Star Trek: Vulcan

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Star Trek: Vulcan Page 11

by Insight Editions


  The Gateway

  Not really a geological formation, the Gateway is an area at the Forge’s northern end that serves as an entry point into the harsh desert region. Volcanic activity is constant here, as evidenced by the lava pools and steam vents you will encounter as you traverse the winding, mazelike paths through the plains and toward the Mountains of Gol. Due to the extensive lava flows, visitors are forbidden from venturing through the Gateway without guides, although Horta, Excalbians, and similar life forms who thrive in such environments can apply for waivers.

  DID YOU KNOW?

  DON’T PET THE SEHLATS.

  Though Vulcans have long abstained from the use of animals to assist in laborious tasks, they continue to keep certain quadrupedal life forms as household pets. One of the more popular animals falling into this category is the sehlat. Similar to the Ursidae (bear) family of mammals from Earth and the mIl’oD found on the Klingon home world, sehlats roam many of the planet’s mountainous regions and high deserts and are found in abundance here in the Forge.

  While untamed specimens can grow quite large and aggressive, the domesticated breeds are usually much smaller. Even then, they require constant training in order to tame their violent tendencies—domesticated sehlats can still revert to their feral state if sufficiently alarmed or if they feel threatened. For this reason, those who are not members of a domesticated sehlat’s family are discouraged from trying to pet or otherwise approach the animal and certainly should not do so without the consent of its master.

  Kolinahru Monastery

  One of several religious sites in and around the Forge, this shrine has been home to Adepts and other High Masters for thousands of years. In ancient times, the Kolinahru were considered the foremost practitioners of “dark mental arts,” and they used their unequaled influence to terrorize and oppress the surrounding populace through mass mind control, submitting their helpless victims to acts of wanton barbarism. Legends of their cruelty persist to this day. The Kolinahru eventually moved away from such savagery, committing their order to the path of peace. Many of the monastery’s texts and artifacts date back generations before the Age of Antiquity, chronicling the evolution of this powerful religious sect.

  Fal-lan-tral and the Hall of Ancient Thought

  Tucked into the foothills to the north of Mount Seleya and known for generations as the “Passage of All Mysteries,” the centuries-old Fal-lan-tral path was constructed using blocks of red desert sandstone. The trail leads from the Forge and into the mountain’s base, where visitors will find the Hall of Ancient Thought. This revered sanctuary is a labyrinth of mazes, rooms and anterooms, narrow passageways, and tunnels that isolate and protect thousands of vre’katra, or crystal vessels, each containing the katra of a deceased Vulcan. Access to this hallowed chamber is limited to family members of the departed and rare escorted tours for VIPs. Other rooms within the Hall also house smaller collections of vre’katra, and these can be viewed under supervision of a tour guide.

  Mount Seleya

  Located some fifty kilometers from the Forge’s southern boundary, Mount Seleya is the region’s most prominent geological feature as well as its most sacred site. Indeed, the mountain is a cherished place of worship for many Vulcans who journey here from across the planet. According to legend, it is here that Surak conceived and refined the philosophies of logic over emotion as well as Kol-Ut-Shan, or “Infinite Diversity in Infinite Combinations.” Clerics, students, and other guides living on or near the mountain are always on hand to regale visitors with the history and stories surrounding the site. A winding stone staircase leads up to an amphitheater near the mountain’s top, which plays host to numerous ceremonies throughout the year. Many of these rituals are closed to the public, so don’t be surprised if your guide omits this area from your tour.

  Surak’s Peak

  Located near the summit of Mount Seleya, Vulcans consider the peak a holy place as well as a historical site, and great care is taken to preserve the environment. Many Vulcans, particularly kolinahr students, travel here to meditate. Guardians of the site conduct guided tours of the peak, and an amphitheater hosts costumed performers who reenact many of the venerated philosopher’s most notable speeches.

