The Cosmic Crosswinds
(CVnU Space Location)
The Cosmic Crosswinds is a massive, semi-mobile space station owned by a loose collective of intergalactic criminal organizations and other shady entities. Tired of constant suspicion and betrayals requiring them to set up meetings in an ever-changing mess of unreliably “neutral” locations, they pooled their resources to construct the Crosswinds, and, miraculously, managed to establish something very much resembling a treaty which governed how the location would be maintained and managed.
In essence, each organization would contribute resources and personnel for the station’s upkeep and security, and while each was free to pursue its own agendas, even to the detriment of others in the collective, no action would be taken by any party that would jeopardize the station as a secure and neutral location in which all could conduct business. To ensure this, an Ephemeran mercenary named Xanarian was placed in charge of station security. This seasoned warrior follows a particular but strict code of honor, and while he may turn up his nose at the shady methods utilized by his employers, he now sees the defense of the Cosmic Crosswinds from all potential enemies, internal and external, as his sole duty.
Xanarian supervises an ever-rotating crew of security guards, each provided to him by the various shady syndicates with an interest in the station. He is given complete authority over them while they are in his employ, and he has not hesitated to execute those whom he feels are putting their own or their employer’s interests ahead of the station’s security. They come from many different worlds and species, but are typically provided with duranium armor that can protect them from environmental hazards (such as airborne toxins and sudden decompression) and even provide them with breathable air for short periods of time, plasma rifles and sidearms, and generally a melee weapon such a gravmace, vibroblade, or plasma-blade.
The station is truly massive, and is littered with a not-particularly-organized array of personal dwellings (both permanently owned and available for rent to the weary spacer), cantinas, shops, warehouses, arms stockpiles, safehouses, and “business offices” belonging to various interstellar crime lords. Thus, the following list is not exhaustive, but merely includes a few of the more notable locations.
: by no means a singular location, hangar bays and docking stations cover virtually the entirety of the station’s exterior, and can accommodate everything from personal fighter craft up to capital warships and heavy freight haulers. The “public” ones typically connect to areas such as the Grand Bazaar, and each syndicate in the coalition has at least one private hangar (and often more).They range from simple affairs that are little more than places to moor one’s ship while one goes about one’s business, to high-tier affairs where professional laborers and technicians can conduct repairs, load or unload cargo, and even offer basic cleaning and “companion” services.
: probably the single largest location on the station, the Grand Bazaar is a sprawling, labyrinthine collection of markets, shops, and merchant stalls. Virtually anything can be bought and sold here (provided the seller surrenders a percentage of their earnings to the collective, or makes an “alternative arrangement”), including provisions, ship parts (as well as entire ships, themselves), weapons of both a legal and illegal nature, and even such unsavory merchandise as slaves, poisons, and narcotic substances. Likewise, this is also an excellent area in which to hire out services ranging from mercenary muscle to psychic healing, and the professionalism runs the gamut from those with impressive credentials and reputations to shady con artists. Though it is truly a place where the buyer must beware, it is probably the single best location in the universe for a customer who is either desperate or intent on staying out of the public eye.
: a colloquial term for any complex that serves as a crime lord’s primary residence or seat of power, Villas are scattered across the station. Though often the size and location of each Villa can give an indication of its owner’s relative place in the pecking order, it is not unheard of for a particularly savvy malcontent to build one to be deliberately deceptive, either by scaling down and making themselves seem less prominent than they are, or attempting to make others believe that they have more wealth and power than they actually do. Station security typically stays out of the Villas, as each owner is responsible for (and usually prefers) providing their own security, although they will investigate “crimes” if requested.
: the Gravity is a “high-end” establishment for the entertainment of those with resources to burn. The entry fee alone serves as a deterrent to all but the most well-heeled patrons, and the scowls of the massive bouncers usually keep most of the “undesireables” from even attempting entry. Here, one can purchase top-of-the-line food and beverages from virtually any known civilization or culture, gamble at any of the truly dizzying selection of games of chance, or show off their moves in the fully-enclosed, zero-gravity dance floor. Private booths and rooms are available for those who want a degree of privacy or discretion for conducting their business or pleasure.
: at the opposite end of the spectrum from the Gravity Club is the Junker, a seedy drinking establishment where all are “welcome” and virtually anything short of wholesale destruction of the property (which would bring unwelcome attention from station security) is tolerated. Fights are common, games of chance are not officially sanctioned but readily available, and the beverages can also be used to scour particularly stubborn carbon burns from a ship’s hull, but for the down-on-their-luck or simply none-too-picky spacer, the Junker is the watering hole of choice, if for no other reason than spending a few hours with the regular patrons is usually enough to make one welcome the empty solitude of deep space again.
- This is an open location; you obviously need some means of traveling through space to get here, obviously, but characters can come and go freely, at least until they run afoul of security.
- On that note, please sell the security. A skilled or higher-tier character can certainly mop the floor in a first encounter, but subsequent encounters are likely to be with guards who are more powerful, better-equipped, and better prepared.
- Battles are fine, but anything that threatens station property or personnel will see a swift and violent response from security.
- If you want to write a crimelord with a stake in the station as a character or NPC, feel free! Just make sure you adhere to the “code,” as laid out above.
- Anyone can also freely create sub-loactions of their own (specific Villas, shops, cantinas, etc).
- Don't go destroying the station.