Home to the Exodian Personnel, the Exodian Headquarters is a peculiar location nestled in the Void-between-Worlds: a region where it is easy to slip into various universes by means of warps and portals. A possibly-sentient and changing land, this location is welcoming towards its people.
Its appearance is somewhat peculiar, and by default, it incorporates various elements known to different universes, and whatever is within is often ever-so-slightly different from viewer to viewer, but not so much so that they would disagree on what is there, although some parts of the Headquarters noted as ‘dedicated spaces’ are present, which are restricted to a certain theme (e.g. a ‘dedicated space’ with the theme of an Urban Fantasy setting).
An expansive hallway and gate, where new Exodian Personnel arrive. Most seniors of the Organisation often take scheduled patrols around this region, anticipating the next arrival to the Headquarters.
Otherwise fairly empty, save for the gate leading to the Headquarters proper, as well as a small section where duplicate maps of the Headquarters may be found.
Past the gateway is a large area called the Common Space, which is rife with various necessities such as computers, televisions, game consoles, magical devices, and the like, as well as vending machines that provide snacks and drinks free of charge. Often one of the spaces where personnel are out and about.
East of the Common Space leads to a plain hallway and into the Exodian Library, and most of the Exodian personnel agree that if the Headquarters is weird, the Library is even moreso. Containing almost everything there is, from books to scrolls, and to archives and encyclopedias, the Library seems to have a mind of its own, and requires to be approached on its own terms, lest one gets lost. Usually has an unwitting person or two who has been left wandering the labyrinth for a while.
For this very reason, the Library also features an area where visitors can rest, relax, obtain a quick snack or drink, or take a bathroom break, and it also has desks for those who wish to stick around for a while.
On notable occasions, if the Library is particularly irked, it may ‘consume’ unfortunate personnel, trapping them in furniture such as bookshelves or a cabinet until they are rescued by some of the Handlers that manage the location and its temper. No real harm done, but it can be an experience.
Found via the hallways north of the Common Space, the Dining Area is the designated public eating space for Exodian personnel, and where most of them will hang out after the usual Mission or Bounty. This location also features a wild number of cafeterias being catered to by various Exodians who may or may not be Agents, and can feature anything from normal modern-day food to eldritch ‘meals’.
How one gets their food is a matter of preference; the Dining Area is rife with options, from a free-for-all buffet, to cafeterias and restaurants, and even machines that supply those with a few key commands.
Located close to the Dining Area for easy accessibility, the Bar is the designated area for refreshments and drinks, as well as snack foods, meant to be more of an area for socialising and entertainment, with various arcades, table games, and consoles available for public use. There is no age limit to access the Bar, but for obvious reasons, those below the legal age will not be permitted access to alcoholic drinks (or their equivalent).
The Bar itself is quite large and elaborate, separated into various sections with various aesthetics befitting various worlds and time periods, complete with their own Handler bartenders and unique choices of drinks. In the end of the room, there are enclosed spaces for people who wish to participate in singing sessions.
A combined hospital and laboratory, the medbay features various implements for research, as well as medical supplies and Auto-Healers to patch up any injuries and wounds acquired during Missions, often in the form of customised beds to lessen discomfort. For some Missions, Exodian personnel will find themselves transported straight into this location and promptly patched up as needed.
It also features Repairers, tools that can repair any damaged gear provided that the target object is not utterly destroyed or practically useless.
A clean, well-managed laboratory, and where Agents can go to decipher and prepare blueprints using Research Stations and utilise the Manufacturing Stations for enhancing gears and weaponry, as well as converting low-grade materials into higher-grade ones. With the right items, Agents can even create new items and tools entirely.
For the more scientific of the Agents, this is often a perfect ground for conducting studies and research, as the Deck offers various stations for chemistry, alchemy, among others.
An expansive space that blurs the line between virtual and physical, the Arena is a space for Agents to test their skills, whether it is against their fellows, or against simulated copies of various opponents and enemies.
The Arena features various ‘rooms’ that can be used, and each of them feature settings that may be modified according to the user’s preference.
Permanent death or injury is not a risk within the Arena, and as soon as a match ends or if someone dies, all damage taken will be automatically healed, and anyone who may have died will be immediately revived in a state before the start of the match.
All Exodian personnel have their own personal quarters, specifically designed for their own comfort and personal preferences, and only welcoming them by default, unless they’re willing to have visitors inside.
By default, each Agent’s Personal Quarters provide anything that is necessary for their comfort, as well as various implements and tools for their entertainment, as well as a theming they would be most at home with (for example, an Agent from a medieval fantasy world would most likely have a matching room). On occasion, they may even have personal souvenirs and items provided to them. Finally, their personal quarters often have an introductory pamphlet giving them necessary details on their new lifestyle.
Personal Quarters are subject to change, depending on the shifting perception of its user. Most seniors, those used to venturing out to varying worlds, have Personal Quarters one would consider anachronistic, combining aspects of their home, as well as newer aspects that they’ve taken a liking to.
