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CONTINUUM AND NEXUS
By Constantine Thomas (c.thomas1@lancaster.ac.uk) (Also see:
[1]Continuum tradition, [2]Shelby Babb's additions, and Arthur-Trevor
D.M. Lasher's [3]Southron Republic virtual)
NEXUS -- The Shade Realm of Time
Theme
This may be a good point to define the `theme' of the Continuum and
Nexus. This theme is the exploration and interpretation of the
Mysterious Unknown. The Strange, the Weird, and the Unusual.
Enigmatic Alien artefacts on empty worlds, disappearing cities,
mind-blowing Hard Sci-Fi mystery, strange forces shaping
realities, civilisations never encountered before, and so on. Bear
this in mind when designing your own Virtuals.
An Introduction to Nexus
Nexus is a truly incredible Realm, and is home to Central Office, the
Main Chantry of the Continuum. It is from here that the Continuum
coordinates its defence of the Corridor.
Aside from its bizarre inhabitants and environment, Nexus opens
whole new Vistas of opportunity and adventure for Mages, through
the Virtuals that can be accessed from it.
Some periods of History appear to result in the creation of an
Alternate Corridor to the Main Corridor (MC) representing Earth.
History may take a different course in these Alternate Corridors,
known as Virtual Futures, or more commonly, virtuals. Within these
Virtuals, an exact duplicate of MC is created, but with one
difference -- the outcome of the event.
When the time comes for the event to occur in MC, one of these
Virtuals 'crystallises' or becomes Real. This former Virtual now
represents the outcome of the event in MC. The other Virtuals at
this point 'shear off' the Main Corridor, and these 'failed'
Virtuals are cast adrift in the Darkness. Many (if not most) of
these Virtuals are rapidly dissolved by the Darkness, but some
survive for long enough to be captured by Nexus and made Real.
The Darkness itself requires some further explanation. It
represents the corrective forces of the Metaverse. The Corridors
themselves are actually aberrations in the fabric of the
Metaverse, and as a result are quite unstable. To restore
equilibrium, the Darkness (the natural fabric of the Metaverse)
seeks to dissolve these instabilities. On Main Corridor (the only
True Corridor about which anything is known at present), these
attempts at correction manifest on the whole as seemingly
intelligent entities seeking to invade and destroy our reality --
the Continuum's sole purpose is to repel these invaders. The
Continuum is fully aware that it can never `win' this Perpetual
War, and as such solely operates defensively, foiling invasion
attempts as and when they occur. To some, these invasions appear
to be driven by individual entities -- the Garou see an entity
known as the Wyrm. However, this is an illusion. The Continuum
know that the Wyrm (and the other devils of the Awakened) are but
the physical representations of a much greater concept. In a
sense, the Darkness itself (or at least its physical
representations) may be considered as sentient in an extremely
alien way. It cannot destroy our True Corridor directly, but
instead seeks to weaken it from the inside through these
invasions. As such it manifests within Main Corridor as entities
which appear `evil' and `nihilistic'. Although the Continuum
destroys or banishes Wraiths where it finds them (due to the fact
that they seem to weaken the Walls of the Corridor where they
appear), the Oblivion of these Ghosts is probably much closer to a
true understanding of the concept of the Darkness than the Wyrm.
Nexus itself is unusual in the cosmology of the Continuum. It is
directly attached to Main Corridor, running parallel to it (unlike
the Branches, which radiate from the sides), but borders directly
on both the Darkness and Main Corridor itself -- thus, in Mage
terms, it is a Horizon Realm with access to both the Deep Umbra
and the Near Umbra and Earth. Thus, it can collect the Virtuals
that are cast adrift from Main Corridor.
It is not entirely clear what factors allow certain Virtuals to
survive dissolution by the Darkness. The probability of their
outcome is very likely to be one factor, although the amount of
Energy (Quintessence) they hold also appears to be important.
Sometimes it just seems to be the will of its inhabitants'
existence that gives the Virtual strength against the Darkness.
One possibility, which the Continuum or any other mortal is
completely unaware of (and is quite possibly afraid to consider),
is that Nexus itself is actively saving Virtuals from destruction.
This also raises the question of whether or not Nexus itself is in
fact the Oracle of the Continuum.
Nexus is surrounded by thousands (if not millions) of Virtuals,
accumulated it seems from the beginnings of our own Corridor.
These Virtuals surround Nexus like a fibreoptic cable, with Nexus
being the core 'fibre.' However, when accessing Nexus from MC, it
can be entered directly without recourse to having to pass through
a Virtual first. The Virtuals themselves can only be accessed via
Nexus, and not from MC. It appears that the Virtuals related to
Earth and humanity are the most easy to access from Nexus, while
other, more 'incompatible' Virtuals are much harder to enter.
There appears to be some kind of metaphysical barrier that
prevents different and incompatible Virtuals from intermingling.
Thus, a Virtual where the very physical and natural laws define
Reality to consist solely of Radiation (with no matter) is going
to be extremely difficult (if not impossible) for an MC human (who
comes from a Universe where Matter dominates) to access.
A Virtual contains a 'less potent' (see later) duplicate of
everything (even Nodes) that was contained in the Main Corridor
when it separated. When a Virtual splits from MC, Time freezes
within it, since it is now no longer sustained by The Flow while
adrift. This makes it very vulnerable to invasion by the Darkness
through the 'open ends' of the Virtual. In all cases, if the
Darkness breaks through to the drifting Virtual, it is
discorporated in seconds..... mercifully, its inhabitants (frozen
in time) are not even aware of their destruction (they are not
even aware of their existence at this point).
Nexus itself seems to be a Pseudo-Corridor -- similar to MC but
not quite the same. It possesses some kind of MetaGravity, that
allows it to attract the drifting Virtuals. It also, being a
Branch (albeit an unusual one) of MC, has the Flow travelling
through it. The Flow represents Prime, but it also pushes objects
within the Corridor (and all of its Branches (including Nexus))
forwards through Time. If a Virtual has no Flow, it is temporarily
rendered both 'unreal' and 'outside Time'. If a Virtual survives
its drift in the Darkness and is re-attached to Nexus, the Flow
resumes through it. This restarts the flow of Time through the
Virtual, and its inhabitants continue their existence completely
unaware that their future is different to that of Main Corridor
(although their past is the same). As far as they are concerned,
their future is the correct future, and the only future. This is
due to the Law Of Continuity, described below.
