Post by Agent Storm on May 22, 2006 15:55:48 GMT -5
Take the Yellow Line to King's Row. Turn right as you leave the train station and follow the road over the aqueduct. Turn right, and go up the stairs, then go straight past the first row of buildings. Turn to your left when you reach the roundabout.
In front of you looms one of the tallest skyscrapers in the area. Behind the building are warehouses and factories, their smokestacks belching black fumes into the smoggy air. Clockwork roam this factory section freely, sometimes attempting to construct a Clockwork Paladin under the Union's very nose. There is a path with four decorative rocks on each side leading to the door of the building. A handful of Vazhilok mutter over a corpse to the left, and a group of Skulls skulk in the shadows on the right. Behind you is a small roundabout, with a few ragged trees in the center, and more skyscrapers. Most of them look to have been constructed in the early 80s.
You reach the door and insert a keycard. The lights flicker for a moment, a red flash scanning your body. The door clicks open. You walk in, and the door closes behind you, locking firmly. You are in a small, warmly lit room with metal-framed chairs lining the walls. At the far side of the room is a seamless metal door, with a directory of names to the right. Most of them are businesses, technical groups, and IT consultants, occupying the upper floors of the building. These are not what you have come for. You scan the directory, and see at the bottom, in smaller print, the name of the Technocratic Union on floors one through three.
Inserting your keycard again, you press your hand against the metal door. A flash of light illuminates you again, and the door slides open. It appears to be a normal elevator. When you step in, a soft female voice asks for your destination. "The Technocratic Union offices." You respond. The elevator lights dim for a moment, and you have the impression of being scanned a third time. "Access granted." The female voice says. Behind you, the back of the elevator slides open.
You step through into a warmly lit wood-paneled room full of plants. Above the wooden panels, the walls are of heavy stone, the ceiling a pale layer of sunbleached boards. Brightly burning torches light the room, and the light seeping in from above could be sunlight, if you weren't sure you're in the center of a skyscraper. Books and chairs are half-hidden in the layers of greenery, and mosiacs in the shape of eyes cover two of the walls. A briefly uncomfortable sense that the glowing eyes are watching you passes quickly. If you are sensitive to Kheldian energies, you might feel a low thrum of energy in the air, soothing and comforting your Kheldian self, almost seeming to strengthen the bond between you.
In the room to your right, the first thing you see is a double helix design on the wall. The floors in this room are easily cleaned rubber, the light bright and harsh. The scent of disinfectant and medicine hovers in the air. This room is filled with state of the art medical equipment, suited for treating any injuries or conditions that a hero might encounter in Paragon City.
You turn and leave the medlab, walking back through the garden and to your right again. This hallway is spotlessly white, metal stairs leading up to a row of gleaming teleporters. Monitor beacons display pictures of hazardous zones that heroes may need to visit quickly. Ahead, an oddly arcane pyramid-shaped symbol marks the end of the hallway.
You turn right at the end of the hallway, the metal tiles underfoot replaced by dark, smooth wood. Oriental accent lamps line the plastered walls, and you wonder if you hadn't left the Union base somewhere behind. But no, the Union's scales of justice are displayed prominently on the wall in front of you. Then you see the robotics lab, the offices filled with gadgets, computers, and all manner of odd technical items. Down the hall to your right is a meeting area, flanked by Director Parker and Director Storm's offices. You have no need to go there today.
The giant television screen directly ahead of you catches your eye. It is surrounded by comfy couches, bottles of cool drinks on the table, a place of relaxation. As you walk further, you see yet another surprise, a very modern, wood-paneled kitchen area filled with cooking implements and food. Behind the kitchen are doors leading to what appear to be sleeping areas and guest rooms.
The walls shift again, to cool stone. What is this room doing in the headquarters of an organization dedicated to technology? It is filled with arcane implements, a glowing green crystal, and tools of magic. A mystery to you, but beyond that you see another room of gleaming metal, humming with energy.
A huge generator sits to one side of the room, and brightly lit pillars flare on the right in the center of another work area. A Kheldian might recognize those pillars as quantum stabilizers, nullifying any quantum weapons that are brought into the headquarters. To the left, you hear the distinctive sound of computers whirring away.