  T’Klass’s Pillar

  This spire of brilliant-red volcanic rock juts nearly five dozen meters upward from the sun-baked soil of Surak’s Peak. Some legends describe the pillar as originally being the tip of a massive weapon wielded by Shariel, the god of death, when he took up arms to battle other ancient gods in defense of Sha Ka Ree, the fabled planet from Vulcan mythology where all life was believed to have originated. Scale replicas of the pillar are available in most gift shops.

  Plain of Blood

  One of the many battlefields peppering the planet’s scorched landscape, the Plain of Blood is testament to the brutal past from which the Vulcan people emerged to become one of the quadrant’s preeminent civilizations. According to legends dating back to that distant, violent era, Surak is said to have crossed the Plain when the sands ran green with rivers of blood spilled in the heat of combat, only to cool the scene of carnage with the soothing shroud of logic. Tours of the site depart on the hour from the Mount Seleya visitors’ center, and holographic re-creations of the battle can be viewed in the center’s amphitheater.

  T’Karath Sanctuary

  This ancient subterranean religious site is situated south of Mount Seleya near the Forge’s southern border. Dozens of rooms contain artifacts dating back thousands of years, and curators are on hand to discuss each of the items and their relevance to Vulcan history. When the sanctuary was used as a refuge by Syrrannite rebels in the twenty-second century, the Vulcan High Command ordered it destroyed by aerial bombing. Only the structure’s deepest subterranean levels were spared in the attack, though the sanctuary has since been restored to its original condition. The sanctuary’s most notable piece is the Kir’Shara, a pyramid-shaped vessel containing Surak’s original writings. Believed lost for hundreds of years, the artifact was found in the mid-twenty-second century deep beneath the sanctuary. Its discovery and the revelation of its contents brought about sweeping changes to Vulcan society and a renewed commitment to Surak’s philosophies and teachings. Even now, centuries after its discovery, the beliefs it safeguards continue to intrigue and inspire the Vulcan people.

  SHOPPING AND ENTERTAINMENT

  * * *

  Despite the overall reserved atmosphere of the Forge’s visitor-trafficked areas, you’ll still find an assortment of retail shops and tourist-friendly things to do. Most of these establishments are located near the “the Gateway,” away from Mount Seleya and the other historical or sacred sites. Several of the locals have managed to find a way to remain respectful of the area’s history and legacy while still appealing to outworlders and other visitors who wish to take away a piece of this unique region.

  Rekoval

  This modest shop at the base of Mount Seleya trades in replicas of ancient texts, statues of notable Vulcans carved from volcanic rock, and artwork and handcrafted clothing items. The building’s glass ceiling affords a spectacular view straight up the side of the mountain to its summit. The shop also features its own tea garden, for which the proprietor grows his own spice plants in order to serve the best soltar tea this side of the Forge.

  Gol Stones

  This purveyor of rare and antique jewelry and precious metals has something for every occasion and budget. Many of the stones are mined from the nearby mountains and other sites, though there is also a healthy selection of off-world gems. Get your own replica kolinahr necklace or Kol-Ut-Shan pendant for that special someone back home.

  Mavaun Gaming Arcade

  Escape the daytime heat with this state-of-the-art gaming arcade that incorporates full restaurant and bar service and features the hottest titles as well as classic games dating back centuries. Dozens of rooms in this multi-level club, located in the small retail district at the Forge’s northern boundary, evoke themes f
rom different worlds. Everything from Ferengi gambling to Wadi interactive holoadventures to twentieth-century-Earth 2D gaming is here. Skill games spit out vouchers redeemable for all manner of “prizes” and other curios, most of which you can find far more cheaply in one of the nearby souvenir shops.

  DINING AND NIGHTLIFE

  * * *

  Nightclubs are few and far between here, though there’s no shortage of dining options for all dietary considerations. Though Vulcan cuisine naturally is the main attraction, you’ll still find a number of restaurants and cafes providing for outworlder tastes. Don’t be afraid to sample, though, as a good number of the local eateries grow their own ingredients and make everything fresh daily.

