VZSciFi Composition
The Orellian System: Vulka
Last Updated:  9 May 2000

Blasted by sandstorms and wracked by volcanic activity, Vulka is not exactly a hospitable world. Traces -- the barest fragments -- of a long-dead civilization suggest this was once a proud world before it was moved closer to the system's sun. It appears the original inhabitants were not the race which began to build the Dyson Sphere.
The settlers on this planet live in thermally-protected domes and other dwellings, their shiny exteriors reflecting harsh heat.
Principal trades: Mining is the main source of income on this world, where volcanic activity has created some of the hardest naturally-occuring minerals in explored space
Indigenous intelligent species: None, although miners often claim to have sighted strange beings in their workings. These could be just hearsay or something more...

Innermost of the planets in the Orellian system, Vulka suffers the most from the minimal planetary orbit imposed by the tube connections. Colonisation is limited to what could laughably be called the planet's 'poles' and living conditions make the settlers on Charan look like wimps.
But for those who have chosen to live on this barren, desert-laden planet, there are huge commercial opportunties. Precious minerals, created by the volcanic activity even before the tube system was introduced, are used for both cosmetic and industrial purposes. The colonists have reputation as artisans of the most stunning costume jewellery and fashions, where entire outfits can be interwoven with precious stones and gold thread.
All colonists live in protected domes as the external atnosphere is terrifyingly dangerous to health. As far as is know there are no indigenous life forms, although silicone-based creatures might exist.
Because of the hostile conditions, robots are in much demand as work horses, especially in the mines and slurry sorting houses. (Water is imported from Aqua and transported via the tubes' external transport systems from asteroids and other extra-solar debris. The richest of the colonists display their wealth with swimming pools and other water-related collectables.)
Old robots are cannibalised or used for sport, engaging them in gladiator challenges or for long range exploration guided by human operators safe in their apartments.

Smith's Landing
The Main colony on Vulka.

4632: View of Vulka
This is a visitor's first sight of the volcanic planet.

Exits To: 
North: No
East: 4633 (Link is OK)
South: No
West: 4635 (Link is OK)

Requires:
Teleport: 'Up' and 'Down' buttons to surface and Immigration. Same design as Aqua and other planets

4633: View of Vulka

Exits To: 
North: No
East: 4634 (link is OK)
South: No
West: 4632 (link is OK)

4634: View of Vulka

Exits To: 
North: No
East: 4635 (Link is OK)
South: No
West: 4633 (Link is OK)

4635: View of Vulka

Exits To: 
North: No (Link is OK)
East: 4632
South: No
West: 4634 (Link is OK)

TO BE BUILT
Extra locale at base of Immigration Tower, leading off to all locales?
Exits To: 
North: 4636 Red Door
East: 4638 Green Door
South: 4639 Yellow Door
West: 4640 Blue Door
4636: The Red Door 
Leads to The Inferno

Exits To: 
North: 4376 The Inferno
East: No
South: Immigration Tower Base
West: No

Requires:
Change of Horizons
Door to be added in (Richard has designed)

4638: The Green Door 
Leads to Living Quarters
This will initially be closed to members and the living quarters, on apartment model, built later

Exits To: 
North: 4374: The Hot Bed (Green)
East: No
South: Immigration Tower Base
West: No

Requires:
Change of Horizons
Door to be added in (Richard has designed)

4639: The Yellow Door 
Leads to Dynamo

Exits To: 
North: 4377: The Dynamo (Yellow)
East: No
South: Immigration Tower Base
West: No

Requires:
Change of Horizons
Door to be added in (Richard has designed)

4640: The Blue Door 
Leads to Vulcan's Forge

Exits To: 
North: 4375: Vulcan's Forge (Blue)
East: No
South: Immigration Tower Base
West: No

Requires:
Change of Horizons
Door to be added in (Richard has designed)

4376: The Inferno (Red)
Bar and meeting area for traders and colonists, where deals are struck and fortunes made and lost. Gambling area included (which should appeal to the head of THUS)

Exits To: 
North: No
East: No
South: 4636: The Red Door 
West: No

Requires
Remove external door

Objects:
Backgammon Game -- could link to games site


Drinks (Water is VERY expensive here -- 400T)
o.sfdrinkmachine.img 
General drink vending machine

o.sfdrinkmachine2.img 
Same as above but different colours


Seating
Card Table
Hanging Fan?
Ice Machine

Hand held fan

TO BE BUILT LATER
4374: The Hot Bed (Green)
 Apartments can be rented. This will be closed initially.
"Access denied to non residents"
 

Exits To: 
North: No
East: No
South: 4638: The Green Door 
West: No

Requires
Remove external door

4377: The Dynamo (Yellow)
Industrial plant with an access point to one of the colony's geothermal power injectors, precious mineral sifter and oxygen plant

Exits To: 
North: 4341 Exterior
East: No
South: 4639: The Yellow Door 
West: No

Leads to outside --  4341

This needs to be more gritty -- more machinery, perhaps behind 'fencing', like the original Star Trek engine room. Definitely needs feeling that this is a big room. Richard has designed.

Solar Power Generators?

Objects;
Fire extinguisher?

Future:
Broken down robot
 

4375: Vulcan's Forge (Blue)
The Artisans' sector, where all manner of rare antiquities and objects can be purchased

Exits To: 
North: No
East: No
South: 4640: The Blue Door 
West: No

Requires
Remove external door

To be added:
Art on Walls -- will try and blag from Simon Coleby
Sculpture
Tables and seats?

Future:
Robot or man with monocle with valuation eyepiece

Vendroid
Sunglasses
FireHat
Arty Objects

x.dragnmot.img -- fiery breath

4637: External Red
Exits To: 
North: No
East: ????
South: No
West: ????

Requires
Remove door into dome

More floor? To look less black
More foreground objects (boulders)

Add solar panels?

Objects:
Tools

: External: Green
Exits To: 
North: No
East: ????
South: No
West: ????

Requires
Remove door into dome
More floor? To look less black
Future Requirements
Leads to secret locale -- a mine? Requires presence of SPECIAL OBJECT to access - a treasure map?

More foreground objects (boulders)

4341: External Yellow
Exits To: 
North: No
East: ????
South: 4377 Dynamo Room
West: ????

Requires

Keep door

To add:
Danger notice about force field etc.
More floor? To look less black
More foreground objects (boulders)

External Blue

Exits To: 
North: No
East: ????
South: No
West: ????

Requires
Remove door into dome
More floor? To look less black
 

Objects:
Tools

More foreground objects (boulders)

 
Beyond Smith's Landing  are the newer mining colonies, mines and explorers roam the hostile landscape in Hovers and Trax, searching for new deposits and wealth. Bogus maps of lost mines abound in the Inferno, but for every thousand, one may just be genuine...

Future Additions: Body Shop?


Universe Background -- Dyson Spheres Information -- The Orellian System

Orell: Space City --

The 'Skyhook'

Aqua: Argo --

Vulka: Smith's Landing --

Technos--

Charan: Cicely --

Harvax: Chaross --