At a bar beyond the end of the universe, a young blond man sits sipping a bluish drink and watching stars explode through the window.
"I don't think I've ever heard him make a sound quite that high pitched, so I actually think he was more enthusiastic than advertised."
"Yes," she says, when she's recovered enough. "New grounds in sonics. We'll see if he makes any more progress when he learns about Bar's resources."
"Yeah, just about. Do you want to look them over to judge for clarity of information, and also to learn the specifics about how Milliways works?"
She offers up the datapad.
Her run down of Milliways' specifics is tidily organized into sections and subsections, with a beginning overview of the premise of the place. The bar is a multidimensional hub that exists at the end of a universe, time is (usually) paused in a person's universe while they visit (see the time weirdness section for more specifics) and someone can meet all kinds of interesting people there safely. Here are the typical rules of the bar - generally, no attempted violence, mind control, stealing, or general anti-social behaviors in the main bar area. If someone attempts it, security will handle it, and security will always be staffed with someone that can handle whoever is causing the trouble. Similarly, there is a medical bay that will be staffed with someone that can handle whatever injuries are present, regardless of how strange and alien the injured person is. Bar is a person, and can provide all nonmagical food and drink available in the multiverse for a reasonable price in any currency (see the notes on currency exchange and when it is exploitable; in short, Bar tries to keep exploiting currency and item exchange to a minimum, barring unusual circumstances where Bar helps someone out that needs it) and can sell any nonmagical item, including foreign technology. (And here is a link to a list of what Callida has as worth looking into on that front.)
Would he like to read a specific subsection?
"Thank you."
The medbay and security sections outline what's needed to fulfill the requirements to work there, what sorts of things the staff will be expected to deal with (she lists examples, but in short, expect it to get weird) and the typical equipment involved in both sets of jobs. Both change according to the needs of the staff and the patrons, but there are a few staples. The med bay will usually have at least one bed for patients, typically have more, and whatever equipment the medical staff on hand needs to complete their job, if they need any at all. Things will quietly change to suit the ever changing requirements when no one is looking, and this is possibly one of the reasons why napping is allowed, the other being that it's kind of hard to outline requirements for staff when some of their healing abilities will invoke napping in the healer. Essentially, people will be given jobs that they can and are willing to do, and while it's not always actively fun, the job is quite fair.
The section on security is a bit more complete, with a chart outlying what sorts of misbehavior will earn what sorts of time spent in what can effectively be called 'time out.' Time out is sometimes subjective for the person put into time out, with them being gone for no time at all to everyone else in the main bar, but not by any means always. It will vary based on the requirements of the patrons and the situation. Here's a list of what security is and is not supposed to do, and general professional conduct they're to take. Security is not supposed to damage patrons if it can be helped, but allowances are made for different types of situations and security's authorized to eject patrons from Milliways entirely if they misbehave too badly, though this rarely happens. Here is an outline of a number of examples of people that work in security, from the sensible (Callida herself) to the more esoteric (a basket of creatures called 'poofs') but whoever is working in security will be able to handle the situation they are given, and always win in a direct confrontation anyone in the bar might start.
"Thank you. I've had some practice at it, organizing a lot of information to something that is easily approachable is useful. And fun."
She snorts.
"When you tend to get visitors to the library, it involves a lot of organization of the library itself, and helping visitors find whatever they're looking for. Putting things back where they belong when people disturb them, keeping the archives tidy, seeing to the overall quality of the library itself, acquiring more information in categories that are actually useful. Being a librarian of a set of archives that no one disturbs is like that, but without feeling like you're fighting a losing battle against the chaos that is ordinary people wandering in and messing with your things. Information collection, classification, and organization. Figuring out where the information holes are, where things can be found to patch them, then going and getting them, and comparing them with multiple sources to get a more complete overview of the subject. That sort of thing."
"I didn't even mention the whole organization that I am technically second in command of," she says, wryly. "Yes, I do."
"Administration, mostly. Making sure the right people are doing the right jobs, keeping an eye on how everyone's doing, and if they're treating those they're in charge of correctly. I don't tend to interfere much in the hiring or general management of staff, Imperials have too much reason to not want to be anywhere near a Sith Lord, but I can meddle from afar a bit. Quietly move people if they'd be happier somewhere else, see to it that everyone has what they need to do their job, that sort of thing."