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Author Topic: Minmatar Neutral Ground  (Read 4811 times)

Mizhara

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Minmatar Neutral Ground
« on: 19 Jul 2015, 12:13 »

Deck23 - Accorded Neutral Ground

The blast doors serving as entry has had it's former designation sanded off and now a red and rough paintjob proclaims that you're entering Deck23. A newer addition is a placard proclaiming the place to be Neutral Ground as laid down in the Accords of old, predating even spaceflight for Matari. In essence, this means that all Minmatar are afforded safe passage to and from this place and their safety is guaranteed within for as long as they remain. It is unthinkable for a Matari of the Tribes to violate this.

The place seems to have gone through some changes. Less dilapidated and dusty, it still has a rough edge to it, as furnishings and decorations from all Minmatar tribes gives the place a slightly chaotic but warm and even peaceful feel to it.

There are both capsuleers and non-capsuleers here, particularly noticable are official representatives of each Tribe in their assigned places to assist with any matter of diplomacy or other matters of tribe.

There's a few booths providing privacy for those who want it, but the main congregation area for capsuleers seems to be the long and utilitarian looking bar. Over the bar itself hangs a few signs detailing rules of behaviour, amongst them that discharging a live weapon or brandishing a melee weapon will get you shot. Non-Minmatar guests will be politely shown out. The bar also contains access to a formidable kitchen and it is highly unlikely you will be able to order something they can't provide.

The music is rhythmic. The beat of the drums. The chants of different Tribes mingling together. Strings and flutes effortlessly dancing around each other. There's a chaotic beauty to it. It is the sound of Matari warriors, farmers, children, parents, artists and all things, recognizable to those who have lived among the Tribes.


Rules (both IC and OOC, consider your character informed before entering):

1. No violence.
2. Take heated arguments elsewhere.
3. There will be no harassment based on faith or allegiance.

Breaking the rules will have consequences determined on a case by case basis.


Location:

Intentionally vague for accessibility purposes. Assume that it is in a lowsec station in a system with direct highsec connection, no factional limitations or threats. Visitors will be given access to instawarp bookmarks for when they leave, so they can avoid worrying about being camped or inconvenienced by the usual lowsec/factional threats. Deck23 also employs eyes on each gate so visitors can enter system and station safely.


Sebiestor Tribe Area:

Advanced climate controls, probably a legacy from when this place stored various temperature sensitive cargo, sends a shiver through those who approach the Sebiestor tribe's part of Deck23. The chill in the air will be welcomed by those who miss the northern home of the Sebiestor, even if only because it gives an excuse to wrap oneself into one of the many furs draped around the comfortable wooden and leather furniture that appears to be genuinely lifted from home at great expense.

Great care has been taken to decorate and furnish this section of Deck23 to incorporate elements of both the nomadic and settled clans of the Sebiestor, and a keen eye will also notice that almost everything has a subtly embedded communications jack or other signs of advanced technology. There's even a couple of workbenches for a few different kinds of engineering in the area.

In front of an admittedly small fireplace sits a robed and pale man covered in clan chief tattoos identifying him as the leader of the Starbridge clan, who have proven themselves instrumental in the Sebiestor tribe's work to try and integrate those of Sebiestor blood to the tribes.



Brutor Tribe area:

Much like the Southern Archipelagos of the Old Mother, when one enters the Brutor section of the Accord Neutral Grounds they will immediately feel the heat and humidity at which the climate controls have been set. This does not seem to bother any of the Brutor who make up this section; many choose to go about their business in only a thin shirt or even bare chested, allowing their tattoos to be seen by all. For those wishing to emulate the Brutor, or simply escape from the repressiveness of the their clothing may do so in an area has been set aside near the entrance.

The decor of this area has also been arranged to mimic the tropical homeland of the Brutor. Wood flooring and bamboo paneling has been laid out, along with tropical plants, all adding to the illusion of being planet side. 

True to their martial heritage, a practice and combat area has been set aside where any one can hone their abilities, test their skills against others, or simply meditate through motion. Racks of practice weapons have been laid out to a side for those who wish to use them. A few craft stations have also been set up for those more artistically minded. A gathering area takes up the rest of the space, with water and some other small refreshments are made available.