The Command Room serves as a meeting site for Agents and Handlers before starting a mission. This is often where they will be briefed and given any necessary equipment, and they may also engage in conversation and some relaxation before they are sent to the Outside Deck to leave.
The Command Room features various implements such as projectors that help in revealing the target coordinates, a visualisation of the objectives, among others. It also features several smaller capsules where Agents may be dressed or disguised if required.
[Usage of the Command Room should be restricted to the RPs that require it, such as Missions, Quests, and Bounties.]
Otherwise known as the Craft Deck. This spacious area is where Agents’ personal Crafts and Ships are docked in an orderly fashion, ready for use whenever needed. When they are about to head out of the Headquarters, this is where they’ll gather, so that they have time to make last-minute adjustments and planning before venturing out.
While the order of Crafts is slightly random, some groups of Agents that are not-quite-Crews have their Crafts docked in an agreed-upon-location.
The Outside Deck also provides a viewing area that allows any Exodian personnel to observe what lies outside in the Void, as well as the Craft Retrieval section, which is where new Agents are led to pick their own.
The Void-between-Worlds is the peculiar space where not one universe has laid claim on, resulting in an area that both defies and follows all laws of physics. Whatever the reason, the Observers chose this place to be where the Exodian Headquarters is located.
On occasion, brief ‘flashes’ of other universes may be seen as they momentarily come in contact with the Void.
The default state of the Void. This region is mostly just empty space, with the occasional stardust or small meteor passing by. As such, this is often a good area for Agents to master using their Crafts.
Otherwise uninteresting.
Located far away from the Exodian Headquarters is the region called the Shattered Plains. Whatever the history of this region is, it’s long gone, leaving only scattered rocks and ruins behind. Several Agents have ventured to this place to find various curiosities and materials.
On occasion, much larger and surprisingly-intact ruins may be found, and the Observers often provide Agents with missions to explore the area and retrieve anything that they can find within.
Past the Headquarters lies a broken planet called the Nebula, for its clouds of red energy that spew through its cracked mantle, calling forth to the unknown deep within. Similarly to the Shattered Plains, its history is unknown, and unlike the former, the Remnants are often too unstable to warrant any visits for too long.
From a certain perspective, the planet itself is of an ethereal beauty, some of its fragments containing both natural formations and ruins, depicting what may have been some kind of ancient civilisation or colony that had resided in the planet long before its fall, their history and fate now erased.
The large city-sized debris orbiting the planet are considerably safer than its main surface, if strange, for laws such as gravity and time are not bound within the confines of this planet. Deeper within, what grasp the laws of reality has is loosened further, leaving the planet's deeper ruins a subject of wild rumours and legends of dubious credibility.
A shimmering ‘gate’ leading to the other universes, and otherwise not notable if it weren’t for the Exodian Station stationed near it, where newly-arrived crafts may dock before entering the Headquarters proper.
The Station itself is relatively simple, merely providing lounges and beds for resting, as well as a few devices for quick use, and some vending machines that provide simple necessities and other items.
A designation by the Exodian Organisation to a certain section of the Multiverse, primarily specific worlds, but occasionally having entire systems to it. Sector 0 is often the designation for universes closely associated to the Organisation itself for whatever reason, and are generally aware of their existence and the people under Exodia. They may also have their own missions and quests, if one is interested in taking them.
The capital “city” of a once-pristine universe that had been ravaged by some unknown cataclysm, leaving the entire dimension as nothing but shattered fragments. Deslaunon serves as the main sanctuary for the survivors of the event, and their people are notable associates of the Organisation, willing to offer missions and bounties for various rewards, whether it is in their universe, or outside it.
Due to being the project of many people, Deslaunon is a bit of a mish-mash of various cultures and societies, painstakingly assembled with whatever everyone could salvage after the disaster. It is a fairly comfortable residential site, with artificial biomes almost everywhere in the location, as well as some Exodian technologies granted by the Organisation like pocket dimensional rooms and a springwell of food and other necessities.
A designation by the Exodian Organisation to a certain section of the Multiverse, primarily specific worlds, but occasionally having entire systems to it. All Sectors work similarly, although they may be a few Sectors of note that have special rules.
A somewhat-barren Earth-like planet orbiting a small red dwarf star. No sapient life resides here permanently, but it is notable for being a relatively well-known docking spot, and a few buildings have been erected in its clearings for spaceships to land. It also features a surprisingly-expansive forest with occasional hostile flora and fauna, as well as a landscape that may be harsh for any wannabe hikers, with steep drops, valleys, and cliffs.
The climate of this planet is often warm and rainy, and during the rare times this persistent rainfall stops, the sky is usually blanketed by clouds, and starlight rarely penetrates through, making days a dull and dreary affair. Perhaps this is what has ultimately discouraged this universe's people from ever permanently residing here... or perhaps that would be the fault of the dangerous lifeforms that dwell outside of civilisation.