Shut Up and Drive
Tomb Station
The Slab
DarkOps
Trader’s Row
Living Quarters
Memorial Wall
Maintenance Shafts
Beyond the Tombs
An Amavikka Settlement
OUT OF CHARACTER INFORMATION
- Intent: To flesh out Etti IV by adding a unique headquarters for Code Zero and the Amavikkan
- Image Credit: Header, edits by Das | Tomb Station; The Slab; DarkOps; Trader’s Row; Living Quarters; Memorial Wall; Maintenance Shafts; Beyond the Tombs; Amavikkan Settlement
- Canon: N/A
- Permissions: APT-A Turret (Open Market)
- Links:
- Structure Name: Tomb Station (officially); The Tombs (colloquially)
- Classification: Metro system
- Location: Midnight Zone, District 7, Etti IV
- Affiliation: Darkwire; Amavikkan; Gideon
- Accessibility: Entrance to the Tombs is limited to Code Zero agents and the Amavikkan.
- Description: The Tombs is a series of fragmented metro tunnels, railspeeder stations, maintenance shafts, and mechanical hubs that have been retrofitted to serve as an outpost beneath District 7. It is a centralized hub in the heart of Etti IV's ecumenopolis frequented by Code Zero agents, shadowrunners, criminals, and the Amavikkan, right under the nose of the Corporate Sector Authority.
- Tomb Station: Once the public entrance to the metro, Tomb Station now serves as a security checkpoint through which shadowrunners, black market merchants, and other seedy operatives enter into the Tombs. This section of the outpost is guarded by shadowrunners and APT-A turrets. Agents who possess specialized Code Zero synthnet tattoos can bypass security for quick access to the outpost, though it is not necessary for regular access. Also located here is a functional holographic map of the Tombs that is updated regularly to reflect new segments of tunnels as they’re discovered and mapped by Amavikkan explorers.
- The Slab: What’s not to love about an underground bar that’s… well, underground? Located in the center of a Y-junction, the Slab is easily the Tomb’s premier speakeasy for shadowrunners, black market dealers, and other shady individuals seeking to mingle and unwind. It’s proprietor, Gideon, is a well-trusted information broker and a beacon for the Amavikkan people who dwell in the Tombs. The first floor of this circular structure features the bar itself, a small kitchen, and open-floor seating that includes booths and tables. Rentable rooms can be located on the second floor. The third and final floor of the Slab houses DarkOps (see below).
- DarkOps: Situated on the uppermost floor of the Slab, DarkOps is a nexus for Code Zero operations in District 7. Anything from heists, corporate espionage, and attacks on the Authority have been planned out and executed from this very room. DarkOps also serves as the Tombs' security hub from which activity in the tunnels is monitored, allowing Code Zero time to purge their data and abandon the Tombs should their outpost become compromised.
- Trader’s Row: What good is robbing the rich if you can't flip their tech for a profit? That itch is scratched by Trader's Row. The Row is a long tunnel section lined with stalls and shops that sell just about anything a Zero could need. Several more notable merchants and traders have even retrofitted abandoned metro cars into small stores for their clientele. The Amavikkan also make use of Trader’s Row. Merchants often sell or barter repurposed tech, supplies, edible produce, and traditional foods.
- Private Quarters: Once a series of maintenance rooms, storage compartments, and electrical hubs, these small rooms have been retrofitted into makeshift apartments to be used by Code Zero agents who prefer to live a bit further away from the general population. Several of these rooms are reserved for the Amavikkan, and are not typically frequented by shadowrunners unless they are invited to visit.
- Memorial Wall: When the Authority cordoned off what would become the Tombs, they assumed those who lost their lives in the accident would be forgotten in the subterranean tunnels; The Memorial Wall makes sure that will never happen. The wall is a segment of the tunnel network where the names of, fallen citizens and Code Zero agents are written to honor their sacrifice in the fight against tyranny. Even some of the Amavikkan venerate their fallen loved ones at the wall, though their respects are paid namelessly. The wall is adorned with photographs, graffiti, names, and trinkets to honor the dead.
- Maintenance Shafts: The Tombs is rumored to be connected to several points across District 7 by a network of still-operable maintenance shafts. These access tunnels provide passage to the Tombs from the ‘street level’, assuming you know how to navigate the concrete maze between the streets and the Tombs once you’re inside.