As a result, Nexus is fuelled by many thousands of Nodes in many
different Virtuals (and in MC), so it is a huge Realm -- even
though most are weaker than MC Nodes, there are so many that it
makes little difference.
NEXUS -- THE REALM
Introduction
Nexus is a generally Earth-like environment, in that the atmosphere is
breathable, liquid water is present, and the flora and fauna are
compatible with those of Earth. The scenery is spectacular,
though.
Nexus apparently has no Sun. However, it is continually
illuminated by the light from many stars -- night is non-existent
on Nexus. In addition, five large moons circle Nexus, equally
spaced along the same orbit. The moons go through phases, which is
odd considering there is no Sun. Their day sides are reddish,
implying that the source of the light is red in colour. At any
given point, all the phases are accounted for -- one moon is New,
another is Crescent, another is Half, another is Gibbous, and the
last one is Full. A day is defined as the time it takes between
moonrise and moonset -- 32 hours. A month is defined as the time
it takes for a given moon to pass through all its phases -- this
takes 50 days.
If the Garou were aware of this place, no doubt they would attach
some cosmological significance to the fact that all their auspices
are represented in the sky. A search for the light source in the
sky using telescopes has as yet revealed nothing, which baffles
Continuum Scientists.
The atmosphere on Nexus is thick and humid, but pleasantly warm.
It rains a lot, and occasionally great thunderstorms sweep across
the land. There appears to be no seasonal variation. Gravity is
Earthlike.
The landscape is very extreme -- there are vast oceans, huge
perfectly flat plains, and towering mountains and crags that dwarf
the largest on Earth. An unusual rock in some areas is known as
`Timestone' -- from a distance it appears solid, but on closer
inspection other realities can be seen through the shimmering
translucent rock. Nexus is largely unexplored by the Continuum,
but appears to be a vast place, much larger than Earth.
The flora and fauna are generally Earth-like, although the
vegetation varies in colour from greens and blues to reds and
purples. The plant life is striking in its variety -- there are
towering Needletrees that reach up to 200' tall that do not sway
in even the strongest hurricanes, and others (Lowtrees) that are
about 2' high but spread over and area of about 100 square feet!
Fauna is varied too -- some animals are dangerous, many are not.
Predators can be difficult to deal with, since they often have
some precognitive ability to know where their prey is. Some prey
species also have this ability, but in many cases they allow
themselves to be killed by the predators anyway.
Other more dangerous species feed on Time itself, and will either
age their prey or create a Time Loop in which they repeat the same
actions. Somehow they derive sustenance from these shifts in Time.
There is no direct evidence for any intelligent life on Nexus, but
there are ancient/future artifacts on the plane. A lighthouse,
paradoxically dated as being built 3000 years from now, stands at
the edge of the Shifting Sea. This is not a sea at all, but is
rather a plain, where reality itself ebbs and flows with some
cosmic tide. Elsewhere, ancient ruins depicting the entire
histories of realities lie, untouched by time, below the Sands of
Time.
Time and the Environment
The Passage of Time: Time is a strange and highly localized phenomenon
in Nexus. It appears that individual, aware beings (ie. animals
and sapients) have their own Internal Time Field in which they
operate, regardless of the External (environmental) Time Field --
for example, a human Mage from MC Earth caught in an External
Field where Time apparently passes 10 times slower will still be
able to move at his normal rate. However, everything around him
(that is not another animal or sapient being) will be moving much
slower -- plants will sway lazily in the wind, bullets will take
longer to reach their targets etc.
However, it is still possible for Mages studying Time to contract
or dilate their own Time Fields -- thus in a part of Nexus where
Time passes twice as fast as normal, the Mage can speed up his own
Internal Field (using Time Magic) to match the External Field. If
this is done, the External and Internal Fields are synchronised,
and to the Mage's perspective, Time passes at a normal rate for
him.
Temporal Waves: Being the Shade Realm of Time, Nexus is subject to
unusual temporal environmental effects. The most important of
these are the Temporal Waves that sweep across the Realm. These
appear as immense transparent linear waves that travel across the
land, moving at varying speeds. Some travel extremely rapidly,
others can be escaped simply by walking. These Waves have the
property of altering the flow of Time by their passage. The exact
effect of the Temporal Wave can be deduced by looking through the
Wavefront as it approaches. The image of the environment on the
other side is sped up or slowed down depending on the effect of
the wave. Thus, if a Wave will speed up the flow of Time three
times relative to the present rate, images seen through the
Wavefront will appear to move three times faster than those nearer
the observer.
This results in a form of `Temporal Weather Prediction,' as
sensors in the Field detect the incoming wave and transmit data to
Central Office. This is then processed and transmitted to Field
Agents operating in Nexus so they can prepare for the approaching
Temporal Wave.
Studies of the geometry of these Temporal Waves has shown a slight
curvature to them, which indicates that they emanate (like
ripples) from a very distant central point somewhere to the south
of Central Office (CO). This is certainly in the unexplored
regions of Nexus. Quite what could be causing the Waves are
another matter, and an expedition to what has been dubbed `The
Origin' is being considered by the Research Section of CO.
Time Zones: The actual rate of passage of a being's Internal Time
Field depends on the External Time Field of the universe it was
born in. The External Field of Main Corridor is the one that we as
humans are most familiar with -- it is what we consider the
`normal' passage of time. Most of the Virtuals, being derived
directly from MC, have this same External Field. However, in Nexus
itself there are zones in which the basic External Field is
different to that of MC's. These stable zones are known as Time
Zones, and can be thought of as Islands of stability in the
temporal storm -- the passage of time within these Time Zones is
unaffected by the passage of a Temporal Wave. Central Office
itself is built in the only known Time Zone where the passage of
time is equal to that of MC. However, there are many others in
which the External Field is slower or faster. Note that Time Zones
can have any physical size and shape. The largest known is a
square whose sides are 25 km long -- this is where Central Office
is located.
Time Zones are frequently inhabited by indigenous creatures, which
either evolved there from scratch or migrated there from other
Time Zones and temporally adapted to the new External Field. This
means their Internal Fields are synchronised to the External Field
of the Time Zone they live in, even if they move outside it.
