ShirKahr: Difference between revisions

Jump to navigation Jump to search
5,958 bytes removed ,  3 May 2018
m
m (added links)
 
(2 intermediate revisions by one other user not shown)
Line 23: Line 23:


=Outskirts Area=
=Outskirts Area=
:'''''See also:''' [[The Oasis]]''
This area is where non-Vulcans who like traditional Vulcan food and culture go when they have grown tired of the Old Quarter. There are several small hotels, inns, and restaurants that still cater to the native Vulcan population, but more offworld customers have been coming into the area. Some consider the quality of the food and lodging not only less elevated but better than that in the [[ShirKahr#Old Quarter|Old Quarter]].
This area is where non-Vulcans who like traditional Vulcan food and culture go when they have grown tired of the Old Quarter. There are several small hotels, inns, and restaurants that still cater to the native Vulcan population, but more offworld customers have been coming into the area. Some consider the quality of the food and lodging not only less elevated but better than that in the [[ShirKahr#Old Quarter|Old Quarter]].
'''The Oasis''', a very good inn in the quarter, is run by a former Vulcan professor of interspecies studies named T'kin. She took over operating the restaurant as an experiment to see the practical application of the things she taught. That was ten years ago; she continues to work at the inn, but doesn't mention the experiment much anymore.
'''The Oasis''' has gained a reputation as one of the better places for non-Vulcans to go in ShirKahr. T'kin goes out of her way to make sure that visitors get to see as much of her world as possible. She has helped make arrangements for individuals to go on tours or visits to different places on Vulcan. Vulcans themselves are also very comfortable with her, and she has many friends in the [[ShirKahr#Vulcan Science Academy|Vulcan Science Academy]]. Since '''the Oasis''' is located on the edge of ShirKahr's cultivated area, T'kin tries to warn unwary guests of the dangers of wandering around Vulcan's deserts at night.


=Public Gardens=
=Public Gardens=
Line 34: Line 31:
Since then, public gardens and parks have become an integral part of every Vulcan city. No new construction is planned that doesn't include at least one park or at least a small contemplative area. Today small parks can be found throughout ShirKahr, each with its own unique fountain or sculpture. Private houses often have their own fardens as part of their construction.
Since then, public gardens and parks have become an integral part of every Vulcan city. No new construction is planned that doesn't include at least one park or at least a small contemplative area. Today small parks can be found throughout ShirKahr, each with its own unique fountain or sculpture. Private houses often have their own fardens as part of their construction.


The public gardens of ShirKahr are there for those who don't have a garden of their own, or need to have a quiet place to meditate while away from home. The gardens, located between the government council chambers, the [[ShirKahr#Vulcan Science Academy|Academy]] and the [[ShirKahr#Old Quarter|Old Quarter]], are built to represent the different terrain types found on Vulcan.
The public gardens of ShirKahr are there for those who don't have a garden of their own, or need to have a quiet place to meditate while away from home. The gardens, located between the government council chambers, the [[Vulcan Science Academy|Academy]] and the [[ShirKahr#Old Quarter|Old Quarter]], are built to represent the different terrain types found on Vulcan.


=Vulcan Council Chambers=
=Vulcan Council Chambers=
Line 42: Line 39:


=Vulcan Science Academy=
=Vulcan Science Academy=
Before [[ma:Surak|Surak]], a huge fortress overlooked the oasis, built and rebuilt by each clan that captured it. When the Age of [[ma:Time_of_Awakening|Awakening]] began two thousand years ago, [[ma:Surak|Surak]] changed the fort's purpose from one of war to one of learning. With his adepts he continued the teaching of logic to those who wished to learn more about the concept. Vulcan education has always been very centered on the relationship between student and '''''pyllora''''', a term which translates to "mentor" or "guide." Thus it was a relatively simple matter to transfer the center of ShirKahr's education from the old temples of learning to [[ma:Surak|Surak's]] new agora. From there more and more came to learn, not only about ''Tu-Surak'', but about other subjects as well. [[ma:Surak|Surak]] encouraged this while he lived, wanting his fellow Vulcans to devote their full energies to understanding the universe and its infinite possibilities; it was here that the very concept of [[IDIC]] was born.
''see individual entry: '''[[Vulcan Science Academy]]'''''
 
