Friday, January 9, 2026

NEW UPDATE ON ZIMRALA ONE THE COMMANDER’S LOG: THE ZIMRALA ONE ARCHIVES

THE COMMANDER’S LOG: THE ZIMRALA ONE ARCHIVES

Station Designation: Z1-Alpha (The Nexus of the Leo Galaxy) Status: ACTIVE – Neutral Sovereignty Date: January 1, 2026





PROLOGUE: THE ANCHOR IN THE VOID



The Zimrala One is not merely a station; it is a testament to survival. In the wake of the Ether Dragon evacuations and the shifting portals of the Multiverse, the Leo Constellation Sector needed a heartbeat. It needed a place where the Tygerian Marine could share a drink with a Moon Elf, and where the Curator could trade data for Scardap iron.

Located at the intersection of three major Hyperspace Geo-Nodes, the Zimrala One synthesizes the elegance of Federation diplomacy with the hard-edged industrial muscle of the Old Republic. It is a colossal, multi-purpose orbital platform—a city in the stars that serves as the final line of defense for the Tygerian Isles and the gateway to the mysteries of Zimrala.


I. STATION SPECIFICATIONS & ARCHITECTURE

Zimrala One utilizes a "Hybrid-Gravity Architecture." The station is built around a massive, rotating central torus—The Great Ring—which provides a comfortable 1G environment for the civilian and diplomatic residents. Surrounding this are the static "Industrial Spines" and "Docking Spars," where inertial dampeners and localized gravity plating allow for zero-G cargo handling and heavy capital ship repairs.

  • Scale: Capital Class (Scale 12 in Open D6)

  • Total Diameter: 18.5 Kilometers

  • Maximum Occupancy: 250,000 permanent residents; 100,000 transients.

  • Power Source: A Triple-Core Sun-Siphon Reactor, maintained by a permanent rotation of Gristle Grim Dwarven Engineers.




II. SECTOR ALPHA: THE AZURE DOMAIN (DIPLOMATIC & RESIDENTIAL)



This is the "Green Sector" of our universe. It is designed to be a paradise in the vacuum, a reminder of the worlds we left behind.

A. The High Council Chambers

Inspired by the grand halls of Babylon 5, this chamber is a masterpiece of Moon Elf design. The walls are lined with Moon Crystals that resonate with the emotions of the speakers, glowing soft blue when the truth is spoken and flickering amber when tension rises.

  • The Iron Chair: A replica of the seat of power, situated at the center for the Station Commander (or the Hedge Wizard) to preside over disputes.

  • The Translation Matrix: Advanced Curator technology allows for real-time linguistic synthesis, ensuring that even the clicking mandibles of deep-space entities are understood as perfect Tygerian Common.

B. Ambassadorial Row

Every major power in the Leo Galaxy maintains a permanent residence here.

  • The Tygerian Embassy: A fortress-within-a-palace, guarded by a rotating squad of Tygerian Marines in full ceremonial dress.

  • The Selene Consulate: A quiet, mist-filled wing where the Moon Elves conduct their wired-science research in peace.

  • The Gristle Grim Hearth: A section where the gravity is doubled to 2G and the temperature is kept at a constant furnace-heat to make the Dwarves feel at home.

C. The Great Arboretum (The Tree of Life Annex)

The center of the Ring is a massive, transparent-aluminum dome containing a simulated forest. This isn't just for recreation; it is the station's primary oxygen reclamation system.

  • The Seeds: Hidden throughout the gardens are the Seeds, rare botanical relics from the the many different Systems that provide food for the station’s crew..


D. Residential Life (The Habitation Tiers)

From luxury penthouses for wealthy traders to "Standard Efficiency" units for the docking crews, Sector Alpha is home.

  • Governance: The sector is policed by a specialized unit of Tygerian Security Officers who report directly to the Station Commander.

  • The Whisper-Vents: A quirk of the station's age. The ventilation system sometimes carries the "Ghost-Frequency" of old transmissions, leading to local legends of spirits haunting the residential corridors.


COLLABORATION STEP: EXPANDING THE LORE

III. SECTOR BETA: THE CRIMSON PROMENADE (COMMERCIAL & ENTERTAINMENT)

If Sector Alpha is the station’s mind, Sector Beta is its gut. Inspired by the sprawling marketplaces of the Zocalo and the verticality of the DS9 Promenade, this sector is a neon-lit labyrinth of commerce, vice, and information. It is the only place in the Leo Galaxy where a Curator data-thief and a Tygerian Marine might sit at the same table—though usually with their hands on their blasters.

A. "The Event Horizon" (Social Hub & Bar)

The crown jewel of the Promenade is The Event Horizon. It is a multi-level tavern and social nexus that serves as the station's unofficial town square.