Animals indigenous to the slower Time Zones to Central Office are
rarely a threat to humans since they therefore move at an
inherently slower rate, but those originating in the faster Time
Zones are often quite dangerous, since they can naturally operate
at much faster speeds. Agents are frequently advised to be on
their guard in the field in Nexus [Time 1 actually has some use
here, since Mages will be able to sense when they have entered a
Time Zone].
Some Zones have been disovered where there is no External Time
Field -- in these places, there is no apparent passage of Time.
Past, Present, and Future have no meaning in these Zones --
indigenous creatures are effectively immortal (since their
Internal Time Fields are synchronised with the External Field --
Time does not pass for them). However, humans entering these
Fields can still grow old since their Internal Time Fields operate
as normal -- the External Field will still be present though, so
they will not be aware of the passage of time at all. [Think of
the Nexus in `Star Trek: Generations' if you've seen it].
Time Fields are quantified as follows: a Time Field where the flow
of passage of time is equal to that within Main Corridor is known
as a Class 1 Time Field. The number indicates the rate of passage
of time relative to Main Corridor. Thus, faster fields are known
as Class 2, 3, 4, 5, etc fields (non-integer flow rates are
possible, so there are Class 2.5 Fields, for example). Slower
fields are defined by numbers less than one, usually written as a
fractional number -- a field where time passes at half the rate of
MC is known as a Class 1/2 Field for example. Time Zones in which
there is no External field are known as Class 0 Fields.
Weather: The Weather in Nexus is generally earth-like, but the
temporal effects of the environment can produce several unusual
phenomena -- the most striking of these are the SlowStorms. These
are thunderstorms that accumulate and disperse very slowly, almost
as if they were in a much slower Time Zone. When they do
accumulate, the lightning bolts they throw travel to the ground
extremely slowly -- slow enough for beings to see them coming and
dodge!!!
Other unusual meteorological conditions include FastStorms (like
SlowStorms, but they accumulate within minutes and are over very
rapidly -- seeing one from a distance is one of the most
spectacular sights on Nexus, as thousands of lightning bolts rain
down in a few minutes) and Hard Hail (Hail falling in an
accelerated External Field -- thus when they strike humans (moving
with an Internal Class 1 Field) they appear to fall much faster
and thus can actually cause serious physical damage when they
strike.
TimeStone: Timestone is nothing less than Solid Space-Time. It is
the base from which all reality is constructed from, and is
extremely rare in the MetaVerse -- indeed, it has so far been
found only on Nexus. In situ, it is a brownish-tinged translucent
rock through which other realities can dimly be perceived. Its
properties are as largely unknown, but it is known that if one
concentrates and tries to `walk through' a Timestone exposure one
can enter the Virtual that lies on the other side. However, it is
often much easier (and more reliable) to enter a Virtual using
Spirit magick than via Timestone, since the same Virtual rarely
remains behind a TimeStone exposure for long.
It has been discovered that TimeStone has the property of being
detectable within other Virtuals through the use of Time 1. Being
a part of Nexus, it is only perceptable to MC Mages and those with
Temporal Avatars. Thus it can be used by Continuum Agents as a
kind of homing beacon to others of their kind in other realities.
In Nexus, TimeStone has a most useful property -- a kilogram (2.2
lbs) of TimeStone is equivalent to a single pawn (1 point) of
Level 0 (MC-quality) Time or Correspondence (Space) Tass. Thus, it
can only be used to fuel either Time or Correspondence effects.
The mass required precludes it from being carried around by
individuals in huge quantities. Unfortunately, outside of Nexus,
Timestone is simply another lump of glassy brown rock, which has
no effect on magick -- presumably, it is too unique to Nexus to be
of any use anywhere else.
Geology: In many places in Nexus, the geology is generally
Earthlike -- however, the rate of geological evolution is quite
varied, and confusingly seems to have no connection with the
External Time Field. Mountain Ranges have been known to appear
overnight, and erosion can occur extremely rapidly (usually
depending on the Entropy rating of the area). Glaciers have been
observed travelling very quickly, while volcanic eruptions have
occurred at very slow rates. Fortunately, CO appears to be
situated in a reasonably stable region of Nexus!
Sphere Ratings
I think its a good idea to not only treat Ratings as 'pluses' or
'minuses', but also as actual Sphere levels. As it stands,
Correspondence +3 implies that Immediate Spatial Perception (Corr.
1), Colocality perception (Corr. 2), and Teleportation (Corr. 3)
are naturally possible in a realm.
But I don't want this -- what if I just want a realm in which
Teleportation is natural but the Perception effects are not?
Simple -- I just put the rating as Correspondence 3. No pluses or
minuses. This implies that effects involving Correspondence 3
alone are natural in this realm and do not require a spell-casting
roll (or at most just require a coincidental roll). All other
Correspondence effects involving other levels are treated as
normal magickal effects.
Correspondence 3
Entropy Special
Forces 0
Life 0
Matter 0
Mind 2
Prime +3
Spirit 3 (Virtuals only)
Time +5
To explain:
Correspondence 3: Indigenous creatures on Nexus are capable of
teleporting themselves. The natural laws here just allow that.
Colocating or spatial perception is not naturally allowed though.
This makes a jaunt in the local jungles very dangerous indeed!
Central Office is however magickally shielded to prevent invasion
by teleporting predators.
Entropy: This is variable since Entropy is so closely linked to
Time. In faster Time Fields (where things can decay/break down
faster), this is set at Ratings 3, 4, and 5. This means that
eroding matter/ withering life/intellectual entropy is easier to
do in the background of the faster time flow.
Conversely, in slower time fields (where things decay/break down
slower), destructive Entropy magick is harder to accomplish. All
difficulties to level 3, 4, and 5 Entropy effects are at +2
difficulty.
Pattern Magick: +/- 0. Forces, Life and Matter are treated no
different here than anywhere else. Granted, the Forces of Nature
here are much more dramatic than on Earth, but I don't see that
this would warrant an increase in the Forces rating. Storms are
just more violent and spectacular (lots of electrical discharge),
while winds are quite strong.
Mind 2: Many creatures on Nexus are telepathic, or more precisely,
telempathic. They are capable of transmitting emotional commands.
Sirens (creatures that lure prey to their doom in their maws) use
telepathic impulses to dupe their prey.
Prime +3: The sheer number of Nodes that supply Nexus make the
place fairly glow with Quintessence. As a result, it is very easy
to see Nodes or transfer Quintessence (even Virtual Quint) from
one place to another in Nexus.
