When D'ni was founded, the only source of light they had was a bioluminescent
algae that Ri'neref wrote into the Age. It glowed brightly for fifteen
hours and then gradually decreased in brightness to transition into
a period of relative darkness for another fifteen hours, simulating
the day-night cycle of their world of origin, Garternay.
The light from the algae was enough to get around on the lake and
river system inside the caverns, but the population couldn't always
be near the water and their activities didn't stop at the end of the
day when the algae dimmed. To provide living and working space, the
D'ni had to dig tunnels and chambers in the rock around the residential
and industrial caverns because there wasn't enough space to build very
much in the open. This resulted in the majority of the living and working
space consisting of excavated chambers.
Since the algae wasn't enough, an artificial source of light was needed.
Fortunately, the D'ni had one. It's unknown if it was invented early
in D'ni history or if it was brought with them from Garternay, but
the D'ni had knowledge of a substance that provided clean, efficient
energy. It's unknown what the D'ni called it, but the DRC dubbed it
either marbonium or marborium, depending on which notes are read. Marbonium
could be combined with other substances and molded into spheres that
made the marbonium stable.
They made two kinds of sphere out of it. One was
a ball a little larger than a man's hand that was safe to handle, but
when connected to a machine provided a large amount of energy. Enough
energy that they could power massive industrial machines with just
one of the balls. The power balls had a fairly short lifespan when
used, but could be stored for very long periods.
This is a power ball that was providing energy to the D'ni tunnel drilling machine in the picture. The machine is called a worm, which I believe is ūcha in D'ni.
The other type was a transparent sphere that emitted light in various
colors depending on the marbonium quality and where it was mined from. That type
of sphere was called a dakotam, which means firemarble.
Firemarbles couldn't be used to provide power to machines the way the
power balls did, but in return they had a lifespan that could
be measured in centuries. Firemarbles were typically mounted in lamps, helmets, or sometimes in hand torches. Since they were cool to the touch and posed no fire danger, they were the default light source used in the D'ni empire.
Here is a collection of firemarbles, showing the range of colors they came in. White is the most common.
The linking book to the Age was discovered on September 26, 2000.
Investigation of the Age was suspended a few days later
by Dr. Ikuro Kodama, the DRC's chief engineer and expert in geology
and structural integrity.
The DRC members were interested in restoring
Dahtamnay. If they could have reinstated the manufacturing of firemarbles,
it wouldn't have just been useful in the caverns. They might have been
able to make a profit selling them on the surface. With that in mind,
they began to survey the Age. It didn't take long to discover just
how hostile it was, and plans for restoration were suspended in
September of the year 2000. The Age was not revisited before the DRC
shut down the caverns due to lack of funding.
In the year 2006, after having secured a financial backer, the DRC
returned. As part of their renewed efforts, they took another look
at Dahtamnay and voted to continue the suspension. Again, it was
due to a recommendation by Dr. Kodama. On August 12th, 2006, he wrote
a note that read, "Simply
don't have the manpower. Recommending Suspend. Dr. K.". The caverns
were closed a second time. Their backer had cut their funding
before anything more could be done.
The Age:
The word dahtamnay is a contraction of dako-tam-nā,
which means firemarble root. In this case, root implies
a source of something. Dahtahmnay is an Age that was written by an
unknown writer for the Guild of Miners to produce the materials needed
for power balls and firemarbles. The world is said to have a very long
day and night.
Physically, the Age is made up of an icy sea in what might be a huge
meteor crater. Running across the middle of the Age is a low mountain
range. The mountains formed over a tectonic plate boundary, and the
mountains are where the plate is being pushed upward by convergence
with another plate. The collision causes volcanic activity below the
surface. The heat generated by that activity is high enough to make
the mountains much warmer than the sea around them. The sea is surrounded
by virtually impassible cliffs that may be the edge of the meteor crater.
This is a map of the Age as it was when the DRC surveyed it. The Holes
are the locations of mobile drilling rigs left in the Age when D'ni
fell.
Marbonium had to be harvested from the depths of the sea, which are
incredibly cold and deep. After being collected, it needed to be fused
with another substance to stabilize it and release the latent energy
it contained. The fusion required extremely high temperatures like
those of a blast furnace. The process is described as extremely complicated,
although no details are known of how it was done.
The surface of the sea was called the tundra, and it was a no-man's
land where anyone could go, but which was equally deadly to all. There
were fast-flowing rivers filled with great icebergs cutting through
the surface. Electrical storms blasted the tundra with chunks of hail
larger than a man. D'ni records mention that there were rumors of gargantuan
mammoth-like creatures somehow living in that frozen hell, but no images
of one have been found.
When speaking of the climate of Dahtamnay, warm was a relative term.
