain in the room, but are subject to disappearing with the room when the creator Infiltrates or otherwise isn’t available. All of these obstacles can be overcome with the right set of skills. 5) Only Travelers go there. People native to the worlds Travelers jaunt through will never enter or appear in Liminal Space, nor can you bring them in with you by any means. Generally, they cannot even see the entrance portals. This includes Infiltrators. Very rarely, exceptions are possible (such as the Illuminants’ break-in); if this happens on a Jaunt-wide level, the mods will make a note of it. If you have reason to believe your Infiltrator would be able to gain access to Liminal Space for in-Jaunt reasons specific to them, please contact the mods to see if it’s feasible. 6) Time is fluid. Even if you’re only in Liminal Space for five minutes, you might have twelve in-depth conversations with friends. If you’re waiting for something to happen outside, eight hours may pass in the blink of an eye. It’s usually more convenient than real time… but accidents do happen. Out of character, this is a rationalization for why simultaneous conversation threads are possible. WHAT NEXT, PERMANENT STRUCTURES? A handful of Travelers have unlocked the secret to making their created rooms stick around whether or not they’re available to ‘reset’ the room’s presence for one reason or another. If your character has created a permanent space, please fill out the form below and leave it in the comments, to give people a better idea of what spaces are constantly available in Liminal Space. Players with characters who have created non-permanent rooms are welcome to leave descriptions here as well; please note, if you do, that the room is not permanent, and come back to update your comment if they later gain the skill. |
Permanent Room: Public upscale bar with free booze
Door: Automatic sliding doors. There are two broad lines of purple milky glass in the middle of the doors, making it impossible to look inside without bending down or being ridiculously tall, and thin, fancy silver lettering announces "Bar".
Inside:
Behind the doors, there lies a spacious bar kept in shades of silver and purple. The terraced layout - three fairly wide levels connected by open sets of stairs, with the bar spread out over all three of them - opens up wide on the front, giving a wide view over a horse racing track. A large inverted ankh in dark purple has been worked into the centre of the floor-to-ceiling glass window, visually presiding over the room.
Due to the late hour, there are no horses out on the racing track, and instead the grounds lie quiet, though the glow of a large city outside the grounds and the occasional sound in the distance betray that the place isn't located in the middle of the countryside.
Travellers of any size can move around easily, though the tallest ones might want to stick to the lower to levels, and some of the chairs and couches - black or purple, tasteful and clearly expensive - grouped around low silver-white tables seem to be built to accommodate bigger and unusual sizes. Little bowls of nuts, chips and similar treats can be found on each table.
The rear part of the top and middle level are separated from the rest of the room through a glass wall, connected with it on both levels through a glass sliding door that will shut automatically. This area has more ventilation as compared to the rest of the room and there are ash trays on a few of the tables, but those are the only signs designating it as the smoking area.
The whole room is kept in a modern, silver-and-purple design. The décor is tastefully understated, including modernist sketches of Copenhagen and its surroundings, and the chairs and couches are surprisingly comfortable for being designer furniture.
At the bar, one will find a variety of drinks - on the lowest level all kinds of wines and beers and other alcoholic beverages usually taken pure, standing freely or placed in a fancy fridge as applicable, on the middle level everything one would typically require to mix cocktails (which of course means alcohol-free beverages can also be found here), and on the top level stands a coffee machine with all necessary equipment for coffee drinks and... The glass of the fridges next to it is tinted and they are lower, and silver lettering on them reading 'special requirements, please ask Malin'. Glasses are available nearby the drinks necessitating them.
An LP player near the door with a good collection of LPs - classical records mostly, but also a good deal of styles and artists from the 20th century - is responsible for the quiet music playing in the background and can be accessed by the visitors like everything else in the room.
At the far end of the room there are three doors set into the wall which goes up and thus replaces the second and third level. One shows the shadow of half a man and half a woman on it and has a standard toilet-and-sink combo behind it and the other has the shadow of a man on it and behind it can be found a urinal-and-sink combo. The third door has the symbol for stairs and a cask on it, and opening it will reveal stairs.
The narrow stairway leads downstairs, and the air changes as one descends. It leads into an old wine cellar. The conditions are almost perfect, and long lines of wine, casks of whiskey and ale, and similar things line the walls. ...Not all of them actually contain alcohol, but the amount that isn't just for show will grow the longer the place exists. Malin is working on it, and will happily accept help.
At the end of the wine cellar, there is an iron door, and those who open it will step into a landing that looks like a cross of an office building and a residential staircase. A chair is framed by two potted plants, and to each side of the staircase a door can be found, equipped with doormats and little doorbell buttons next to name plates. The door to the right is wooden, red with some ornaments on it, and the name plate announces "Malin Lindberg". The door to the left is plain and blue and the name plate announces "Room 005, Main Office, Jean Otus".
//end public area//
The entrance area of Malin's flat is a long, narrow corridor with two doors (bedroom and bathroom) on the left side and a place to hang your coat and leave your shoes on the right. It opens up into an open plan living room with a kitchenette separated from the main room by a counter. A sofa, a coffee table and a few armchairs take up the centre of the room, and a 1990s TV set on a low shelf shows 90s TV shows. The large floor-to-ceiling glass windows that take up half of two walls look out over nightly Nyhavn, the especially pretty area of Copenhagen's harbour.
Jean's office is significantly smaller, but still big enough to comfortably hold a large couch that can easily be used as a bed, a desk, multiple pieces of office furniture to store files and other things in, two chairs and a coat rack. A large window looks out over Nyhavn, and one can see locals and tourists alike milling around there. Opening the window brings in gusts of salty sea air and the distant sounds of birds, humans, ships and cars. This room cycles through the whole day at a standard Earth rate, though it always stays early summer outside.
Note: Thanks to Liminal Contingency, anyone who breaks something will find themselves back in Liminal space moments after they broke it.
Public Areas?: All areas except for her flat and Jean's office are public.