Spirit (3): This is only in connection to Virtuals -- it is very
easy to enter Virtuals from Nexus. All other Realms are at normal
difficulty to enter from Nexus. Access to the Deep Umbra from here
is impossible (effectively at Spirit -6).
Time +5: Any Time effect is naturally possible here. This includes
the creation of Time Loops, the ebb and flow of Time, complete
cessation of Time, and contraction and dilation. This is after all
the Shade Realm of Time! :-)
Paradox
Nexus is so much a part of the Continuum's Paradigm (and vice versa)
that magick in it is considerably harder for those who live
outside this paradigm. The situation is rather similar to that
which must exist in Autochthonia, the Home Realm of Iteration-X --
Tradition Magick must be impossible (or at least very difficult)
there since it is so against the paradigm of that Convention.
Continuum Agents can cast their magicks as normal in Nexus (using
the sphere ratings described above), but any invading Traditions
(or the Technocracy) have to cope with Paradox! Paradox thus
strikes as normal for any Mage whose Paradigm is different to the
Continuum's. All magicks cast by an invading Mage require a
spellcasting roll, even if they are 'free' as a result of the
sphere ratings. Paradox strikes in exactly the same way as it does
on Earth, though it does not seem to affect Continuum Agents. This
is one reason that the Continuum managed to hold off the
Technocracy when they seceded from them in the early 20th century.
Additionally, it is rumoured that this may be the result of a
change in the nature of the Realm created by the Continuum's
Oracles.
Fortunately for the Continuum's allies, there is a way around
this. Through training, the outsider can be acclimatised to the
paradigm within Nexus such that he does not gain Paradox for
casting magicks there. In addition, every outsider entering Nexus
is given an ID badge which contains a tiny piece of modified
TimeStone. This acts as a kind of bar-code which is used to
identify the outsider. This must be worn at all times in the
Realm, and must be returned when leaving Nexus. Since TimeStone
acts as a beacon outside Nexus for those with Time 1, it can be
used to unerringly follow those who try to smuggle their ID badge
out of the Realm (for duplication, for example). Since Timestone
is unique to the realm, it is very hard to duplicate outside it.
This provides another security measure to protect the Realm.
Nodes and Virtuals
Nexus is fuelled by many nodes from a wide variety of (largely
unpopulated) Virtuals, as well as Earth itself.
The Orb of Lucifer: An extremely powerful Node, this is located on
the major continent of Lucifer, a Level 1 Virtual. In this
timeline, Life never evolved on Earth. The planet remains as a
hostile Hothouse world, with surface temperatures ranging between
50 and 120 degrees Celsius [between 120 and 240 degrees
Fahrenheit], a large proportion of Steam and Carbon Dioxide in the
atmosphere, and very hot polar oceans. There is extensive volcanic
and seismic activity. Of course, there is no Oxygen content in the
air at all. The planet itself is tipped at an angle of 40 degrees
to the vertical, and a day is equal to a mere 8 hours!!! As a
result, winds and storms on Lucifer can be extremely powerful.
Interestingly enough, Lucifer has no Moon, leading many Continuum
scientists to believe that the formation of the Moon played a
critical role in the formation of life on Earth.
In this hostile environment however lies one of the most powerful
Nodes in the Metaverse. The Node itself is a 10' diameter globe,
the Orb of Lucifer, hovering a few feet above the ground on the
planet's major continent. It is constructed of a black material
that defies all analysis (even Magickal). It rotates around its
axis, tipped at 40 degrees to the vertical, once every 8 hours --
exactly like the planet it is located on! And its power is
immense. No ley lines or other Nodes exist on Lucifer -- it is
almost as if all the planet's Quintessence is channelled to and
concentrated at the Orb.
The Orb's origin is unknown -- its connection (if any) with the
present state of Lucifer is also unknown, as is its purpose.
Whether its builders will return to claim it one day is a matter
that most Continuum Agents would rather not think about...
The Orb is heavily guarded by the Continuum's finest agents, and
it is presently located in a sealed Guard Station that has been
built around it. Humans require spacesuits or atmospheric
protection to survive outside the Station. The Orb and Station has
already been the focus of several concerted attacks by agents of
the Darkness, all of which have been successfully repulsed so far.
Nada One: This is a mysterious city of glass, which appears (along
with the small rocky island it is situated on) out of thin air in
the southern Indian Ocean on Earth. It always appears at sunset,
and is only visible while the Sun's disk touches the open sea, and
even then it is only physically real if viewed/approached from
certain angles. After the Sun sets, it disappears for the rest of
the night and following day.
Nada One itself is a beautiful, eerie and silent place. It is
uninhabited, and completely unaffected by the environment; it is
extremely clean, and the glass it is constructed on is perfectly
unblemished. The glass itself appears to be indestructible; it
cannot be broken.
It is not known where the Island disappears to after sunset. It is
believed that the city travels through the Corridor, appearing at
random points in Time. If anyone or anything is left behind on the
isle, they are never seen again -- when Nada One returns, no trace
of its accidental passengers are ever found. Indeeed, anything
moved in the Glass City resumes its normal place when Nada One
returns.
Easter Island: Located on Earth itself, Easter Island is a
collection of hundreds of smaller Nodes, each represented by one
of the famous `Heads' that gaze out to sea. It is quite powerful,
and the Order of Hermes has been vying for access rights, but so
far the Continuum is having none of it.
Concentration Alpha: Alpha is located in a Level 1 Virtual
codenamed `Neverland'. Neverland is exactly identical to Earth
until January 18th 1993. On this day, every higher life form on
the planet (ie. all human and animal life) suddenly vanished
without a trace!
The only clue to this Vanishing is the continual signal emitted
from the Aricebo Radio Dish in Puerto Rico, aimed at what is
apparently a point of empty space about a billion kilometres
beyond the orbit of Pluto. Further research by the Continuum
through Neverland Aricebo and US Government records has so far
yielded no official documentation or explanation for the
transmission, and no target for the signal has been described.
However, the signal was activated on the 18th January 1993.
Interestingly enough, there is no record of such a transmission in
the Aricebo records on MC Earth at that time...
