i know the orchestration offices have been a major point of interest for some people, so i think it’s about time i talked a little more about them.
- first of all, they’re huge. massive. actually, you can’t measure how big it is. the orchestration office, like The Universe itself, is infinite.
- because it’s so big, it can be easy to get disoriented. some hallways only lead somewhere if you have a destination in mind, and every office and cubicle space looks identical to the other aside from the very subtle difference in desk space and plants.
- in an attempt to make the place feel less sterile, many orchestrators have brought plants to work.
- the decor is done in black and white with pops of red, and while it feels modern, it also feels familiar and comfortable, too. it’s hard to pin what century the decor is meant to be from
–has this design movement even happened yet? will it ever happen? The Universe has unique tastes
- rooms are reserved for orientations, where incoming recruits are offered their deals and sign their contracts. they resemble interrogation room.
- because of the size of the office and all it’s quirks, it’s easy to get lost. for this reason, arbiters and orchestrators cannot get lost. no matter how far off course they get in the bowels of the office, they can always find their way.
- guests, on the other hand……. because they get lost so regularly, the office has installed phone booths into the walls in different locations. they’re easy to see, and it’s only a matter of time before you find one. they come with instructions to call and wait in the safety of the booth for an orchestrator to come find you.
- safety? yeah, that’s kind of important………………
- the office also houses some anomalies, as it also plays the part of a hospital, and in some instances, these anomalies don’t want to be there. a few monsters have escaped into the halls of the office and haven’t been caught. many of them are hungry.
- for this reason, it’s important to stay in the phone booth until you’ve been located.
- part of the reason monsters get lost in there is that, much like a painting by edward hopper, there are no visible exits. this is a design mechanism meant to keep dangerous suspects from escaping into the real world.
- with the assistance of an orchestrator or arbiter, you can locate a door.
- entrances can be found anywhere on the planet, via any door, by arbiters and orchestrators only.
- because doors can be found anywhere, the exits in the office can also let out anywhere. you can travel from san francisco to berlin with the ease of a short walk through the office.
- most of the files The Universe has are… well let’s just say they’re stored in the cloud. for those that aren’t those, they’re housed in massive file rooms, poorly lit and too dark to see through. they’re cold and they echo.