voidmissions: (0)
Void Missions ([personal profile] voidmissions) wrote 2021-12-24 09:37 am (UTC)

Manuals, etc

- Manual of Void Law and Regulations: A hefty, multiple paged reading of the Void Law. Many of the laws are simple: No voidcraft is to attack another, voidcraft are not to be used to invade or oppress any system. Voidtravellers to void inactive worlds must take care not to bring upset or cause confusion with those there, which usually means not revealing that they are void travellers.

Others are such as, allowing the inspectors to board any voidcraft for inspections. There is a section on void travellers rights and responsibilities if they are boarded or taken for questioning including that no void traveller should be held away from their craft for more than a week without additional measures been taken.

Many of the laws are about how void active worlds should interact with the void- how to do so safely, how to make sure they are aware of who is in the void, registering voidcraft with the ministry and monitoring void traffic in and out of their system.




- History of the 2 point and 3 point tether system: This is an explanation on the brief history of the tethering system meant for secondary-level learning. It describes the system of the typical tether used now, a 3 point tether, but also goes into the history of the 2 point tether system, and the issues that came with it.

The 3 point tether is described as so: There is the body/physical anchor at a tethering station; the consciousness that represents them in the void; the tether of their being to a voidcraft.

In the past, a 2 point tethering system was used. This was either a tether between consciousness + body, or consciousness + craft. While safe to a degree, any disturbances made it easy for individuals to become lost in the void, or to become disconnect from their physical anchors. Regular refreshing of one's tether was also necessary, as so journey through the void had to be shorter.

Attempts to fully enter the void have not been successful, with the sisters Jifti and Byin brought up as the first known to ever attempt void travel. They died in their experiment, and it was Bhifve, with the aid of Pru, who successfully achieved the first known case of void travel.

The 3 point tether gives better measures to protect an individual. With advancements in technology, one's physical anchor can be kept safe and monitored, and longer duration of void travel can be made without damage to any portion of a person's being. It will also ensure an individual will be able to continue existing in some form should their physical anchor be lost (though, they can never be untethered if this happens).

There are still dangers to tethering for too long, and if a connection is disrupted. Without the proper procedures, symptoms from episodes of dissociation once reconnected to a body, to an inability to use certain functions of one's body, to being unable to properly reconnect to one's body can occur.




- The Ministry of Void: 'The document is a dry and lengthy piece, explaining the Ministry of Void as an intergovernmental body that helps oversee the laws and regulations throughout the Void. Not run by a single system, it instead has representatives that will come together on more pressing issues and debates. These representatives may be elected or appointed depending on the system they come from. There are Ministry branches in every system, and then a main establishment that speaks to the different branches and distributes information, as well as acting as a body that governs void-related activity not associated with any one system.

It gets into the story of the founding six, and how they came together to form the Void Ministry. With so many varying cultures and existences, it was known that an organisation would have to be made that didn't follow the laws of any single system, but that was agreed upon by all systems that eventually came to use this particular void. Agreed upon laws for using the void, and then making the laws of individual systems accessible to other systems.

But of course, use of the Void brought in many questions, problems, and possibilities. How do they deal with new void active planets? How do they deal with distribution to other systems? How do they deal with crime? The main body of the Void Ministry established its own branches for Inspection, Law, and Missions to tackle cases too broad. Depending on the department, staff must revoke their citizenship to any one system, and become a citizen of the Void Ministry' though it is noted that unlike Inspectors all void ministry workers remain tethered to their system of origin.

There are of course ministry workers who remain on their system- clerks and bureaucrats who deal with the citizens of their own system only- checking paper work and vetting new void travellers.

In general the 'void ministry' is a term that means a lot of things. In it's most literal form it is a beurocratic body that oversees void travel. It is often used to mean specifically the system-chosen representatives who debate and bring void-wide changes. Sometimes it is used colloquially just to mean the network of void-active systems that it encompases.

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