Temperatures on the tundra could fall as low as -200 degrees Fahrenheit.
The mountain range had temperatures that ranged between 0 degrees to
32 degrees Fahrenheit. Because of the extremely low temperatures, the
ice atop the sea wasn't made of water. It was mainly made of various
frozen gases. The exact composition of the ice isn't known, but notes
hint that the sea itself contained frozen hydrogen deep below the surface.
When the temperature in a given area rose above its boiling point,
hydrogen from the deeps sometimes rose through cracks in the ice and
formed pockets on the surface. This could be collected and used as
fuel on the fly by vehicles traveling across the ice.
A valley formed in the central mountain range, which the D'ni called
the Crevice. It was where the D'ni built their industrial district.
On the outer slopes of the mountains surrounding the Crevice were a
series of wharves and piers that extended out onto the tundra.
The industrial district's centerpiece was a massive building that
resembled an oversized aircraft hangar. The building was oriented along
a fault line that offered relatively easy access down to the volcanic
zone deep below. The D'ni constructed huge pipes the diameter of entire
rooms to tap into underground heat. The hot air piped up was
used to produce steam and was blown through other pipes to buildings
near the docks outside the valley.
The building was said to have two levels. The upper level housed steam
generators to produce electricity for the rest of the industrial district.
The lower level had an area called a ready room where Guild delivery
pilots waited for their next assignment. The ready room had maps where
drilling rig locations were marked daily. Weather, terrain and
market reports were collected by the Guild and posted on information
boards. The Guild operated the drilling rigs, so their ready rooms
always had the most accurate information about them. There were two
other ready rooms located in the Crevice along with the main one in
the hangar. Elsewhere in the building was the production facility where
power balls and firemarbles were made.
Outside the industrial district one could find two kinds of facilities.
The first were the mobile drilling rigs, and the second were outpost
towns set on islands and spurs of ground around the edge of the sea.
The outposts had informal ready rooms in pubs that did what they could
to mimic the Guild ready rooms in the Crevice. The outposts were unofficial
and not associated with the Guild of Miners. Over the years, a number
of merchants and mechanics had become frustrated with Guild laws and
restrictions on what they could do, and established the outposts as
a place where one could find services that the Guild would not provide.
These services included specialist mechanics who performed unique upgrades
and modifications that were unavailable to Guild members. In fact,
Guild members were not welcome in the outposts except in a life-threatening
emergency.
One mechanic that was mentioned in documents found in the Age was
a man named Yuta. He was said to be the go-to guy if you wanted a grappling
hook maneuvering mod installed. It was also noted that if you didn't
have a gift of fresh steaks for him when you showed up, he wouldn't
give you the time of day.
Travel and working conditions on the tundra were extremely hazardous.
Not only did the people who ventured out onto it have to deal with
bitter cold, there were near-permanent ice, sleet, hail and electrical
storms awaiting the incautious.
Industry and Life:
The Age wasn't just home to people who worked with Guild of Miners.
There were people who lived in the Age in ice-block homes around the
outposts. They provided non-Guild services for the people who worked
with the mining operation. There were even eco-tourists who visited
the Age just to see the extreme climate. But for the majority of the
people who went there, life revolved around the mining and transportation
of marbonium. It's said that there were three grades of it, low, standard,
and clean, with the better grades having longer half-lives.
Mobile drilling rigs called excavation platforms wandered across the
tundra searching for traces of marbonium. When they detected a
deposit, they would stop and set up for operation. Like an oil drilling
rig on Earth, the platforms would auger deep through the ice and into
the sea beneath, adding sections of pipe to the drill until they finally
reached the deposit. Then the marbonium would be pumped to the surface.
Once the deposit was exhausted, the platform would move on in search
of another.
When marbonium was raised to the surface, a race against time began.
Away from the frigid temperatures and high pressures of the depths,
it has a very short half-life and had to be transported to the factory
as quickly as possible to be processed into a stable form.
Sleds:
The answer to the problem of rapid transport was a specialized vehicle
called a sled. Sleds were fast. Base model sleds were capable of reaching
two hundred and fifty miles per hour, and properly customized ones
could reach five hundred miles per hour. Sleds could
pull large tanks filled with marbonium from the drilling rigs to the
factory docks in the industrial district. The faster the sled, the
farther it could go to pick up a load and take it to the Crevice before
it became worthless.
The sleds had hermetically sealed cabins for the pilots, who only
left the cabin when in port. Opening up a hatch or door was suicidal
when out on the tundra. Because of that, all sleds came equipped with
a linking book to a safe Age on a small shelf where it could be touched
by the pilot's chin, an action known as a chin-out. If a sled was wrecked
or became stuck, a chin-out before the cabin air froze was the only
option for survival.