Aricebo itself is a major Node in this Virtual, which is beaming
out Quintessence to its target point. Although the Continuum has
deactivated the transmitter, Quintessence is nevertheless still
being beamed to the target. In addition, Aricebo is the nexus of
all of the Ley Lines on Neverland -- this ley line network is
believed to be artificial, and hints at some secret magickal
experiment (probably set up by the Technocracy) that backfired
horribly. It is even possible that the Darkness partially intruded
on this Virtual before it was re-attached to Nexus, which may be
an alternative explanation that accounts for the disappearance of
the planet's higher lifeforms.
The Continuum has managed to at least tap some of the flow, but
with this came the discovery that Neverland itself is actually
losing cohesion - the Quintessence is actually disappearing from
the Virtual at the beam's target point! The Continuum is trying to
prevent this loss before Neverland becomes a Level 2 (or worse)
Virtual, or completely loses cohesion.
Central Office (CO)
Introduction:
The following are guidelines to the integration of the Continuum
to a standard Mage Chronicle. This section largely covers the
policy of the Continuum regarding Virtuals and other outsiders.
They are by no means complete, and need not be considered
'official'. The existence of the Continuum and Nexus can change
the focus of a campaign, so I leave it largely up to the
individual storyteller as to how they should be included.
Overview:
Central Office itself is a complex of interconnected utilitarian
red-brick buildings situated on an large flat prairie in Nexus. It
is located in the only known stable Class 1 Time Zone.
The buildings include several towers and fortifications, a
holdover of the days when the Technocracy sought to actively
invade Nexus and wrest control of it from the Continuum. CO is
still heavily defended, and regularly patrolled by experienced and
well-armed guards. It is also magickally shielded so that it is
impossible to enter it from outside using Correspondence magicks.
Inside, Central Office is a network of laboratories, ready rooms
and offices. It is powered by its own generators in the basement,
and has several backups in case of a power failure. It also has a
computer network directly connected to the main Intelligence
Acquisition Station in London, England on Earth. It has extensive
research facilities (though not as much as other Home Chantries)
and a huge catalogue of data on the known manifestations of the
Darkness.
Entrances to Nexus are small in number and are found only in the
vicinity of Central Office, and as such are very heavily protected
by checkpoints and guard posts. While the level of security can
sometimes be oppressive, those working in Nexus acknowledge that
it is essential to prevent the Realm from falling into the wrong
hands. The security is not invasive however, and many Mages often
forget they are working inside a fortress.
Continuum Policy Regarding Virtuals
The Continuum has a fixed policy regarding the inhabited Virtuals (ie.
those that contain indigenous sentient beings) -- it only deals
with them as and when necessary, and even then only with Awakened
members of that society. Sometimes it actively Quarantines them
(as in the case of the more hostile Virtuals such as Reich and
Terra Prime). This is akin to a 'Prime Directive', and is largely
as a result of the Law Of Continuity. However, those with Temporal
Avatars who originate in these Quarantined Virtuals and attempt to
leave are quickly hunted down and 'contained'. This usually
involves Mind, Prime and Spirit manipulation which blocks the
Temporal Avatar and prevents it from leaving the Virtual. However,
many have escaped this fate, and most have gone on to join the
Technocracy on MC Earth. A few fight a guerilla war on Nexus
itself, but these are rarely a significant threat to the
Continuum.
In most cases though, the Continuum leaves the inhabited Virtuals
alone, though it often welcomes those with Temporal Avatars (from
the Non-Quarantined Virtuals) who blunder through to Nexus and
discover the truth about the extent of the universe. Indeed, many
of the Continuum's finest agents are from other Virtuals.
Although there is a vast amouunt of Nodes available to tap among
the Virtuals, the Continuum leaves those in the inhabited Virtuals
to their inhabitants -- there are plenty of Nodes to be found in
the uninhabited Virtuals. The Law Of Continuity could easily be
violated if a Continuum agent is capture by the inhabitants of a
Virtual, who then discover that they are in fact no longer the
'official' universe. The social consequences of this within the
Virtual could severely undermine the world-view of the
inhabitants, a fate that the Cotinuum wish to avoid. Many
Continuum agents in the field are extremely careful, and
Intelligence Acquisition sets up complex identities for them to
allow them to fit into the Virtual more easily. In some cases (eg.
Sauron), the Agent has to be physcially changed to fit in!
However, the Continuum has an open policy when it comes to the
uninhabited Virtuals, those that are not populated by sentient
beings. These it uses for resources (minerals, Quintessence, etc)
and exploration. Many uninhabited Virtuals are simply catalogued
and forgotten, but bases are frequently set up in the more unusual
Virtuals (such as Neverland and Lucifer).
Policy Regarding the Traditions and Technocracy
While the Continuum remains comparatively open with the Traditions, it
frequently has to hold them at bay from raiding the Quintessence
of the Virtuals. Tradition Mages are extensively vetted before
they are allowed to enter Nexus, and those seeking to join the
Continuum must often pass stringent examinations to do so. Any
allied mage found compromising the security of the Realm,
Virtuals, or Central Office is dealt with with extreme
prejudice...
The Technocracy is not allowed within Nexus. The Continuum is
aware of what this organization could do given access to the
Virtuals, and does not wish to take the risk of them invasively
plundering the resources of the Virtuals to give them a huge
advantage in the Ascension War. The Traditions as a whole are
similarly prevented from doing so.
The Continuum fully places itself outside the Ascension War. It
plays no part in the domination of reality, and seeks to remain
neutral -- it has its own role to play in the defense of reality,
which is a fulltime job in itself.
Policy Regarding the Marauders
The Marauders are one of the main enemies of the Continuum. They are a
constant thorn in their sides, since their immunity to Paradox
applies even within Nexus. Virtual Marauders, while limited to
their own Virtuals, have been proving a problem since there are
reports that some have kidnapped MC Mages (and Virtual Mages with
Temporal Avatars) and somehow 'transplanted' the Temporal Avatar
to their own bodies, effectively turning them into MC Marauders
able to access any Virtual, Nexus, and Main Corridor. It is not
known why the Marauders are so interested in Nexus and the
Virtuals. Perhaps it is because it represents the 'Dynamic' aspect
of Time -- the infinite possibilities that lie in the alternate
universes of the Virtuals. Many think that the Marauders seek to
'free Time' from the constraints of the Virtuals, creating a realm
where all the alternatives exist at once. Regardless, the
Continuum repels Marauders wherever they are found in Nexus.