Brutor Section contributed by Cain Aloga, thank you.

Vherokior Tribe area:

As guests pass a shimmering sound and temperature curtain a blast of hot and dry air hits guests like a small furnace. While it can't perfectly mimic the searing deserts the Vherokior used to rule as nomad clans, a quite close approximation has been achieved by the climate controls and furnishings in this quite distinct area. Fine rugs cover every inch of floor space, seemingly having been decorated in textures rather than colors. Piles of pillows and low wooden furniture are scattered around the area and a thin reddish veil hangs from the ceiling covering this entire segment of Deck23, creating the illusion of a large and thin shaded tent in a desert.

Entering the Vherokior area is always a new experience as new people, new smells and new sounds occupy the otherwise dimmed area. Traveling craftsmen show off their goods to anyone who might be interested. Wandering mystics sits hidden behind a cloud of incense and provides spiritual guidance, Voluval reading, and fortune telling in return for a small donation to anyone who dares to seek them out. Merchants travel from afar and seek to strike a good deal or sell something under the table. And adventurous drifters look for their next hire or tell the stories of their previous ones.  Likewise the music and entertainment is provided by artists from various clans from all corners of the Minmatar Republic and New Eden. One of the most common is being a Vherokior throatsinger with a traditional string instrument,
playing and singing entire several hour length tales, histories and legends of the Vherokior.

Vherokior section description expanded and improved by Mizhir.

Krusual Tribe area:

Grey, semi-transparent, geometrical panes of glass criss-cross in seemingly random, natural patterns - almost as if a patient child had ordered the shell to their will alone. Shapes of ancient, rusted weapons, of bloodied stone and triumphant warriors can be glimpsed between the layers of cloudy glass that make up the division between the Krusual enclave and the rest of Deck23. Above the entrance, indented in the material rather than written, is a single word. A reminder of home, and of defiance. A reminder to all matar who look upon it. "Tronhadar"

Within, the air is cool and dry, and the lighting is dim. Enough to distinguish the features of the few others in the room. Almost every single inch of floor, wall and ceiling is covered in soft, geometrically cut materials, fitted together to isolated without becoming cluttered. A few traditional, warm pelts are strewn into recesses in the walls, for use by the weary.

There are many small nooks and crannies, arrangements of furniture more than actual alcoves, for those that wish privacy. A great many books, pridefully focused on Krusual achievements as ground fighters, intelligence operatives and scientists, are organised to lie beneath each table. The atmosphere is quiet, though a low din of horn, flute and string music masks the conversation of those who wish to keep their words private.


Krusual section contributed by Calania, thank you.

Nefantar Tribe area: To come, seeking volunteer writers.

Thukker Tribe area: To come, seeking volunteer writers.

Starkmanir Tribe area: To come, seeking volunteer writers.


Bar Menus:

Accorded Neutral Grounds have traditionally tried to gather all kinds of traditional food from all tribes, in order to make it feel as welcoming as it can. Deck23 have continued and expanded that tradition by acknowledging that guests will come from places throughout the cluster and will be used to all manner of diets and cuisine. To this end the kitchen has - at great expense - prepared itself to serve orders of everything from dishes only seen in Amarrian courts, through popular federation fast food, Khanid delicacies, rarities from the State and even the food common to slaves across a wide swath of slave populations in the Empire.

On the other hand, getting the experience in preparing these meals is a different thing entirely and those ordering more exotic fare might find that the cooks and chefs hiding in the kitchen still have things to learn. The only thing we guarantee is that it won't kill you. Today, anyway.
« Last Edit: 23 Aug 2015, 03:12 by Mizhara »
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Korsavius

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Re: Minmatar Neutral Ground
« Reply #1 on: 19 Jul 2015, 14:07 »

So Kor won't have to come in dressed in traditional heathen tribal clothing just to blend in?
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #2 on: 19 Jul 2015, 14:33 »

Dressed however you want. All Minmatar (except Sansha) are welcome and will be afforded Right of Safe Passage in accordance with the traditions older than spaceflight, agreed upon by all Tribes since days past. These Accords will be inscribed on the walls and failure to adhere to them is punishable by death (and for capsuleers, death and exile).