With [[IDIC]] as its madate, the Vulcan Science Academy grew to study literally everything imaginable. Today it is considered one of the top research institutes in the Federation. Brilliant professors from other parts of the Federation come to the '''VSA''' to learn or teach in a variety of areas, including the hard sciences, engineering, computer sciences, philosophy, and medicine. Today the campus has expanded far outside the walls of the former fort that once housed it. Like other parts of ShirKahr, the campus now contains a mixture of old and new architecture.
 
Most of the old architecture can be found in and around the fort, which now houses the majority of the administrative offices and lecture halls of the Academy. Beyond this central core, clusters of labs, research buildings, and staff housing occupy ancient temples and newly built facilities alike, with each cluster devoted to a specific field of study.
 
Closest to the government quarter are two large clusters of modern buildings containing the medical center and computer research center, both open to the general public. The Academy Medical Center serves as the main hospital for the city, but performs medical research as well. Beyond these areas, one must request permission to visit any other area of the Academy, but it is not hard to gain approvals. One may also visit the Academy when a public lecture is being offered (which is quite often). Those who do get a chance to enter the administrative buildings in the old fort will see a beautiful garden laid out around the spring the fort once defended.


=Vulcan Space Central=
=Vulcan Space Central=
While not technically located within ShirKahr, the main facility of Vulcan Space Central lies in geosynchronous orbit above the city. The facility fulfills two purposes: First, it serves as the main entry point for most Vulcans and almost all non-Vulcans wishing to descend to the planet. All individuals wanting to go to Vulcan must pass through immigration in order to land on the planet, with the exception of Vulcan defense, Starfleet, and diplomatic personnel.
''see individual entry: '''[[Vulcan Space Central]]'''''
 
At immigration, each person inserts a data chip containing his personal and medical history; different types of data interface units exist for use by different races. Once the Central Clearing computers verify the data, visitors may use transporters preset for different locations on Vulcan. The most common reason for not being allowed to transport down immediately is that health-related information is not complete, or that an inoculation needs to be updated to deal with Vulcan's environment. The station has a top Starfleet Sickbay and a campus of the [[ShirKahr#Vulcan Science Academy|Vulcan Science Academy's]] Space and Xenological Medical School.
 
The second funtion of the facility is to control the routes taken by different ships entering and leaving the system. Because of the near-constant flaring of Vulcan's sun, the space lanes must be continually monitored to make sure they are safe for ship traffic. Ships that have the shields and protection of a ''[[ma:Galaxy_class|Galaxy]]''-class cruiser need worry only about hte largest and most intense flares. Smaller ships and freighters less well-protected must take more precautions.
 
The EMR (electromagnetic radiation) emitted by heavy flare activity can play havoc with sensor and navigation equipment, making ships blind or unable to alter course. If ships with weak shielding pass too close to a flare, the EMR can be so intense that it can short out critical systems, leaving the vessel helpless in space. On very rare occasions flares will actually hit a ship, causing massive damage or destroying it outright. Because small ship captains are constantly trying to save time or fuel, it is not unheard of that some of the more adventurous types try to take a short lane closed because of flare activity. Among the various small ship crews it is called "riding the wave;" the administrators at Space Central call it "reckless and negligent endangerment" and punish it severely. Ships of the Vulcan Defense Fleet under command of Space Central are often called upon to rescue stranded ships, or evacuate crews.


=Computer Access Terminals=
=Computer Access Terminals=
Line 66: Line 51:


{{NC}}
{{NC}}
[[Category:Non-Canon Encyclopedia]]
[[Category:Capital cities]]
[[Category:Vulcan locations]]
[[Category:Guild of Vulcans]]
[[Category:Guild of Vulcans]]

Navigation menu