  • The Atmosphere: The walls are made of reinforced transparent-aluminum, offering a terrifying and beautiful view of the hyperspace nexus outside. The lighting is dim, filtered through shifting Moon Crystal lanterns that react to the noise level of the crowd.

  • The Proprietor: Owned by a retired Tygerian smuggler known only as "Jax," the bar is neutral territory. No weapons are to be drawn, though Jax keeps a Dwarf-forged Mag-Shotgun under the bar to enforce the peace.

  • The Information Desk: In the back booths, information is the primary currency. Here, the Ghost-Frequency is whispered about, and maps to lost Ether Dragon nodes are bought and sold in the shadows.

B. The Celestial Vault (The Casino Analog)

Gambling is the station's primary tax revenue source. The Celestial Vault is a high-stakes gaming house where fortunes are made and lost on the spin of a digital wheel.

  • The Games: Players bet on everything from "Orbit-Race" simulations to high-speed Gridiron League stat-tracking.

  • Curator Oversight: The games are managed by a neutral Curator AI to ensure no organic can cheat the system. However, it is rumored that those who know the right "Wired-Science" frequency can influence the outcome—if they don't mind risking a life sentence in the Brig.

C. The Bazaar of Wonders

This is a chaotic, three-story open market.

  • Legitimate Trade: You can find everything here: Scardap-forged tools, Tygerian emergency rations, and Selene-brand medical supplies.

  • The Shadow Market (The Sub-Decks): Beneath the main floor lies the "Grey Level." This is where the Shadow Market operates.

    • Forbidden Tech: Here, one can find overclocked Exo-Rigs for Curators that bypass safety limiters.

    • The Dragon’s Hoard: Illegal trade in Ether Dragon scales—prized for their ability to reinforce starship hulls against portal radiation—happens behind closed doors.

    • The Ink of Anticipation: Small vials of this legendary substance are occasionally auctioned here, capable of allowing a writer or cartographer to see a few seconds into the future of their own work.

D. Holo-Sanctuaries & Eateries

  • The Nutrient Node: A high-end restaurant serving authentic Tygerian Isles seafood, including the famous "Spiced Krill" that Emperor Rajah himself is said to crave.

  • The Simulation Suites: Advanced holosuites used for everything from tactical Marine training to civilian "Nature Retreats" where residents can pretend, they are back on the surface of a world with a real sun.

E. Turbo Lifts: 
  • Every level has a turbo lifts to other decks

IV. SECTOR GAMMA: THE HAVEN (MEDICAL & RESEARCH)



This sector is the most sterile and high-tech area of the station, governed by the Moon Elf medical philosophy but reinforced by Tygerian efficiency.

A. The Silver Ward (Advanced Med-Bay)

This is the primary treatment facility, overseen by the Chief Medical Officer (like Commander Lysandra Vane).

  • Moon Crystal Healing Vats: Replacing standard bacta, these vats use bio-resonant crystals to accelerate cellular regeneration. A patient submerged in the vat heals 2d6 Hits per hour.

  • Xenobiology Wing: A specialized area dedicated to treating the non-human residents of the station, including pressurized tanks for Water Worlders and high-heat chambers for Scardap Dwarves.

B. The Wired-Science Labs

The R&D center of the Zimrala One.

  • Portal Research: Scientists here study the Ether Dragon portal mechanics, trying to stabilize the hyperspace nexus that the station guards.

  • Weapon Countermeasures: After the recent "Shatter" setting updates to modern beamers, the labs are working overtime on new shielding frequencies to protect the hull.

C. Steller Cartography: front center for scanning the outward into space and cretiung maps of the sector.

Department heads meeting rooms 

E. Turbo Lifts: 
  • Every level has a turbo lifts to other decks

V. SECTOR DELTA: THE STEEL CAGE (MILITARY & SECURITY SECTOR)



In the Leo Galaxy, peace is a fragile intermission between battles. To maintain that peace, the Zimrala One relies on the Tygerian Marine Corps (TMC)—a singular, unified entity that has absorbed every mercenary band, planetary militia, and private soldier into one lethal brotherhood. Whether you were born in the Tygerian Isles or signed a contract in a back-alley on Zimrala, once you don the tiger-stripe plate, you are a Marine.

A. Command & Control (C&C): The Eye of the Tiger

The C&C is the brain of the station, and it looks like a fortress. Gone are the sleek, carpeted bridges of the past; this is a rugged, tactical nerve center inspired by the Clone Wars command pits.

  • The Tactical Pit: A sunken circular floor where holographic projections of the hyperspace nexus and the surrounding Leo Constellation Sector rotate in real-time.

  • Blast Shielding: The C&C is encased in five meters of Dwarf-forged Scardap Steel. In the event of a "Shatter" alert, massive armored shutters drop over the viewports, turning the command center into a sealed bunker.