  S’Tivok’s

  Here you’ll be greeted by the traditionally garbed staff of one of Vulcan’s oldest and most celebrated chefs, S’Tivok, who specializes in t’coraca, a spicy stew consisting of seventeen different vegetables and half as many seasoning herbs, all of which are grown on the premises. Indeed, the restaurant’s interior is an actual garden, which also provides the soltar and n’gaan plants used to extract ingredients for the various spiced teas. Be sure to try the kreyla bread that’s baked daily. You’ll never again settle for a replicator’s recipe.

  T’Varnye’s Bistro

  Like several other restaurants situated in the tourist-friendly areas lining the Forge’s periphery, this diner caters largely to outworlders. Still, the diverse menu attracts many locals and keeps the small, dedicated staff busy night and day. Regulars come for T’Varnye’s award-winning pri tarmeeli, a spicy vegetable curry that’s not for the faint of heart or weak of stomach. Some of the more daring patrons order theirs with extra c’torr, a spicy concoction that has earned the nickname zul, which translates to “lava.” Don’t worry; they have milk on the menu, too.

  LODGING

  * * *

  Though there are plenty of hotels and other lodging options in and around the Forge, you won’t find the same level of all-inclusive or deluxe accommodations that are common in the larger cities. “Modest” is the operative word here, so if you’re looking for a luxury destination from which to launch your Vulcan’s Forge adventure, you’re better off in ShiKahr or Vulcana Regar. Still, a few of the larger, high-end hotel chains have established footprints here in recent years, and others are giving serious thought to getting in on the action.

  Giidas Hotel

  One of the area’s more eccentric structures, this hotel is housed within a giant sculpture depicting a quartet of guardian warriors from the Age of Antiquity. Legends tell of groups of such soldiers patrolling the Forge thousands of years ago, always ready to defend against invaders. Originally carved from volcanic rock, the statue was hollowed out and its interior retrofitted in the late twenty-second century based on the designs of a Vulcan architect. The hotel offers eighteen rooms, though don’t expect any sort of view, as the statue’s exterior has been preserved in its original state.

  Markan-Te’korkel

  In Federation Standard, “the floating palace,” more commonly known as the planet’s first antigravity hotel, provides an unparalleled view of Mount Seleya and points west. Forty-eight rooms provide guests with an ever-changing view as the entire cylindrical structure rotates in place, completing one clockwise revolution every ten minutes. Guests arrive and depart via transporter, as antigravity field generators suspend this wondrous feat of modern engineering fifty meters above the ground. Be sure to spend an afternoon on the rooftop pool, which features a water slide that drops you six levels through the center of the hotel to the crystal clear transparasteel pool that is the structure’s underside.

  Sandcastle Hotel

  This long-abandoned military fort, carved from sandstone, stood in near ruin until a group of Vulcan historians undertook a restoration effort four centuries ago. Following the completion of the project, an entrepreneur relocating from Risa floated the idea of converting the fort into a hotel while allowing it to retain as much of its original structure as feasible. A large pool and attending canals are the hotel’s most inviting external features, allowing guests to relax and rejuvenate while under the care of the attentive staff. Be aware that the hotel operates as if you were vacationing on Risa, complete with all the “permissiveness” one might expect, so this probably isn’t the best place to bring the kids. Yes, horga’hns are available for purchase. Use only as directed.

  SURVIVING VULCAN’S FORGE

  * * *

  It’s true that the Forge is an inhospitable environment that tests even the strongest and most determined individuals. While tours for outworlders are undertaken with extreme care, and the safety of visitors is of paramount concern, the simple truth is that the Forge is not for everyone, and those electing to venture into the region assume a certain level of personal risk. Here are some tips for staying safe:

  ■ It’s hot. “Vulcan hot,” as many visitors say. Dress appropriately, drink lots of water or whatever fluids or other nutrients sustain your particular physical form, and take care not to overexert yourself.