- Beyond the Tombs: Dozens of minor tram stations and tunnel segments were cordoned off after the accident, but few are as large as the Tombs itself. These smaller tunnel segments, known to the Amavikkan as the riya-chelik (‘freedom trail’), are still accessible to those who know how to navigate them, and can hold any number of interesting people, creatures, and surprises. The Amavikkan have made a name for themselves in the Tombs as excellent guides and explorers. Their maps, routes, and knowledge of the ruined tunnels are invaluable to anyone seeking to travel through the metro, especially fellow slaves. Smaller Amavikkan chelik-tan (‘safe houses’) can be found outside the boundaries of the Tombs, though few, if any, shadowrunners venture that far. These outlying tunnel segments are typically frequented by relkinan (‘guides’) who are leading slaves to their new home beneath the surface.
SECURITY: HIGH
The Tombs is a well-guarded secret, protected by a combination of ‘natural’ defenses, traps, and a mutual alliance between Code Zero and the Amavikkan. The front line of defense are shadowrunners maintaining Tomb Station and the service entrances to the metro, alongside a few dozen APT-A turrets. Agents possessing a high-tech synthnet tattoo are granted express entrance into the outpost, while other operatives may need to pass through screening at a security checkpoint.
Much of the tunnels leading to and from the Tombs are either completely or partially collapsed, making them naturally difficult to navigate without the risk of becoming disoriented. Pitfalls, double-blind walls, makeshift traps, tight corridors, and a sheer lack of lighting make the labyrinthine metro dangerous to navigate. Amavikkan pathfinders make use of a system of symbols and letters painted inconspicuously throughout the metro to guide their way across the whole of the network; Darkwire relies on Amavikkan relkinan and memorized routes to traverse the tunnels.
Certain segments of tunnels, particularly those that would be easier to access by Espo officers and other undesirable guests, are heavily booby-trapped with a variety of anti-personnel devices. Laser trip mines, dioxis mines, and tripwire sensors ward off unwanted guests, should they make it close enough to the Tombs. Sensors embedded in the Tombs’ deepest reaches are networked to DarkOps, allowing Darkwire to remain vigilant should CorpSec infiltrate the metro.
- Code Zero security details
- Automated defenses (APT-A Turrets)
- Synthnet tattoo clearance protocols
- Makeshift traps and pitfalls
- Laser trip mines
- Dioxis mines
- Tripwire sensors
HISTORICAL INFORMATION
Before the Tombs was the Tombs, it was the District 7 Metropolitan Transit System, a sprawling subway network with several stations and routes crisscrossing the Midnight Zone. Citizens used the trains to get to work, home, and anywhere in between, but the metro eventually succumbed to the greed and oversight of the Corporate Authority. After years of bare-bones maintenance and minimal upkeep, one of the metro’s mag-trains accidentally derailed, resulting in dozens of civilian casualties and hundreds of thousands of credits worth of damage to the subway structure. The DireX Board chose to cover up the incident, cementing the station entrances and erecting walls to partition the tunnels instead of making necessary repairs to the foundation. It remained inaccessible for several years, until the catastrophic Etti Groundquake.
The groundquake caused massive damage to District 7, including the already derelict metro network. Several of the Authority's partition walls collapsed during the quake, reconnecting the Tombs to the surrounding subway tunnels and allowing the Amavikkan dwellers to access the abandoned station. They established a chelik-ta in Tomb Station and began exploring the deeper tunnel segments beyond.
Eventually, rumors of an abandoned subway system surfaced on Code Zero's radar. Once the information was corroborated by stolen fragments of CSA intelligence, the Zeros began searching for an entrance. They found the Tombs, and the Amavikkan. Tensions between the two sides were initially high, as both intended to utilize Tomb Station as a hidden sanctuary beyond the scope of the Authority's influence. Eventually, a fragile alliance was born wherein the Amavikkan’s knack for information gathering and knowledge of the tunnels is traded for Code Zero's protection and respect for their intricate customs. The arrangement has thus far proven successful for both sides, who enjoy a mutually beneficial relationship in the Tombs. The local Amavikkan look to Gideon, the owner of the Slab, to maintain their relationship with Code Zero, and vice versa.
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