setting
● ● ● SETTING

ximilia station consists of a circular center and three wings.
While there are windows along the walls, all that can really be seen is a pitch black canvas with the occasional faint smattering of star-like lights in the distance.
center
The control room + teleportation platform is a hexagonal room with the teleportation platform in its center. Through that room, characters leave on missions and come back to the station. This is the only teleportation platform that teleports both to and from other planets. It is also the only platform capable of teleporting living beings. Along the walls of the room, there are control panels and monitors, but trying to access them will yield nothing but an ACCESS DENIED message.
The training room is a large, mostly-empty room with a floor that feels soft yet solid. On the sides of the room, there are benches, along with hooks and racks that look like they have been built to hold weapons. In here, it is possible to train all types of martial arts, fight with weapons, and even practice magic. The room’s walls are fire-, sound- and damage-proof, so go wild!
The simulation room allows the characters to practice for missions while on the station. Upon entering the room, the characters will enter a mission and be told the details via the earpiece. Exiting the simulation is possible at any point by simply wishing to - then a door will appear, and the characters can open it and return to the control room.
The infirmary has several beds separated by curtains, as well as cupboards containing various medical supplies and medicine. On the left side of the room, there is an enclosed area for surgeries that comes with all the necessary equipment.
southwestern wing
The common living area is the largest part of the southwestern wing. As the rooms themselves are rather small, this is meant to serve as a communal space for the team to rest and relax. There are couches, armchairs, small tables, and even a few bookshelves on the walls. The large room is still rather sparsely furnished, leaving room for the characters to make their own adjustments or additions to make the space as they want it to be.
Taking up a chunk of the common area is a room with a plaque that reads, The Ximusic Room. It is a sound-proofed practice room that contains various band equipment, free for any to use.
Most of the southwestern wing serves as living space for the characters. There are three types of rooms: one-person rooms (11-18), two-person rooms (1, 2, 9, 10, 19, 23, 24 and 28) and four-person rooms (3-8, 20-22, 25-27). Each room has the appropriate number of beds, a small bedside table, closets for clothes and a safe for personal items, a small table and 1-2 armchairs, and a bathroom with a shower.
At the end of the southwestern wing, there is a hexagonal room with a small teleportation platform. This room serves as the teleportation point for common items. As the station itself doesn’t have access to planets except for missions, the AI imports things from other planets by teleporting them straight to the station. This platform is the place where common everyday items like clothes, shoes, bags, books, small instruments, decorative items etc. come when it’s Delivery Day.
southeastern wing
The sunlight room is the largest room in the southeastern wing, and for a good reason. The room itself is something of a miracle: there is grass instead of floor, with small winding paths through the greenery. In the middle, there is a small brook and a wooden bridge that goes over it; on the right corner of the room, there is a small patch of forest that leads to the exits to both the lab and the mess hall. Opposite that, there is a meadow that leads to the exit to the armory. Instead of a ceiling, there is a blue sky with clouds and a sun that shines brightly during the day, and a moon with stars during the night. Any attempts to take leaves, flowers or anything else out of the room will simply result in them disappearing… leading to the conclusion that perhaps the entire room is just one very clever illusion. Whatever it is, though, it’s a great reprieve for those who miss nature.
If one wants weapons, the place to get them is the armory. Instead of having actual physical weapons, though, there is a large machine attached to a pedestal, and in front of that there is a control panel. Through the control panel, it is possible to instruct the machine on the kind of weapon that is wanted, and the machine will produce it — and drop it on the pedestal. Anything larger than a broadsword or a bazooka will be shrunk in size to fit the pedestal. The characters will also notice that the machine is unable to build anything magical in nature.
Opposite to the armory, there is the lab and tech storage room. Those who want to work with chemicals or technology will find this room to be their heaven. All the basic chemicals can be found neatly stored in glass vials, and half of the room seems to be entirely taken over by boxes full of tech from different worlds — there are cords, panels, buttons, bolts and god knows what… the only problem is that the boxes and their contents don’t seem to be in any particular order, so good luck finding whatever it is you need!
The two very important rooms for the health and well-being of everyone on the station are the kitchen and the mess hall. The kitchen is a large, industrial-looking kitchen with many workstations, ovens, stove tops, microwaves, fridges and freezers. There are also plenty of pots, pans, knives and other necessities to actually make the food. The mess hall has many large tables and benches — enough to fit what looks like at least 80 people. On the opposite side to the kitchen, there is the food storage, containing both a pantry and more fridges and freezers.
Similarly to the southwestern wing, the last room in the southeastern wing is the food teleportation platform. Just like common items have to be teleported in, so does the food. As such, what food is available on the station relies entirely on what can be teleported in… and what comes in must last until the next Delivery Day.
northern wing
The Orb room is long and rectangular, without any furniture to clutter the space — instead, there is a large sphere, almost crackling with magical energy front and centre and surrounded by open circulation, perhaps for its own protection. The barrier of this object is so powerful that even those without any magical talent can feel the way it feels, almost like static electricity.
The mission contact room appears to have nothing of note except for a set of chairs lined up along the sides of the room, and then one larger one in the middle — a mechanical armchair with several different wires running directly into it.
On both sides of this space are maintenance rooms directly adjacent: one for the station itself, and one for the AI. Both of these rooms are filled with advanced machinery and screens — and entirely spotless. The former is home to a familiar cleaning robot.
The power and life support room contains a large engine at its back, and closed pods on its sides. Most of them have a blue, glowing stripe on them; only one has a red one. None of them can be opened.
Across that, connected to AI maintenance, is a room that has clearly been used as former sleeping quarters. There are twenty beds in total, half of which are divided into bunk beds on either side of the room. Most of them still have some items near them: clothes, a few books written in a language that the translators can’t seem to decipher, a soft elephant toy, and a photograph of eighteen people — a diverse mixture of women and men, older and younger, of different races, and makes; a few droids among them, but all faces unfamiliar to the current team. The right upper corner of the photo has been torn away. Only one of the beds seems to still be in use — everything else in the room smells slightly musty, as if none of it has been touched for a long time.
Finally, there is one last room, hexagonally-shaped, that matches the ones teleporting food and other essentials onto the station. In the middle of this one is an almost identical teleportation platform, unpowered. At the end of the room is circular cut-out and a heavy-duty latch, currently locked into place to seal whatever is beyond it, with a control panel on the wall beside it, locked behind a passcode.