No Minmatar owing allegiance to a Tribe would even contemplate breaking such accords. It'd be unthinkable.
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #3 on: 19 Jul 2015, 15:14 »

Edited post to contain the temporary motd from the channel. When I let the channel go live, the motd will be removed from the channel itself and replaced with a link to the original post where I have better formatting options and more room for flavor text without making it unreadable in-game.
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Elmund Egivand

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Re: Minmatar Neutral Ground
« Reply #4 on: 19 Jul 2015, 19:37 »

Will there be...coffee?
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #5 on: 20 Jul 2015, 02:30 »

As Neutral Ground, Deck23 recognizes that people from different places may have gained very different tastes than a planetbound Minmatar, so there'll be an extensive menu of both food and drink from the entire cluster. Ironically enough, the intricacies of different clans within the tribes when it comes to "traditional cuisine" can be complicated enough that you're more likely to find a rare Khanid delicacy on the menu than something specific to a clan.

Yes, there's coffee.
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #6 on: 20 Jul 2015, 04:41 »

OP changed to contain the current Deck23 description. It has been linked to in the channel motd and will serve as the channel desc from now on.
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #7 on: 20 Jul 2015, 05:48 »

Seeking volunteer writers to fill out the descriptions of Tribe areas. I could cobble things together for some of them myself, but as I've primarily delved into Sebiestor PF I am likely less competent dealing with other tribes than my own. If you write a description, please clarify if you're using PF or player-canon stuff. Player created content is just as good as PF sources when it comes to these things, I feel, since CCP has unfortunately shown far less effort in Minmatar worldbuilding than the community did over years and years, so don't feel like you have to hold back.
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Stutzer

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Re: Minmatar Neutral Ground
« Reply #8 on: 20 Jul 2015, 06:58 »

Thank you for putting this together, Mizhara, and so quickly. Does Deck23 have a 'home station' where we can dock in-game, or is it more of a speakeasy where we are 'informed' of the physical location?
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #9 on: 20 Jul 2015, 07:15 »

To make it available to anyone, it'll be located in an unnamed lowsec station somewhere near but not in the actual warzone. This will let anyone dock no matter their allegiances, sec status etc. While I could go to the trouble of doing it in-game, I feel it's a bit overkill, so simply assume that anyone coming to Deck23 will also be given an instawarp bookmark that allows them to get off the station without fearing camps etc and can then enter highsec if they wish, unharmed.

Edit: Updated OP with this information.

I don't feel like specifying a system/station will help as inevitably someone will be unable to come there in-game. Let's just keep that bit vague.

I'll make the IGS announcement about Deck23 at some point today.
« Last Edit: 20 Jul 2015, 07:30 by Mizhara »
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Stutzer

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Re: Minmatar Neutral Ground
« Reply #10 on: 20 Jul 2015, 08:47 »

Sounds good, thanks again.
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #11 on: 20 Jul 2015, 09:25 »

Bloody misclick, quoted instead of modified. Derp.
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Pieter Tuulinen

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Re: Minmatar Neutral Ground
« Reply #12 on: 20 Jul 2015, 09:48 »

Just checking - non-Minmatar can't visit for any reason?
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Mizhara

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Re: Minmatar Neutral Ground
« Reply #13 on: 20 Jul 2015, 10:04 »

Decided on a case by case basis, but at the bare minimum it'll require a Minmatar escort and vouch. Ask IC when appropriate.
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Pieter Tuulinen

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Re: Minmatar Neutral Ground
« Reply #14 on: 20 Jul 2015, 12:34 »

Decided on a case by case basis, but at the bare minimum it'll require a Minmatar escort and vouch. Ask IC when appropriate.

Sounds good. I'm not interested in being an RP asshole, but would like to have an 'in' to socialise with more Minnies again. I can probably hit up Aya or someone for an invite.
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