A room filled with computers, monitors displaying scenes from a dozen parts of Paragon City. You have no way of knowing how much power is in this room, but you guess that it could possibly analyze a DNA strand and have processing power to spare.
OOC Information:
The TU's Paragon City offices are ICly located in the skyscraper next to the Royal Refinery, across the street from the Paladin spawn site there. The Union owns the entire building, and leases much of it to various techie companies - We purchased the building after coming home one day to find that Crey had rented offices there and had brought kidnapped scientists to those offices. Union HQ itself is located in a pocket dimension that occupies the space within the first three levels of that building and is reached via the "elevator". It is also accessible through the portals around Paragon City if one possesses the proper security codes or is vouched for by someone who does. Questions concerning IC security protocols should be sent to Agent Parker. Questions concerning base design and layout should be sent to Agent Storm.
Union HQ currently has five functional telepads, with three more in construction.
Pad 1: The Hollows, Perez Park
Pad 2: King's Row, Steel Canyon
Pad 3: Faultline, Striga
Pad 4: Peregrine Island, Eden
Pad 5: Crey's Folly, Rikti Crash Site
Pad 6: Inactive, planned Dark Astoria and Talos Island
Pad 7: Inactive, planned Founder's Falls and Brickstown
Pad 8: Inactive, planned Atlas Park and Galaxy City
I will update this list when the inactive pads go active. Note that I do not expect further changes to telepad destinations at this time.
The medlab has a basic reclamator (rez ring) and an autodoc which currently buys and sells Catch a Breaths and Respites. Inspiration Storage is in the Control Room and in the workshop off the Control Room. Please replace what you use as possible, and keep at least one storage unit stocked with Lucks, Breakfrees, and Awakens at all times.
Salvage Storage is in the workshop off the Control Room. Feel free to use what is available within reason. The empowerment stations are fully function 3rd tier models. Enhancement Storage should only be used for level 50+ SOs and Hamidon enhancements, or temporary storage of enhancements you cannot use yet. Please do NOT remove Hamidon Enhancements without verifying the removal with the person who placed them there.
In front of you looms one of the tallest skyscrapers in the area. Behind the building are warehouses and factories, their smokestacks belching black fumes into the smoggy air. Clockwork roam this factory section freely, sometimes attempting to construct a Clockwork Paladin under the Union's very nose. There is a path with four decorative rocks on each side leading to the door of the building. A handful of Vazhilok mutter over a corpse to the left, and a group of Skulls skulk in the shadows on the right. Behind you is a small roundabout, with a few ragged trees in the center, and more skyscrapers. Most of them look to have been constructed in the early 80s.
You reach the door and insert a keycard. The lights flicker for a moment, a red flash scanning your body. The door clicks open. You walk in, and the door closes behind you, locking firmly. You are in a small, warmly lit room with metal-framed chairs lining the walls. At the far side of the room is a seamless metal door, with a directory of names to the right. Most of them are businesses, technical groups, and IT consultants, occupying the upper floors of the building. These are not what you have come for. You scan the directory, and see at the bottom, in smaller print, the name of the Technocratic Union on floors one through three.
Inserting your keycard again, you press your hand against the metal door. A flash of light illuminates you again, and the door slides open. It appears to be a normal elevator. When you step in, a soft female voice asks for your destination. "The Technocratic Union offices." You respond. The elevator lights dim for a moment, and you have the impression of being scanned a third time. "Access granted." The female voice says. Behind you, the back of the elevator slides open.
You step through into a warmly lit wood-paneled room full of plants. Above the wooden panels, the walls are of heavy stone, the ceiling a pale layer of sunbleached boards. Brightly burning torches light the room, and the light seeping in from above could be sunlight, if you weren't sure you're in the center of a skyscraper. Books and chairs are half-hidden in the layers of greenery, and mosiacs in the shape of eyes cover two of the walls. A briefly uncomfortable sense that the glowing eyes are watching you passes quickly. If you are sensitive to Kheldian energies, you might feel a low thrum of energy in the air, soothing and comforting your Kheldian self, almost seeming to strengthen the bond between you.
