Here are all the possible addresses you might want to use at some time during your visits to our realm.
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Table of Contents:
- Introduction
- Each Neighborhood’s Address Format
- Examples
- Purpose
- Conceptual Images
- Sotu Addresses Map
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Introduction:
The way we assign a unique identifier to a location in our realm is not based on the usual Outlands format of [street name, followed by building/house number, then city, state, and zip code].
In Inisfree, the address starts with the neighborhood or region/zone (such as “Arch City” or “Sotu”), followed by an alphanumeric designator which first gives the building, and then (when applicable) the floor in that building, followed by the room/suite number.
Numbering of buildings is based on our map, starting at the northwest, and moving from left to right, then top to bottom; a building in the northwesternmost corner of its neighborhood will be numbered “1”, while a building farther east will be a higher number, and the southeasternmost building in a neighborhood will have the highest number for its neighborhood or building-type.
Numbering of terraces is from sea-level up; the lowest terrace will be numbered “1”, with the highest terrace in a neighborhood having the highest number for terraces in its neighborhood.
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Each Neighborhood’s Address Format:
Neighborhoods in Inisfree with lots of buildings arranged/grouped in sections will have an/that extra alphanumeric designator in their addresses, just like taller buildings will have an alphanumeric designator for their floors, while a neighborhood with just normal houses will have neither; its addresses will just be the name of the neighborhood + the house number.
- Aerospaceport Apartment Floor, Suite: F1-#, S1-#
- Amusement-park Ship Floor, Suite: F1-#, S1-#
- Apartment Complex, Building, Floor, Suite: C1-21, B1-#, F1-#, S1-#
- Arch City Level, Building, Suite: L1-#, B1-#, S1-#
- Atlantis II Floor, Suite: F1-10 (-7 to 3), S1-#
- Auz’dome Parking-ring/terrace, Parking-space: T1-#, P1-#
- B.I.S. Floor, Suite: F1-#, S1-#
- Barracks Building, Floor, Squad-bay: B1-#, F1-#, S1-#
- Beach Bungalow: 1-#
- B&B Spire Floor, Bed: F1-#, B1-#
- Bora-tiki Pier, House: P1-#, H1-#
- Borg Cube Floor, Suite: F1-#, S1-#
- Bowl-balcony Apartment Floor, Suite: F1-#, S1-#
- Cabin Terrace, Building/Cabin: T1-47, C1-500
- Castle, Floor, Suite: C1-#, F1-#, S1-#
- Ceiling Mansion: 1-1,000
- Chalet: 1-#
- Chateaux, Floor, Suite: C1-#, F1-#, S1-#
- Cliff-dwelling Complex, Floor, Suite: C1-3, F1-#, S1-#
- Cloud City II Building, Floor, Suite: B1-#, F1-#, S1-# (and B1 = the lower hemisphere, while B2 = the northwesternmost skyscraper atop it as viewed on the map)
- Dickens Village Building, Floor, Suite: B1-#, F1-#, S1-#
- Double-carrier Racetrack Building, Floor, Suite: B1-2, F1-#, S1-#
- Double-tree Hotel Building, Floor, Suite: B1-2, F1-#, S1-#
- Earthship Terrace, Earthship: T1-#, E1-#
- Glampsite Terrace, Cluster/Camp, Site/Space: T1-#, C1-#, S1-#
- Highway Sphinx Floor, Suite: F1-#, S1-#
- Highway-tube Floor, Suite: F1-#, S1-#
- Ice Hotel Suite: 1-#
- Igloos Village Igloo: 1-#
- Inverted Pyramid Terrace, House: T1-#, H1-#
- Kapok Helix Floor, Suite: F1-#, S1-#
- Kathedrom Building, Floor, Suite: B1-#, F1-#, S1-#
- L.H.S. Floor, Office: F1-83, O1-#
- Luxor II Building (the ones inside its hollow, on its courtyard there), Floor, Suite: B1-# (and the pyramid/hotel itself is B1), F1-#, S1-#
- Mansion, Floor, Suite: M1-106, F1-#, S1-# (*This includes the Spanish/Adobe Mansion (and it is the final M# in one of these addresses; M106).)
- Military Aerospaceport Floor, Hangar: F1-#, H1-#
- Modern American House: 1-320
- Mountain on Corinthians Temple, Floor, Suite: T1-#, F1-#, S1-#
- Palace, Floor, Suite: P1-58, F1-#, S1-# (*This includes the mosques, which are numbered in sequence after the palaces.)
- Prison Cluster, Silo, Floor, Annex, Cell: C1-#, S1-9, F1-20, A1-8, C1-4
- Quarantine Cluster, Silo, Floor, Annex: C1-#, S1-9, F1-20, A1-8
- Ridgeline Building, Floor, Suite: B1-#, F1-#, S1-#
- Ryokan, Floor, Suite: R1-35, F1-#, S1-# (*This includes the Asian Mansion (R1).)
