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World #00000 - The Omphalos

The HQ of the Agents of the Multiverse, the Omphalos is a place between places, a great floating plateau in the middle of a vast nowhere. No one is entirely sure where it actually lies, only that Krepta received the space after making a deal with a powerful entity, who assured her that it would be hidden from the unwanted gaze of their mutual enemies.

It is perhaps even stranger for the fact that it is far from barren. There is a sun, and a moon, though the moon does not wax or wane, and is always full, and weather comes and goes, though where it comes from is a mystery. It always seems to be mid summer within the Omphalos.

The complex is split into roughly three parts-- the main headquarters, nestled at the base of a small mountain in the middle of the island, the Stables and preserve complex, and the healer's retreat found via a winding path to the top of the mountain. The headquarters building and the Stables seem to have a mixture of retro-futuristic and mid-century modern elements to them, with lots of open spaces and natural light everywhere except perhaps the night wing, where the Omphalos's nocturnal residents live. The healer's retreat at the top of the mountain seems to be designed with more natural elements in mind, and seems to nestle almost organically into the mountainside.

Recreation
There are plenty of places for agents to relax while off duty. The Omphalos's lounge has its own music and movie library, as well as study space, a pool table, and a set of arcade machines.

The dining hall is a great place to get a bite to eat at any time of the day, and to sample food from across various worlds. The menu is always changing with what agents bring back with them.

The Omphalos also has a set of pools for both exercise and recreation, a gym with private dojos, the library in the night wing, and the meditation gardens in the day wing. Agents can also be found taking walks and observing the animals found on the preserve at the Stables, or if you get really restless, one can always take a trip to Sanctuary, or one of the other gates designated for recreational travel.


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Local Trade Goods
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Multiverse Hub
The Omphalos has little that it produces itself, and so in order to trade with other worlds, agents must always keep an eye out for useful goods, both for trading and use, on their travels. The good news is, what may be worthless to one civilization is often a rare treasure to another. Agents often find themselves in the possession of things like coins from ancient empires, which are often worth quite a bit in modern worlds. However, to avoid upsetting local economies, trade between worlds is strictly controlled and monitored by the Omphalos's research teams.

Trade goods often come and go through the storeroom.


Notable Wildlife
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Besides some plant life and a few small fish, the Omphalos doesn't seem to have any wildlife that can be considered native to it. The AotM keeps a few food animals, like chickens near the Stables. The rest of the preserve is set up to act as a temporary home for certain species rescued from corrupted worlds, but at the moment it has no species of note.


Hazards & Important Notes
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While the weather on the Omphalos is usually fairly temperate, the island is occasionally rocked with some pretty severe thunderstorms which do sometimes come with flooding in low lying areas, as well as high winds. The days can also get fairly hot on occasion, and it's important to watch out for signs of heat stroke during the heat waves that crop up now and then.

It's also important to remember that the Omphalos is not a normal island. It's a hunk of land floating in empty space-- a space which does not seem to have any measurable end to it. Fencing at the edges keep curious souls from wandering into danger, but flaunting those protective measures may mean falling off the edge. You will likely starve or die of dehydration long before you encounter any end to your fall, and rescue will be unlikely.


OOC Notes
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Locals
Your character does not have to live on the Omphalos to be an agent. They are welcome to purchase a house in Sanctuary or elsewhere and commute when they'd like. Your character's key gauntlet will allow them to return to the Omphalos as long they have a door or a gate with a keyhole available to them.

Immortals
Gods, spirits, and multi-dimensional beings, or anyone else in tune enough will feel something off about the Omphalos-- not bad or evil, persay, but something powerful and watchful. They are definitely in someone else's place of power, and it seems to be subtly drawing extra energy from each individual who visits. What that means for your character is up to them, but it may be prudent for them to play nice while they are here.

Security
While many parts of the Omphalos are open to the general public (there are visitors from Sanctuary all the time) other areas are only open to registered agents or those with the proper security clearance. Any area with Clearance Level 0 is available for public use. You can find out what clearance levels different areas have by checking out the settings and lore room on the Discord! Areas requiring higher clearance will require a Key Gauntlet with the right codes to access.

It's not impossible for characters without access to break into these areas, but it is difficult, and the Omphalos has very good security, both technologically and magically. Please note that if your character tries and gets caught, there may be in character consequences for them. Security teams also patrol the public areas of the facility to keep an eye on visitors in order to ensure that everyone keeps the peace and that the building isn't damaged by bad faith actors.



Questions & Answers
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Living Quarters
The living quarters of those agents who choose to call the Omphalos their home are split into three parts. Most of the agents live in the day wing, an open and airy section of the HQ with plenty of plant life. Agents in the day wing are encouraged to take on at least one room-mate, as space is limited. To compensate, apartments with more than one bedroom tend to be much larger on the whole, and they always include a kitchen space, whereas not all single apartments within the day wing do.

The night wing is set aside for operatives who are more nocturnally inclined, or who otherwise must avoid the sun. Protective blinds slot into place during the day on an automated timer to keep the light out. There are also the aquatic quarters, found past the pools in the gymnasium, which are home to amphibious or completely aquatic agents. Both of these wings tend to be far less crowded than the day wing, and some agents who would otherwise reside in the day wing sometimes apply for an apartment within either one of the other wings with the hopes of getting more space to themselves, but living in either perpetual darkness or having to swim to your front door every day comes with its own challenges without a doubt.

Agents who are minors are required to share a dorm with others their age unless there are special circumstances involved. Typically these dorms are four to an apartment with a chaperone apartment attached to the cluster. Youth dorms are found at the end of each wing, just past the regular apartments.


Food & Water
The Omphalos's water supply is partially drawn from the spring at the top of the mountain, and partially collected from rain water through channels all across the Omphalos's rooftops where it drains via the waterfall in the garden into a pool below. Fish help to keep the pool clean and snap up any insects that may fall with the water, which is further cleaned by the root systems of the garden's plants before being passed on for further treatment and filtering.

The Omphalos gets some of its food from this main garden, as well as other plants scattered around the building, which play double duty as relaxing greenery to boost mental health. There are also some food and medicinal gardens found around the stables, as well as food animals like chickens. Having limited space however, and a lot of mouths to feed, the Omphalos does get a large amount of its supplies via trade. A considerable amount comes from Sanctuary, and seafood is not an unusual sight on the Omphalos's menus.


Transportation & Gates
The Omphalos's island is fairly small, so most of the getting around is done via walking, and perhaps some swimming where the aquatic quarters are concerned. There are high speed elevators up to the various floors of the headquarters building, and all of the doorways and buttons are designed to accommodate creatures great and small. The Stables are really the only exception to this rule. As the preserve covers a decent swath of land, there are several vehicles available to traverse it if desired.

Getting to other worlds involves the Omphalos's Gates. These structures can be found in the temporal hub, and each is tall enough and wide enough to admit a being of about ten feet, though the hub does also possess a single extra large gate with a twenty-five foot threshold in the tech-hangar, but it takes an incredible amount of energy to power and typically can't stay open for more than a minute or so at a time.

Gates require keys and key gauntlets in order to operate. Terminals outside of each of the gates dispense keys authorized to individuals, and accept them back again upon return.



Research Files

Research Files
The Omphalos's Medbay

Maps
Island Map

Art & Artifacts
Nothing Currently



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