  • The Warden’s Chair: At the center sits the Station Commander. From here, they can authorize the use of the Ariel-Class Pulse Cannons or initiate a station-wide lockdown.

B. The Tyger-Claw Defense Grid

The Zimrala One is the most heavily armed object in the sector. It doesn't just defend itself; it controls the space for three parsecs in every direction.

  • Tyger-Claw Defensive Batteries: These are high-yield kinetic and energy hybrid turrets. They fire "Cold Fire" beams that can strip a capital ship’s shields in seconds, followed by kinetic slugs that shatter the hull.

  • Ariel-Class Pulse Cannons: Mounted on the north and south poles of the station, these massive weapons are powered by the Heart System. They fire a concentrated burst of "Leonine Energy" capable of collapsing a hyperspace portal if an enemy fleet tries to force entry.

  • Deflector Phalanx: A multi-layered shield system. The first layer is a standard energy skin; the second is a Moon Crystal Resonator that vibrates at frequencies designed to "Ghost" the station, making it nearly impossible for enemy torpedoes to lock on.

C. The Iron Hold (Security & The Brig)

Security on Zimrala One is absolute. The TMC doesn't play games with smugglers or spies.

  • The High-Sec Brig: Prisoners are not kept in simple cells. For high-value targets, the station utilizes the Iron Chair—a restraint system that dampens Psi-abilities and locks the prisoner’s nervous system into a localized stasis field.

  • The Mercenary Hall: Since all mercenaries are now part of the unified Marine entity, this massive hall serves as the "Bounty Office" and training ground. It is a place of loud music, the smell of gun oil, and constant sparring.

  • The Shadow Sentinels: A sub-unit of the Marines who wear black-ops Tiger-Force armor. They patrol the maintenance shafts and "Grey Levels," ensuring that the Ghost-Frequency doesn't allow any unauthorized "visitors" to slip through the cracks.

D. The Starfighter Hangar (The Den)

The "Den" is a massive bay capable of launching three wings of starfighters in under sixty seconds.

  • V-Wing & Interceptor Hybrids: The station houses a mix of heavy hitters and fast interceptors, all retrofitted with Tygerian thrusters and Scardap armor plating.

  • The Boarding Pods: For offensive operations, the Marines use "Leech" pods—armored spikes that slam into enemy hulls, allowing the Tiger Force to breach and clear rooms in the blink of an eye.

E. Turbo Lifts: 
  • Every level has a turbo lifts to other decks

VI. SECTOR EPSILON: THE CORE (INDUSTRIAL & ENGINEERING)



This is the basement of the universe. It is hot, loud, and smells of ozone and ancient iron. It is the domain of the Gristle Grim Dwarven Engineers.

A. The Sun-Siphon Power Core

The station doesn't use fuel in the traditional sense. It siphons energy directly from the "Leonine Current" and the nearby stars.

  • The Forge-Core: A massive sphere of swirling plasma held in place by magnetic bottles. The Dwarves monitor the core from "The Pit," wearing heat-shielded suits that allow them to work in temperatures that would vaporize a human.

  • Gravity Regulation: This is where the rotational gravity for the Azure Sector is maintained. If the "Plumb of Gravity’s Anchor" isn't calibrated correctly, the whole station begins to wobble—a catastrophe known as "The Tilt."

B. The Galactic Drydocks

The station’s arms extend out into the void, capable of docking everything from a small Moon Elf scout to a massive Venator-class Star Destroyer analog.

  • Repair & Refit: Under the direction of the Chief Engineer, ships are stripped, repaired, and "Tyger-fitted" with reinforced armor and upgraded sensors.

  • Cargo Nexus: Zero-G cranes move millions of tons of cargo daily. This is where the lifeblood of the Tygerian Isles flows—supplies, food, and raw ore being shipped to the frontiers.

C. Cargo Bay hodling new Cargo 

D. Cargo Hauling Shuttles and work bees 

E. Turbo Lifts: 
  • Every level has a turbo lifts to other decks

VII. THE SOUL OF THE STATION: LIFE IN THE NEXUS



While the Zimrala One is a marvel of engineering and a fortress of the Tygerian Marines, its true purpose is the preservation of the "Interstellar Dream." It is a place where the various species of the Leo Galaxy must learn to coexist or perish in the vacuum.

A. The Ghost-Frequency Interference

One cannot discuss the station without mentioning the "Background Hum." Because the station sits at a hyperspace nexus, it acts as a lightning rod for the Ghost-Frequency.

  • The Audio Shadow: In the quiet hours of the "Night Cycle," communications officers often report hearing voices from the past—transmissions from the Clone Wars, the Federation’s early days, or even the roars of Ether Dragons long since passed.

  • The Anchor of Ash: Every six months, the Tygerian Marines and the Gristle Grim perform a ceremonial "purging" of the station’s sensors to prevent this frequency from interfering with the C&C navigation computers.