ACCESS TO VIRTUALS AND NEXUS
Introduction
Access to Virtuals from Nexus is limited. Natural access points
between Virtuals and Nexus do exist, but these are the only points
from which the Virtual can be accessed -- these are known as
portals to Continuum Agents, as differentiated from those access
points to MC Earth which are known as gateways. Portals appear in
fixed locations in both Nexus and the Virtuals. Note however that
the relative geographic locations of the Portals do not have to
correspond to their positions in the other plane -- Portals a few
miles apart in a given Virtual may be separated by thousands of
miles in Nexus. Portals appear in Nexus as shimmering brown
windows into the other reality, a few metres across -- however,
they cannot be entered without the 'Virtual Travel' procedure,
described below. Also note that Portals can only be seen in a
Virtual using Time 1 - they are otherwise invisible on the Virtual
side.
The most common way to access and leave Virtuals is via the
'Virtual Travel' Procedure (ie. Rote - the Continuum retains much
of their Technocratic terminology when dealing with Magick). Nexus
itself can only be entered via the 'Nexus Entry' Procedure, a
conjuctional Spirit/Time effect. These Procedures are described
below:
New Procedures
Nexus Entry Spirit 3, Time 3
Nexus Entry allows Agents to enter Nexus directly from any location
within Main Corridor. Gateways (q.v.) are not required to enter or
leave Nexus (unlike Portals). Agents always arrive in Nexus at the
site of one of the two Gateways there -- these are constantly guarded.
[Both Spirit and Time are required since Nexus is surrounded by an
unusual Gauntlet with both Spirit and Temporal components to it. Three
successes must be rolled to penetrate this Gauntlet at difficulty 7].
Virtual Travel
Individual Basic: Time 3, Spirit 3
Individual Targeted: Correspondence 3, Time 3, Spirit 3
Multiple Basic: Time 3, Spirit 4
Multiple Targeted: Correspondence 4, Time 3, Spirit 4
This Procedure allows the Agent to cross the Temporal Gauntlet that
separates the Virtuals and Nexus from eachother. This Temporal
Gauntlet is created as a natural side-effect of the basic Metaversal
Law of Continuity. It can only be used from Nexus or a Virtual, and
can only be used by an MC Mage or any Virtual Inhabitant with a
Temporal Avatar -- there is absolutely no effect if anyone else
attempts it. The Procedure must also be initiated at the site of a
Portal. There are two main ways this Procedure can be attempted --
Single or Multiple -- both of which are further subdivided into Basic
and Targeted. Both Individual Procedures (ie. Individual Basic and
Individual Targeted) only allow the Mage to transport himself, while
the Multiple Procedures allow the Mage to bring others with him.
'Individual Procedures':The Individual Procedures allow the Mage to
transport only himself and any items carried across the Temporal
Gauntlet.
The Individual Basic Procedure (Time 3, Spirit 3) transports the Mage
across the Temporal Gauntlet. The Mage arrives on the other side of
the Portal before which the Procedure is used, so should be prepared
for any unusual climatic conditions at that site (eg. if a Portal is
in the middle of an ocean in the Virtual, the Agent had best be
prepared for a wet landing!).
The Individual Targeted Procedure, which includes Correspondence 3, is
more often used however. While not vital for the Basic Procedure to
succeed, the Correspondence component makes it vastly more convenient
-- it allows the Agent to arrive at any location on the other side of
the Portal -- not necessarily at the site of the Portal. Note however
that the Procedure must still be enacted at the site of the Portal on
the 'departure side.'
'Multiple Procedures': The 'Multiple' Procedures are more complicated,
but allow the Agent to take passengers with him across the Temporal
Gauntlet.
The Multiple Basic Procedure uses a Time 3/Spirit 4 combination to
weaken the Temporal Gauntlet within a radius of a few metres around
the Agent, thus allowing any within this area to travel with the Mage.
As with the Individual Basic Procedure though, the group arrive at the
site of the Portal on the other side of the Temporal Gauntlet.
The Multiple Targeted Procedure adds a Correspondence 4 component
which allows the group to arrive at any location on the other side of
the Temporal Gauntlet, not necessarily at the site of the Portal
there.
Regardless of the direction of travel (Virtual to Nexus or vice
versa), the Temporal Gauntlet of the Virtual must be successfully
negotiated in order to enter and leave. The strength of the Temporal
Gauntlet around a Virtual is determined by its Energy Rating (see the
Updated Virtual Classification Scheme).
Virtual's Energy rating Successes needed Difficulty
1 2 5
2 3 6
3 4 7
U Add + 1 to successes needed Add + 1 to Difficulty
Thus, to enter Neverland (a 1U Virtual), the Agent must roll 3
successes for the Procedure at Difficulty 6. The number of successes
shown above is required to travel through the Portal -- travel time is
instantaneous. A Failure (ie. no successes, or less than the required
number of successes) means that the Agent cannot enter the Portal on
this attempt, and must wait an hour for the Portal to stabilise fully.
A Botch means the Agent has become stuck in the Temporal Gauntlet -- a
very hazardous experience since agents of the Darkness often prowl
this interface, looking for trapped travellers. On a Catastrophic
Botch (a result of '1' on all dice), the Agent may open a gateway
directly to the Darkness instead...
More often than not, this Procedure is built into a purposely-made
Device -- a Virtual Travel Bracelet (described below) -- given as a
matter of course to Field Ops in Nexus. All such Devices have a
Timepiece [the Continuum's focus for Time] of some sort incorporated
into them, giving them the appearance of complicated wrist-watches or
pocket clocks. To enact the Procedure, the Agent adjusts the Bracelet
while concentrating [meditating -- the focus for Correspondence and/or
Spirit] on the Portal. Remember that all Continuum Agents require
these foci when attempting this Procedure, since as Technomages they
cannot ignore their foci until they reach Arete 6.
Note that this Bracelet is not essential to use the Virtual Travel
Procedures -- the Agent does not need to specifically have a Travel
Bracelet to cross the Temporal Gauntlet. However, he must have the
necessary Spheres required for the Procedures, and must still use the
relevant foci.
[4]Virtual Travel Bracelet
Quarantined Virtuals: The Temporal Gauntlet around Quarantined
Virtuals (Danger Code Q) have been strengthened by Continuum
Specialists. The Difficulties to enter or leave these Virtuals is set
at 9, though the number of successes required remains the same.