- San Diego Hills House: 1-35
- Santorini II Terrace, Building, Suite: T1-#, B1-#, S1-#
- Schlosser, Floor, Suite: S1-21, F1-#, S1-#
- Shire, Hobbit-hole (House): S1-8, H1-#
- Silo Cluster, Silo, Floor, Annex: C1-40,000, S1-9, F1-10, A1-8
- Shrine-mansion Terrace, Shrine-mansion: T1-62, S1-1,000
- Slanted-toroid Building, Floor, Suite: B1-#, F1-#, S1-#
- Sotu Section, Building, Floor, Suite: GNW/GNE/GSE/GS/GSW/R/O/Y/G/B/P, 1-# B/H/HB/HH/HM/S/SB, 1-#, S1-#
- Stasis Archives Floor, Ring, Bed/Pod: F1-#, R1-#, B1-#
- Street-light-shaped Building, Floor, Suite: B1-#, F1-#, S1-#
- Tantric Academy Floor, Row, Column, Dorm Room: F1-20, R1-18, C1-8, D1-6
- The Palms Floor, Wing, Suite: F1-#, W1-#, S1-#
- Ti House: 1-#
- Tiny House: 1-900
- Tree-castle Building, Floor, Suite: B1-#, F1-#, S1-#
- Treehouse Terrace, Tree/Building, Floor, Suite: T1-47, B1-500, F1-#, S1-#
- Underway Cave/Annex, Building, Floor, Suite: C1-52, B1-#, F1-#, S1-#
- Valhalla II Floor, Suite: F1-66, S1-#
- Venetian Lake Apartments Building, Floor, Suite: B1-#, F1-#, S1-#
- WMKM Studios Quonset-hangar, Floor, Suite: Q1-73, F1-#, S1-#
- Waterfall City II Building, Floor, Suite: B1-#, F1-#, S1-#
- Waterfall-slant Terrace, House: T1-#, H1-#
- Wave-shaped Building, Floor, Suite: B1-16, F1-#, S1-#
- White Conex House: 1-#
- White Pyramid Terrace, Suite: P1-20, T1-#, S1-#
- Wylie Ivy Cove House: 1-50
- X-2 Hotel Floor, Wing, Suite: F1-#, W1-#4 (and this middle part is left out for suites in the central structure), S1-#
- Yurt Terrace, Cluster/Camp, Yurt: T1-#, C1-#, Y1-#
The Governor’s Mansion does not have an address system like those listed above, as all the ICVs there will hand-deliver whatever arrives and is approved of (i.e. scanned and confirmed to be safe), all of them constantly aware of where everyone in this building is / is staying. With only five bedrooms in this house, that makes it quite easy –even though there are many beds in each.
To get mail to one of our Inisfree-like cities, use the same format as detailed above, just with the prefix format “SSA#O#P#M#C”, where the numbers following “SSA” are:
- #O for which orbit; 0-16
- #P for which planet in/on that orbit
- #M for which moon of that planet, if applicable
- #C for which of the 1,000 Inisfree-like cities on our SSA-worlds
(1C being the city on the outer-surface and closest to the North Pole,
numbering up to 500C (which is the city on the outer-surface closest to the South Pole),
followed by 501C, which is the city on the inner-surface closest to the South Pole,
and finally up to 1,000C (the city on the inner-surface closest to the North Pole)
(You can also just write “SSA [world name]”, since every world (planet and moon) in the SSA has a unique three-letter name; orbit #s are not necessary for routing mail to any of them.)
To get mail to someone on one of our deployed ships, since their locations and numbers are classified, just ask the nearest ICV to pass/teleport it along (and she, or another of her kind, will let you know when it has reached the intended person).
That also works for getting mail to people not just in other parts of Space; on other worlds (such as our protectorates), but also in other dimensions/universes.
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Examples:
Always write out the neighborhood/region like you would an Outlands street-address, then number the successive subsets/designators until you have all that are necessary to get your item mailed/delivered as close to the intended room or person as you want/need.
- “Aerospace Apartment F1 S1” = the northmost suite/apartment on the lowest floor (i.e. the one at ground-level) of our Civilian Aerospaceport’s parking-garage apartments-building/section
- “Yurt T1 C1 Y1” = the first yurt in the first camp/cluster of yurts on the yurts-terrace closest to sea-level
- “SSA1P1M1 Yurt T1 C1 Y1” = the first yurt in the first camp/cluster of yurts on the yurts-terrace closest to sea-level… on planet Inv’s moon, which is called Seh.
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Purpose:
People in Inisfree almost never send mail to each other, other than email via the city’s private Internet. The few times they do send something to a friend’s house somewhere else in our realm, it is usually something like a gift-kajira, or a custom thank-you vehicle 3D-printed at our Personal Vehicles Factory. Even though any ICV can easily drive/deliver anything anywhere here, always knowing exactly where it is meant to go, and to whom, as well as where that person/place is at any given moment, we still offer and teach this addresses-system for those wishing to drive or walk it there themselves.
Also, of course, this is part of the system the Grid Mind uses to keep separate records of every structure’s status (integrity/strength, needs, requests, etc.) in Inisfree. Anytime a structure in Inisfree needs some maintenance or a repair, the Grid Mind uses its address to send signals through the underground mesh of biomechanical ‘tentacles’… up into that home or other building, using our advanced form of 3D-printing to remote-make the change/repair/s. This is also how the Grid Mind stimulates each set of holiday-lights (a.k.a. Christmas lights, but for multiple seasons in our city; we have a different set of colors for Spring than we do for Summer, Autumn, and Winter) to come/bud out and turn on.
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Conceptual Images:
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Sotu Addresses Map:
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video