The twelve sects of the lanterns have had no small amount of trouble getting along. Differing philosophies and outlooks on the world have resulted in many a conflict between these representatives of twelve key parts of the universe. The eternal sects see the infinite sects as children, the blues abhor the yellows, the violets will oppose the reds to their last breath, Vilak the Orange Avatar despises the Indigos. Overall it's a recipe for fratricide between the sects, one that has resulted in numerous light wars throughout the ages.
In the interest of forming some measure of co-operation not based on the temporary basis of a common enemy, the Masari founded the Pastel, a place where all the lantern corps (and other space based polities) could come together and speak to one another as equals on neutral ground. The Masari Ecumene has long since passed away into the mists of history, but the machines that they have left behind now preside over the area to ensure that the truce between the twelve sects and other negotiators is maintained.
But of course, neutrality is just a piece of paper, is it not?
Areas of interest:
The Pastel is constantly maintained in peak condition by the Masari machines that have incredibly survived without their creators for more than a hundred thousand years. Made to appeal to Masari aesthetics, the Pastel looks the part of a high-tech artificial world made to withstand even the most staggering of forces, and maintains a harmonious balance between it's artificial nature and the nature preserves placed on it. Embassies placed on the Pastel are allowed to deviate from the norm, but given that the Pastel is a parsec wide, there's more than enough space for everyone. The Pastel has multiple layers, going ever closer to it's core; which is a seething portal to the Glow, a universe constantly in a state of big bang that provides infinite energy.
- The eternal halls - Meant for members of the sects of Eternity to meet and gather, the Eternal Halls cater to the wielders of these awesomely powerful forces, expecting nothing less than the politest of diplomacy. Coloured with the five spectra of the eternity sects, the eternal halls are far bigger on the inside than on the outside, in addition, time is massively compressed here, allowing for month long negotiations to be concluded in an instant in real time.
- The infinite halls: Meant for members of the sects of Infinity to meet and gather, the Infinite Halls cater to the wielders of these awesomely powerful forces, expecting nothing less than the politest of diplomacy. Coloured with the seven spectra of the eternity sects, the infinite halls are far bigger on the inside than on the outside, in addition, time is massively compressed here, allowing for month long negotiations to be concluded in an instant in real time. Compared to the Eternal halls, the Infinite halls are substantially larger.
- Prime center: Managed by the chipper Masari Installation monitor A.I 719 Warm Embrace, the Prime center is where the Monitor manages all the various systems that run the shield world, as well as all the myriad A.Is that it delegates tasks out to. It is often consulted for it's vast knowledge on many things regarding the Masari, questions it is always glad to answer, though it refrains from answering technical questions so that Masari science remains out of the hands of the unworthy.
- Embassies: The Masari machines provide embassies for each and every nation that asks, folding space if they need to in order to ensure that everyone has enough space to say their piece and ensure the peace. There are no requirements for an embassy, Warm Embrace is a rather generous automaton. However, the Masari machine keeps tabs on each and every single embassy,
- Residential areas: Made for permanent inhabitance, the residential area contains an untold number of sapients, all of whom are forcefully innoculated against the Thoughtsin plague because "I've been there, I don't want to go there again" as 719 Warm Embrace is fond of saying. It also ensures that many of the visitors are on their best behavior, as acting out could threaten the lives of more sapients than entire galaxies hold inside them.
- Portal Rooms: Spread across the Pastel are countless portal rooms that allow for easy travel across the pastel and from the pastel to other locations in the universe. It speaks to the power of the Masari that these portals are easily capable of reaching anywhere in the universe, including it's orbiting dimensions such as Asgard or Tir Na Nog, all with just a thought.
- Core: RESTRICTED UPON PAIN OF DISINTEGRATION
Security
Masari Sentinels constantly patrol the area, ensuring that all remain calm and keep the fighting to a minimum, as well as responding to attempted invasion with extreme prejudice. Being capable of being constructed out of energy from the Glow converted into matter in moments, there are always about a hundred times more Sentinels than 719 Warm Embrace deems necessary, with this overkill being to ensure that in case of abnormal situations, it will not be caught totally unprepared. Sentinels come in many kinds, all containing fantastic displays of the technology of the Forerunners to us all. Special modifications such as anti-magical capabilities are sometimes placed into sentinels as the need arises.
Nations with an Embassy
Imperium of Man: Owned by Vrakmul
Novus Army of Revengeance: Owned by Vrakmul
Droid Republic: Owned by Vrakmul
Vhozon Grand Judiciary: Owned by Vrakmul
Hierarchy Secessionists: Owned by Vrakmul
Continuation Reich: Owned by Vrakmul
Allied Nations Space Command: Owned by Vrakmul
Cosmic Comintern: Owned by Vrakmul
Empire of the Rising Sun: Owned by Vrakmul
Nova Roma Fasces: Owned by Vrakmul
Eldar League: Owned by Vrakmul
Tau Empire: Owned by Vrakmul
Sangheili Union: Owned by Vrakmul
RURUSS
- This is an open RPG location. Your first post should indicate how you managed to get here, seeing as it's well beyond the milky way. It is however, a well known location in space, and 719 Warm Embrace gladly portals in those who request it.
- It’s up to you to RPG the enemies and NPCs here; I won’t be responding to every post. Sell them as much as your power levels allow. For lower level characters, there are lower level sentinels than those listed above, and even high level characters should find dealing with Super-sentinels in large numbers a pain. For NPCs, you can make up just about any polity or figure you want, they'll probably have an embassy or a residence here. 719 Warm Embrace is an exception to this rule, and of course; as are nations that have an embassy here.
- Collateral damage is A-okay, just prepare for the Sentinels that will almost certainly come your way if you get too excessive.
- Looking for loot? The Pastel has not only the Masari's technology, but those from various embassies. Stealing from them is perfectly possible, though the Sentinels will respond to attempted theft of Masari technology.
- Standard RPG rules apply: no godmodding, no-selling, all that good stuff.
- ENJOY YOURSELF OR DIE!
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