Sealed Virtuals: The Temporal Gauntlet around Sealed Virtuals (Danger
Code Z) has been increased to such an extent that the Difficulty to
enter or leave them is increased to 15! Additionally, a total of 5
successes on the Procedure roll must be gained to penetrate --
otherwise the Seal holds. Thus, only the most powerful magicks can
penetrate the Seal, and even then a large amount of Quintessence must
be burned to reduce the difficulty.
Most Seals are heavily guarded, and all have magickal monitors built
into them that can detect attempts to penetrate it and alert the
guards if a penetration attempt is made (even if it fails). Note that
the Seal is not broken, even if it is penetrated -- those leaving the
Virtual must again roll 5 successes against difficulty 15 to leave.
Timestone Exposures: Timestone is a rare glassy, shimmering
translucent brown rock found in the depths of some mountain ranges in
Nexus. It appears to be the barest foundation on which Nexus is
constructed -- solid Space-Time. Timestone exposures are unusual in
that Virtuals can be seen within them; however, the Virtuals 'behind'
the exposure shift randomly. Nevertheless, these Virtuals can be
entered if the 'Virtual Travel' Procedure is enacted before the
exposure. Effectively the Timestone exposure becomes a Portal to the
Virtual it shows.
On leaving the Virtual, the Mage arrives on Nexus at the site of that
Virtual's natural Portal. In many cases, the Virtuals shown by the
exposures are previously undiscovered -- thus, the Agent has not only
to survive the dangers of the Virtual itself, but also arrives back in
Nexus in an unknown location (since the Portal to the Virtual would
not have been discovered previously and mapped).
Temporal Avatars
Those Virtual natives with Temporal Avatars are able to cross into
Nexus from the Virtual by either accidentally passing through the
site of the Portal in the Virtual itself (see below) or, if they
are capable of using magick, they may alternatively chance upon
the combination of Spheres required for Virtual Travel (see
above), whereupon they arrive at the site of the Portal to their
Virtual on Nexus. Upon arrival, special Target Neutralisation
Teams are sent to either pick them up and introduce them to their
expanded world, or to 'Contain' the new arrivals and return them
to their Virtual if they are undesirable elements. Occasionally,
the Continuum has to hunt down and kill a dangerous native who has
managed to escape from a Sealed Virtual.
As described earlier, Portals are completely invisible on the side
of the Virtual -- they can be detected only by using Time 1
magick. However, on the Virtual side the Portals have an
additional unusual property -- any Virtual inhabitant with a
Temporal Avatar who actually passes through a Portal at any time
will be automatically 'pulled through' by the Portal itself, a
process known as autoentry (this is rolled as an Individual Basic
Virtual Travel Procedure, at Arete 3). This is believed to be a
reaction between the Portal and the Temporal Avatar itself. Note
however that those with Temporal Avatars cannot simply walk
through the Nexus side of the Portal back into their own reality
-- AutoEntry is effectively one-way to them, and they cannot
return to their Reality unless they use magick. Also note that all
other Virtual inhabitants (ie. those without Temporal Avatars) are
not subject to AutoEntry, and cannot perceive the Portal at all
(even with Time 1).
If a vehicle of some sort touches the Portal, then all those
within who have a Temporal Avatar can be pulled in (AutoEntry is
rolled separately for each person). In a Virtual, the vehicle
itself is never affected however, unless specific Procedures have
been used to enable it to pass through the Portal (ie. unless it
has been 'enchanted'). Those without Temporal Avatars in the
vehicle are still unaffected, and just see their comrades vanish
without a trace!
AutoEntry only works from the Virtual that the inhabitant was born
in. This effect cannot occur at the sites of any Portals in other
Virtuals, or on the Nexus side of any Portal (even the home one).
Note also that AutoEntry can fail or even botch, though it will
occur again if the native passes through the Portal again later.
Gateways and Accessing Nexus
Nexus is usually accessed from any site on Earth (not just at the
Gateways) or anywhere else in the Near Umbra by using the 'Nexus
Entry' [Spirit 3, Time 3] Procedure that allows the Agent to enter
Nexus directly from anywhere in Main Corridor or its Branches.
Agents always arrive at the site of one of the Gateways on Nexus,
and can only leave Nexus from the Gateway site there. The Time
component to the Procedure is essential, as the Gauntlet around
Nexus and the Virtuals has an unusual Temporal Resonance to it
that defies penetration by Spirit magick alone -- effectively,
this separates it from the rest of MC. The Difficulty to penetrate
Nexus' hybrid Gauntlet is 7, and three successes are needed. In
addition, this Gauntlet is continually monitored by Continuum
Sentries. These are Constructs designed to detain (or attack, if
they prove hostile) any entities entering Nexus without clearance.
Anyone entering Nexus from any other location in Main Corridor
will arrive at the site of one of the heavily guarded Gateways
near Central Office. Security is paramount to the Continuum, both
to keep intruders out of the realm, and to prevent some of the
more dangerous entities that live there from escaping...
The Gateways themselves are natural doorways directly connecting
Main Corridor to Nexus. Effectively, they are Spirit Wormholes
that transport objects through the Gauntlets separating them,
allowing direct passage from one realm to the other to the
Non-Awakened. Gateways themselves are invisible on Earth, but can
be detected there with a (Spirit 1 Time 1) conjunctional effect.
On Earth, Gateways occupy a columnar volume of space a few
hundreds of metres across at its base and about forty miles high
-- thus they are very different in structure from the
two-dimensional Portals. This configuration means that they can
capture aeroplanes that accidentally cross the Gateway (see
below).
Only two Gateways are known to exist on Nexus, both of which
connect to MC Earth. On Earth, one is situated within what is
known as the Bermuda Triangle, while the other lies off the coast
of Japan, in the Devil's Sea -- however, access to and from both
has been restricted by the Continuum in recent years. Both are
located a few miles from Central Office in Nexus itself.
Gateways behave in a similar way to Portals, with one key
exception -- because anyone from MC (even the non-Awakened) can
potentially access Nexus, AutoEntry can affect everyone that
passed through the Gateway. Most of the time, the Gateway lies
dormant -- however, when an MC native (ie. Humans, Vampires,
Mummies and Garou) or a vehicle containing them (such as ships or
planes) pass through or over the Gateway, it opens and AutoEntry
can occur. Gateway AutoEntry is rolled as a Sprit 3/Time 3
conjunctional effect at Arete 3 and Difficulty 6. AutoEntry is
applied to the vehicle directly, and if successful then the
vehicle itself and all those aboard are carried into the Gateway.
