7 Votes


Hits: 2146
Comments: 12
Ideas: 0
Rating: 2.6429
Condition: Normal
ID: 5412


November 7, 2008, 5:44 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status


The Quiet


It is pretty.
Yes it is. A man could get lost in himself there.
Is that a bad thing?
Depends on the man.

It is a fairly empty zone of space. Fairly empty. There is a cloud of slighty energized particles there. Not dense enough to be a visual obstacle, or even a real navigational one, but enough to be measured. And to have a real effect. Most people go around it, just to be safe. Others, just run right through all the time.

If you listen to it on the wave channels, it is a strong hydrogen wave… a strong solid tone. (The Quiet really isn’t that quiet).

The partical field is charged enough to absorb and eliminate communication and most broadcasts. It puts a dent into sensor reception. You can navigate through the use of a keen eye or a visual capture and some computing, as the beacons can’t be heard in The Quiet. If something happens to your computer and you don’t have a good navigator (with an old sextant and star chart) you could be in quite a bit of trouble.

And things can happen. In the Quiet there are areas of "high concentration". Those areas could discharge to a passing ship knocking out some of the system. The computer is the most likely canidate, but lighting and comm are also possible. Actually anything could break given enough discharge. Including your ships field dampers. Thus the discharges could get worse.

And in the worst possible world, the strong signal could effect the minds of those with leaky or slightly leaky brain pans. Unless they are wearing their tinfoil caps, they will go a bit more odd.

(The good thing is that all reavers in the quiet go even more nutz and start eating each other).

Remember, in The Quiet nobody can hear you scream.

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 12 )
Commenters gain extra XP from Author votes.

Voted Chaosmark
November 7, 2008, 19:52
Ah, the Bermuda Triangle of space. This is the perfect place to have a side-adventure ghost story. Maybe something involving critters in the darkness after lights go out, picking up ghost transmissions (bonus points for ships lost long before to The Quiet, with appropriate authentication codes), or navigation going completely screwy ("What do you mean the stars don't match those on the chart? This is The Quiet, they specifically map the sky for this place!"). All sorts of fun can be had here.
Voted Cheka Man
November 7, 2008, 20:40
Not a good place to end up in.
November 9, 2008, 0:29
Oh, this was supposed to be a stub. Oh well, since you two voted on it, I guess I can leave it a sub.

It was originally designed to be less of a spooky place and more of a "trap". See they players will hear the stories. Yet, they will of course risk it sometime. You know the situations: To get there ahead of them or to runaway from others, or a myrid number of other things. The first time they go through, after some sweat, they will fly though pretty much free. (Maybe a couple of rolls to make them feel skilled and cool.) Feeling brave and know it is just a legend (or not nearly as bad as the stories make it out to be), they will do it again and maybe again. After three times, they will be feeling pretty cocky about their "special short cut". That is when it hits them. They hit a charged location and.. well time to really see how good they are. And since "leaky brain pan"(a bit crazy) is a common situation, then you will have a crew go a bit more nutz. And you will have to repair stuff or canabilize systems and so on.

Now you could make it a bit more occult, dressed up with science fiction. (You would have to take it out of its native Firefly universe.) Extra dimensional beings enter the ship and mess with you (i.e. ghosts or demons). Heck even a Star Trek Glowing Ball of Emotion Manipulation would be a good thing. It the delusions happen... well it is just a strange section of space. Now about space warps and time warps, that can be done too.

The bad part is that most of the scary stuff can simply be couched in these terms and it loses a lot of its impact. Still, an interesting way to go.
Voted Kassil
November 9, 2008, 8:06

It's the typical Dead Zone in space, with a few specific little details to flesh it off that.