B. Neutral Ground Protocols

The Zimrala One operates under the Ariel Accords.

  1. No Weapon Discharge: Unless authorized by the TMC, firing a weapon in the Azure or Red sectors results in immediate forfeiture of ship and cargo.

  2. The High Road: All Intillegnt Monsters species, from the frail Curators to the soaring Hawkmen of Horass, are granted safe passage provided they respect the station’s sovereign neutrality.

  3. Medical Asylum: No ship in distress, regardless of affiliation, shall be denied docking if they are carrying wounded. This is the law of the Silver Ward.

  4. Committing Crimes on the Station: Will be dealt with the Tygerian Marines Security Force


VIII. OPEN D6 SYSTEM STATISTICS (TECHNICAL DATA)

For GMs running the Protocol Omega or Renaissance Noir systems, use the following stats for the Zimrala One:

  • Scale: Galactic/Capital (Scale 12)

  • Hull/Physique: 8D (Dwarf-forged Reinforced Scardap Steel)

  • Shields: 6D (Multi-layered Moon Crystal/Deflector Phalanx)

  • Sensors: 5D (Curator-Enhanced Long Range Array)

  • Weapons: * Tyger-Claw Defensive Batteries: 6D (Damage)

    • Ariel-Class Pulse Cannons: 10D (Capital Scale - requires 1 round to charge)

  • Complement:

    • 3 Wings of Starfighters (60 Craft total)

    • 1 Legion of Unified Tygerian Marines (5,000 active personnel)

    • Full Medical Staff (300 Doctors/Droids)



VIII. POTENTIAL ADVENTURES IN THE NEXUS

The Zimrala One is designed to be the "Starting Room" for your 2026 campaign.



  1. The Silent Boarding: A ghost-ship from the Deep Shroud drifts into the station's docking arm. It is empty, but the Ghost-Frequency on the station begins to scream. The Marines must board and find the source.

  2. The Curator’s Debt: A high-ranking Curator has lost a data-core in the Shadow Market of the sub-decks. The players are hired to retrieve it before the Tygerian Security finds out it contains stolen Imperial codes.

  3. The Diplomatic Powder-Keg: Two warring factions from the Tygerian Isles are meeting on the station to sign a treaty. Someone has planted a "Shatter-Charge" in the Council Chambers. The players have ten minutes to find it.

  4. The Ophidian Invasion see the Year of the Snake Entries for more information on the Blog Posts



ADVENTURE PANEL 



VIDEO OF THIER SHIPS BELOW




IX. Earl's Gamemaster Notes By Captain Hedges



While you may use any game system of your choice, any Monsters! Monsters! creature can appear as a member of the crew, an ambassador, or a civilian. These would be who i am using here Curators as members of the Science teams, Hawkmen as pilots aces, Moon Elves as Technomancy Wizards, Gristlegrim Space Dwarves as the Engineers, and Tygerians as Marines and Commanders.



However, the following should be considered Enemies of Zimrala: Aboard their Star spawnd Cuthluthu SPace Dragon Bio ship 



any Ophidians, Serpentmen, Cobra Women, Star Spawn of Cthulhu, and the Summock. These entities are all part of an alien faction seeking to rule Zimrala alongside their goddess, Lamashtu, and are considered devoted members of her cult.





X. THE FINAL WORD

The Zimrala One is more than a station. It is the lighthouse at the end of the universe. It is where we stand together, or we fall alone.



Welcome aboard.

This SCI-FI Campaign Takes Place within my Leo Galaxy Sector Campaign 




๐Ÿ›ก️ PRODUCT IDENTITY & LEGAL

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:

  • Settings & Locations: The Tygerian Isles, The Leo Constellation Sector, and the specific mechanics of the Ether Dragons and their portal travel.

  • Personas & Archetypes: The specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype, the character "Emperor Rajah," and the character "Father Leo" (The Living God/Lion of Judah).

  • Units & Groups: The Tygerian Marines (inclusive of all Soldiers and Mercenaries) and the Gristle Grim Dwarven Engineers/Miners.

  • Campaigns & Lore: The Tiger Force Shadow Saga, the "Nebula as Mane" cosmology, the Heart System, the Great Tree of Life, the Ghost-Frequency, the Anchor of Ash ritual, and the Seven Virtues of the Ariel. Leo Galaxy Sector Campaign.

  • Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.

Third-Party Rights & Permissions: Monsters! Monsters!®, Humans, Humans® (1st Edition), and The Monsterary of Zimrala® (MoZ), including the World of Zimrala, are trademarks of Ken St. Andre and Troll Godfather Press and are used with explicit permission. Starfaring is a trademark of Ken St. Andre. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles and Leo Galaxy campaign settings.

© 1970–2026 Arthur Earl C. Hedges Jr. All rights reserved.



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