  ■ Always be aware of your surroundings. Yes, the Forge is very beautiful, but it’s also just as hazardous. Nothing compares to viewing the Vulcan night sky away from city lights, but just remember that the region’s harsh terrain can itself be an enemy. Ravines, crevasses, and cliffs are a danger after dark, so watch where you step, and if you take advantage of an overnight stay as part of your tour package, then pay attention to where you set up your campsite.

  ■ Don’t get lost. The Forge is big, and there aren’t a lot of signs or inhabited places to ask for directions. Stay with your tour group; your guides know where they’re going. If you’re one of those adventurous types who’ve thrown caution to the winds and elected to explore on your own, then use GPS gear. Otherwise, safety wardens from the Bureau of Visitor Services might have to send out search parties to find you.

  ■ Don’t get eaten. Great care is taken to preserve the planet’s expansive undeveloped areas and limit the introduction of anything that might damage these fragile ecosystems. Le-matyas and other indigenous wildlife subsist on smaller, slower life forms that are native to the region, and the introduction of exotic foodstuffs (e.g. you) may disrupt their diets and have unforeseen effects on the food chain.

  ACKNOWLEDGMENTS

  Thanks very much to John Van Citters and Marian Cordry at CBS Consumer Products and Chris Prince at Insight Editions for inviting me to write this book. This was my first time working with Chris and Insight, and it’s been a fabulous learning experience.

  Hats off and glasses raised to art director Chrissy Kwasnik, designer Jon Glick, and artists Livio Ramondelli and Peter Markowski. These gifted individuals were called upon to provide fantastic work on short notice, and each of them answered the challenge and came through in magnificent fashion. This book is all the better for their creations and other contributions, and I hope I one day get to thank them in person for a tremendous job done so very well.

  Special thanks to Michael Okuda and Doug Drexler, graphic artists of the first order. Mike and Doug have been making Star Trek look good for a lot of years now, and neither of them batted an eye when I reached out to them for assistance and guidance.

  I consulted a number of sources while pulling this book together, including several novels and other Star Trek “reference works” published over the years. Even if I only made fleeting mention of something I found in one of these books, websites, or other sources, I tip my hat in appreciation of the authors and dedicated people involved in their publication.

  Finally, the last bit of thanks is for my wife and daughters, who make sure I’m fed and loved while working on projects like this, even when I don’t sleep that much along the way.

  Sources

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  DeCandido, Keith R. A. Star Trek: Klingon Empire: A Burning House. New York: Pocket Books, 2008.

  Dillard, J.M. St
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  ———. Star Trek: The Lost Years. New York: Pocket Books, 1989.

  ———. Star Trek: Recovery. New York: Pocket Books, 1995.

  Duane, Diane. Star Trek: Spock’s World. New York: Pocket Books, 1988.

  Friedman, Michael Jan. Star Trek: Federation Travel Guide. New York: Pocket Books, 1997.

  Gardner, Mark R, founder. Vulcan Language Institute (VLI). http://home.comcast.net/~markg61/vlif.htm

  Hite, Kenneth A., Ross A. Isaacs, Evan Jamieson, Steve Long, Christian Moore, Ree Soesbee, Gareth Michael Skarka, John Snead, and John Wick. The Way of Kolinahr: The Vulcans. Last Unicorn Games, 1998.

  Interplay Productions. Star Trek: 25th Anniversary. Video game. 1991.

  Johnson, Shane. Star Trek: Mr. Scott’s Guide to the Enterprise. New York: Pocket Books, 1987.

  Kagan, Janet. Star Trek: Uhura’s Song. New York: Pocket Books, 1985.

  Martin, Michael A. Star Trek: Enterprise: The Romulan War: Beneath the Raptor’s Wing. New York: Pocket Books, 2010.

 

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