The Gateways in Nexus are situated in the dry plains surrounding
Central Office, so ships are beached and probably holed, while
aeroplanes suddenly find themselves at ground level where they
invariably crash at flying speed, a usually fatal experience.
Survivors of the rough landing in Nexus find themselves trapped in
Nexus, as Gateways (like Portals to a Virtual native) are one-way
affairs to the Non-Awakened -- they can only be entered from the
Nexus side via Time/Sprit magick.
Gateways have an unusual side-effect on Earth -- their presence
(even when dormant) creates some bizarre visual and environmental
effects, including wildly varying magnetic fields (which affect
compasses), negative imagery (ie. black appears white, and white
appears black), strange lights and flashes in the sky, sudden
lightning flashes, disorientation, dizziness, hallucinations and
other such effects, all of which combine to make the approach to a
Gateway a rather terrifying experience. However, these 'special
effects' around the Gateway are actually completely harmless in
themselves. Most people caught in the unstable area do panic
though, and land up either accidentally flying or sailing through
the invisible Gateway somewhere in the unstable zone itself, or
losing control of their vessel and crashing it into the sea. Any
survivors arriving in Nexus through the Gateway are adopted by the
Continuum and often work as Acolytes. This explains the spate of
disappearances so often associated with the Bermuda Triangle and
the Devil's Sea.
In recent years however, the Continuum has largely succeeded in
closing off the Gateways (essentially as a consequence of the
wreckage that was accumulating on the Nexus side of the Gateways
as the vessels crashed there, and the fact that the Continuum
viewed the Gateways as a weak spot in its defences). While the
Continuum has made a tidy monetary profit from the cargoes of
those vessels declared lost around the Gateway areas on Earth, it
has found that the Gateways provide a very easy access point to
anyone from MC, even their enemies. Much of the wreckage around
the Gateways on Nexus has been removed -- no mean feat considering
that some ships that have arrived weighed in at several tens of
thousands of tons displacement! However, the wrecks of the five
Navy Avenger bombers of Flight 19 (which disappeared from Earth in
1945) have been kept in their original sites as a memorial to
those who lost their lives through the Gateway, and to those
Continuum Agents who were killed in the Perpetual War.
Nowadays, the two main Gateways are all but closed off. Their
Gauntlet Difficulty is set at 10, and the unstable zones have now
been stabilized. However, AutoEntry still occurs; it is just more
difficult. Additionally, other smaller, more temporary Gateways
sometimes spontaneously appear in other locations around the world
where the Gauntlet rating is low; however, these rarely last for
longer than a few days.
New Procedure: Temporal Containment
(Prime 5, Spirit 4, Time 1, Mind 4)
Temporal Containment is the means by which the Continuum prevents
those 'undesirable elements' with Temporal Avatars from entering
Nexus. Often, these are the Virtual Inhabitants who somehow manage
to enter Nexus from Quarantined or even Sealed Virtuals, though it
has been used on others in the past. Containment is however
treated on a case by case basis, though most are Contained and
returned to their Virtual otherwise unharmed, having no memory of
Nexus at all. If any are not Contained, they are always adopted
into the Continuum, often as informal Continuum spies in their
home Virtuals.
Containment is a complex Procedure that blocks the inhabitant's
Temporal Avatar, preventing it from entering Nexus again by any
means (even magick). It works by making the Temporal Avatar
completely opaque to the Temporal Gauntlet. In addition, the
memory of how the target arrived at Nexus is removed and a
permanent mental block is set up to prevent him from doing so
again. This Mind manipulation includes the removal of ever having
been Contained in the first place. Containment can only be
detected by Mages from Main Corridor, using a Time 1 Spirit 1
Prime 1 conjunctional effect -- Virtual Mages cannot detect
Containment, and so cannot try to remove it.
Containment can only be removed by powerful magicks cast by MC
Mages, but anyone attempting to do so must possess all the Spheres
at least at the levels used in the Containment (ie. Prime 5,
Spirit 4, Mind 4, and Time 1) -- anything less and the Containment
cannot be removed.
Containment cannot be attempted on an Avatar originating in Main
Corridor -- it is only effective on those originating in a
Virtual.
[Temporal Containment is a very complicated Rote. First, Prime 5
is used for two purposes -- to set up the Containment itself, and
to actually affect a living Pattern. A conjunctional (Spirit 4,
Time 1) effect is then applied to render the target's Temporal
Avatar totally opaque to the Temporal Gauntlet -- this prevents
him from ever passing through the Temporal Gauntlet again.
Finally, Mind 4 is used to remove all knowledge of Nexus, the
Containment itself and how the target arrived there. This is cast
as a single Rote, often by a group of Continuum Specialists. Five
successes must be gained between those casting the effect to make
the effect Permanent, and all must possess the required Spheres.
The effect can be countered as normal as it is being cast (though
in most cases the target is rendered unconscious at the time). It
can only be removed afterwards by an MC Mage possessing the
Spheres used to cast the Containment -- ie. Prime 5, Spirit 4,
Mind 4, and Time 1 -- so he can fully perceive the magick he is
attempting to remove. Virtual Mages cannot attempt remove
Containment themselves, since they are unable to perceive the
Containment to begin with -- an MC Mage must do this for them, and
no Continuuum Mage will do so unless directly contradicting
Central Office and risking the wrath of a Continuum Tribunal.
A Contained Temporal Avatar remains trapped in his home Virtual
until such time as the Containment is removed. He retains no
memory of Nexus at all, or of ever having gone there. In addition,
a subliminal suggestion is implanted that always persuades him
away from ever trying to enter Nexus again. Contained Avatars can
only be detected by MC Mages using a conjunctional (Sprit 1, Time
1, Prime 1) rote.
Obviously, the Continuum can only Contain those undesirable
Virtual inhabitants who enter Nexus somehow -- these are usually
those from highly xenophobic, warlike, or otherwise dangerous
races. Containment is performed in Nexus itself, once the
'undesirable' has been captured and Contained, he is then returned
to his home Virtual (Containment does not prevent Temporal Avatars
from leaving Nexus, only from entering it) by the Continuum, with
no memory of his experience outside his reality. However, not
everyone coming in through the Quarantined Portals is undesirable
-- some for example are refugees from the Virtual. These are often
adopted for some purpose in the Continuum].