Sled pilots were called runners, and came in two basic types, public
and private. Both were paid the same way. Runners earned nurē
(pronounced nuh-ree), the base D'ni currency, on a sliding scale
that was calculated by how much marbonium they delivered, how fresh
it was, and what grade it was. Public runners had Guild taxes deducted
from the payout before they received it. The payout was a transfer
of funds to the runner's prådnurētē,
which loosely translates as money stone. Money stones were the D'ni
version of what we call smart cards.
Public runners were members of the Guilds of Miners, and had a rank
system that rated them according to their job performance. Licensed
by the Guild, they paid a guild tax on their operations but in return
were loaned Guild authorized sleds and had access to Guild approved
modifications. They were also guaranteed a replacement sled if through
no fault of their own their assigned sleds were damaged or destroyed.
They also had access to better facilities and priority information
about which drilling rigs were going to need runners and what
the weather conditions were. However, being a Guild runner wasn't
a guarantee of advancement or high profits. The Guild expected their
runners to be quick, safe and efficient. Poor results would
see the rank of the runner lowered and important runs would be assigned
to others.
Private runners were adventurers who linked to the Age to try to make
quick fortune. Since they were unlicensed, they had to purchase their
own sleds and customized them when they could afford to. Because they
were unlicensed and not Guild members, they had no insurance and were
second in line for news about the rigs and weather unless they paid
for the information. However, it also meant they didn't have to pay
Guild taxes, could keep whatever money they earned, and could take
risks the Guild runners were forbidden. Private runners were the rebels
of Dahtahmnay, and had their own hangouts in outpost town pubs where
they waited for jobs to be announced. They were risk-takers
who customized their own sleds and were noted for using modifications
that sometimes worked and sometimes didn't. When they did, the results
could be outstanding.
In the end, the Guild really didn't care who delivered marbonium
or whether that person was a Guild member or not. If a private runner
could deliver marbonium fast and in good condition, he or she was
paid the same as the public runners.
Sleds weren't the only vehicles on Dahtahmnay. Another type was
huge privately owned vehicles called trucks that carried people and
supplies between the industrial district and the outposts.
The Service Industries:
Backing up the runners were various support organizations. These included
hotels, pubs, restaurants, stores, laundry services and all the other
things a person needs to live. But the mining industry had several
that existed mainly for their benefit.
The most important was the weather service. Weathermen on Dahtahmnay
first issued a report to the Guild of Miners, who passed it on to public
runners via monitors and displays in the Guild ready rooms. After they'd
given the reports to the Guild, they passed them on to a broadcaster
who read the reports over a public radio station. The weather broadcast
was played over speakers in the private runners' outpost hangouts and
could be picked up via radio sets built into their sleds by runners
who were out on the sea. However, there was a back door to the weather
service and a private runner could obtain the reports almost as soon
as the Guild did if they were willing to pay for them. Many did, since
up to date weather information could be the difference between life
and death. The weather reports gave detailed information about wind
direction and strength, the location of hydrogen gas pockets which
runners used to replenish their fuel tanks, where active storms were,
ice conditions and anything else that might aid the runners in completing
their contracts and survive the climate.
Another important service was provided by traffic controllers whose
job was to direct runners around icebergs and rivers, and to provide
them with the most efficient routes. The ice atop the sea was constantly
changing, and without traffic controllers keeping an eye on the big
picture, a runner could get lost, run out of fuel, or get into an accident
that destroyed his sled. It's not stated, but I suspect that the traffic
controllers were impartial and gave directions freely to anyone out
on the tundra.
After a chin-out, there were two options for the unfortunate runner
to try to recoup some of his losses. Assuming the sled was recoverable,
he or she could call for a Guild salvage barge. The barges were a Guild-run
reclamation service that could be called upon by any pilot who had
to chin-out. It was free for Guild runners. Private runners had to
pay a small service fee. This was quite generous of the Guild, but
there was a drawback. There were a small number of salvage barges,
and there was always a waiting list. I'd place a bet that public runners were given first priority.
For runners who didn't want to deal with the Guild salvage service,
there were private merchants both in the Crevice and at the Outposts
who ran their own salvage operations for wrecked sleds. They cost more
than the Guild barge, but the runner got faster service for the money. The private salvage
services would get right on the job, and the runner would be back in
business in relatively short order.
Illustrations:
Here is an example of a runner's sled.
These sketches show designs for two of the mobile mining rigs.
This is a sketch of what may be a street in a outpost.
This series of sketches show just how varied sleds could be. Every runner
and mechanic had their own ideas about what would work best on the tundra,
and customizing was a fine art among them.
This is an example of a truck used to transport people and cargo between
outposts and the industrial district.
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