Given that it's apparently based off of Firefly, I'll leave my nitpicks about the veracity of it aside; video media producers have never been particularly good about paying attention to that kind of detail because the majority of the audience will be at least as clueless.
Voted manfred
November 9, 2008, 16:12
It is a stub alright. Not really Firefly, a generic location to put into any spacey setting. Not much to go by but a good base for more.
November 11, 2008, 1:22
What made if firefly is the lack of science fantasy elements, without being pure real science. It is in that "sweet spot" between those two where Firefly material lays.
Voted Scrasamax
November 9, 2008, 17:56
Not bad, it could use something to set it apart from other dead zones, something to give it it's own flavor.
November 11, 2008, 1:24
You mean besides the "quietly insane" crew members altered by the space? I guess a disabling space with a communication nul combines two sci-fi memes. Like I said, only a stub that didn't stay "stubified".
Voted Nocontrivedname
March 15, 2009, 13:19

I am new and don't know the difference between a stub and a sub. In game terms, I don't see why anyone would pass through this area. I mean certainly a gm could come up with a reason for it, but it seems to be written as if there is large base of knowledge on this region in the gaming world. Thus to take that narrative stance you would have to have reason that people pass through it. Secondly, I know you referencing Firefly but you could have just written "space cloud that messes with electrical systems sometime even human neurons" and the effect would have been the same. Like Scrasamax said, it is just another dead zone idea. I thought the Quiet was nice name though. Manfred has encouraged me to read all of Moonhunter's stuff to get the full picture of his talent. So I am working my through it.

March 15, 2009, 15:05
Why would anyone pass through a strange, somewhat dangerous area? As was hinted, some avoid it, some don't. But let's see:

- because they are in a hurry (want to get fast _to_ or _from_ something?)
- because they want to stay undetected
- because they are curious
- because of a malfunction they drifted into the area
- because they don't know any better (or someone 'updated' their database)

...which are all perfectly valid reasons. What'd be the fun in a game, if all journeys were constant and safe? This region does not seem too dangerous, but it doesn't need much to make for an outstanding adventure background. As long as it is usable to some, it is worth considering.
March 15, 2009, 15:25

That was my point. All you would need to write is "space cloud that messes with electrical systems sometime even human neurons" and you could think of all these reasons. But if he was going to write up something like this he could have given it more background, or flavor.
"- because they are in a hurry (want to get fast _to_ or _from_ something?)
- because they want to stay undetected
- because they are curious
- because of a malfunction they drifted into the area
- because they don't know any better (or someone 'updated' their database)"

Then in your post, you ask a rhetorical question "What'd be the fun in a game, if all journeys were constant and safe?" This had nothing to do with what I said, I was not knocking obstacles. I was just saying as a RPG supplement this was neither an original, well written or well developed idea. I think the reason you asked that is because when we encounter a stale representation of a trite convention such as this one all we can do is debate the trite convention itself.

Voted valadaar
April 25, 2013, 11:35
Only voted

Link Backs



Random Idea Seed View All Idea Seeds

Cold Comfort

       By: Murometz

Cold Comfort is a long-sword of star-steel, its blade giving off a wan, blueish light. Its grip is wrapped tightly in snow-serpent hide, and its pommel bears a single opalescent gemstone.

This blade is enchanted in such a way, that whoever wields it, begins to fall completely and irrevocably "in love" with the weapon. This love does not manifest itself as the expected reverence and bond formed between any warrior and his weapon, but as a deeper, truer love, one has for a soul-mate of the same species! The longer the wielder carries Cold Comfort the stronger and more disturbing this love becomes, and only the most powerful of magicks can potentially break the sword's insidious spell. The blade's owner will even speak to and coo to the weapon, convinced that the sword understands and returns this epic love.

If the blade's wielder somehow loses the weapon or has it taken away, they will become inconsolable, and will predictably go to "ends of the earth and back" to retrieve it at any cost. Such is the weapon's curse that even separation from it does not damper the feelings the owner has for the sword. Legends tell of several distraught and mind-addled knights who even years after losing the blade, still wander the country-side searching for their lost love. And woe be to the "new lover" if and when they find him or her.

Ideas  ( Items ) | October 18, 2013 | View | UpVote 5xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.