In the room to your right, the first thing you see is a double helix design on the wall. The floors in this room are easily cleaned rubber, the light bright and harsh. The scent of disinfectant and medicine hovers in the air. This room is filled with state of the art medical equipment, suited for treating any injuries or conditions that a hero might encounter in Paragon City.
You turn and leave the medlab, walking back through the garden and to your right again. This hallway is spotlessly white, metal stairs leading up to a row of gleaming teleporters. Monitor beacons display pictures of hazardous zones that heroes may need to visit quickly. Ahead, an oddly arcane pyramid-shaped symbol marks the end of the hallway.
You turn right at the end of the hallway, the metal tiles underfoot replaced by dark, smooth wood. Oriental accent lamps line the plastered walls, and you wonder if you hadn't left the Union base somewhere behind. But no, the Union's scales of justice are displayed prominently on the wall in front of you. Then you see the robotics lab, the offices filled with gadgets, computers, and all manner of odd technical items. Down the hall to your right is a meeting area, flanked by Director Parker and Director Storm's offices. You have no need to go there today.
The giant television screen directly ahead of you catches your eye. It is surrounded by comfy couches, bottles of cool drinks on the table, a place of relaxation. As you walk further, you see yet another surprise, a very modern, wood-paneled kitchen area filled with cooking implements and food. Behind the kitchen are doors leading to what appear to be sleeping areas and guest rooms.
The walls shift again, to cool stone. What is this room doing in the headquarters of an organization dedicated to technology? It is filled with arcane implements, a glowing green crystal, and tools of magic. A mystery to you, but beyond that you see another room of gleaming metal, humming with energy.
A huge generator sits to one side of the room, and brightly lit pillars flare on the right in the center of another work area. A Kheldian might recognize those pillars as quantum stabilizers, nullifying any quantum weapons that are brought into the headquarters. To the left, you hear the distinctive sound of computers whirring away.
A room filled with computers, monitors displaying scenes from a dozen parts of Paragon City. You have no way of knowing how much power is in this room, but you guess that it could possibly analyze a DNA strand and have processing power to spare.
OOC Information:
The TU's Paragon City offices are ICly located in the skyscraper next to the Royal Refinery, across the street from the Paladin spawn site there. The Union owns the entire building, and leases much of it to various techie companies - We purchased the building after coming home one day to find that Crey had rented offices there and had brought kidnapped scientists to those offices. Union HQ itself is located in a pocket dimension that occupies the space within the first three levels of that building and is reached via the "elevator". It is also accessible through the portals around Paragon City if one possesses the proper security codes or is vouched for by someone who does. Questions concerning IC security protocols should be sent to Agent Parker. Questions concerning base design and layout should be sent to Agent Storm.
Union HQ currently has five functional telepads, with three more in construction.
Pad 1: The Hollows, Perez Park
Pad 2: King's Row, Steel Canyon
Pad 3: Faultline, Striga
Pad 4: Peregrine Island, Eden
Pad 5: Crey's Folly, Rikti Crash Site
Pad 6: Inactive, planned Dark Astoria and Talos Island
Pad 7: Inactive, planned Founder's Falls and Brickstown
Pad 8: Inactive, planned Atlas Park and Galaxy City
I will update this list when the inactive pads go active. Note that I do not expect further changes to telepad destinations at this time.
The medlab has a basic reclamator (rez ring) and an autodoc which currently buys and sells Catch a Breaths and Respites. Inspiration Storage is in the Control Room and in the workshop off the Control Room. Please replace what you use as possible, and keep at least one storage unit stocked with Lucks, Breakfrees, and Awakens at all times.
Salvage Storage is in the workshop off the Control Room. Feel free to use what is available within reason. The empowerment stations are fully function 3rd tier models. Enhancement Storage should only be used for level 50+ SOs and Hamidon enhancements, or temporary storage of enhancements you cannot use yet. Please do NOT remove Hamidon Enhancements without verifying the removal with the person who placed them there.