Pluviosa Mods (
pluviosamods) wrote in
pluviosa2024-02-14 09:13 pm
Entry tags:
GAME OPENING LOG
GAME OPENING
There's still dripping everywhere, and the gurgle of standing water shifting and draining to somewhere further down...
... But the sound of the rain outside has stopped. And you haven't heard the thunder in a while.
Take a moment. Look out the windows, the glass doors leading out to the balconies - the world beyond is lighting up. Mountains stand out against the distant eastern horizon, breaking up the first of the sunlight into scattered beams. The ship chases that light, running eastward towards the glow of dawn. Its motion is easier to bear now that the storm is over - the wind no longer tries to blow it off course.
You've survived the night - survived the storm. You get the feeling it won't be the last.
The storm abates over the course of the night - by midnight, it's dropped back enough that water and wind are no longer forcing their way through the bubble barriers, and by about an hour before sunrise - just when the sky is starting to get light - the rain has stopped completely. The clouds persist a bit longer, giving characters a spectacular sunrise to look at. When the first rays of the sun are visible over the mountains, any characters still affected by hallucinations feel their minds clear.
Fifteen minutes after dawn - about when it's getting to be a pain to look directly in the direction the ship is travelling because of the sun directly in the eyeballs - characters who are sensitive to electricity may sense the power kick back on. It's just in the wires and cables spread throughout the ship, however - the lights don't turn on, although the elevators do.
Five minutes after that, there's a crackle that is audible to all characters, from speakers spread throughout the hallways and rooms of the ship. Not every speaker is functional - some of them just continue to emit static instead of the message that follows - but enough of them are that every character will be able to hear a single piercing beep, followed by an artificial voice in an androgynous tenor:
"ALL PASSENGERS, PLEASE REPORT TO THE AFT LOUNGE ON DECK R-ZERO FOR A HEADCOUNT."
There's silence for a moment, and then another, quieter alert beep, and the same voice adds, almost as an afterthought,
"Please follow the emergency lighting in the hallways for guidance."
After that announcement, strips of lighting on the ceiling of the hallways - the lights are also on the floor, but even after the rain has washed so much dirt away, you're unlikely to see them anywhere except close enough to the stairs that you don't need them - light up. They begin to move in a pattern of diodes that leads characters to the staircases and elevators near the back of the ship, in the somewhat drier part of it that has more decks above the one where characters woke up.
The stairs are now navigable - even if there's still a decent amount of water flowing down them, not entirely contained by the channels cut into the outside of the turns of the staircase - and the elevators are now powered. Well, sort of. Although the elevators have power, the buttons inside do not - all of them are dark. Instead, the elevators automatically move characters upwards after they enter, depositing them on deck R0 for the indicated headcount.
Other than the increasingly large number of confused "passengers," however, there doesn't seem to be anything here. Some furniture in varying states of decay, sure, and puddles and debris from the storm's flooding, but no indication of humans or any other form of sapient life. The space is wide and open, and decently well-lit even with the overhead lights off, since the majority of the walls to either side appear to be made of glass.
Once everyone has assembled - or at least everyone who is willing to come, as nothing forces characters do follow instructions from a strange voice - there is another crackle of speaker feedback. At least there's no blaring alert tone to start this message.
"THANK YOU FOR YOUR COOPERATION."
The voice is the same as before - and anyone from a semi-modern world would be able to tell, from the pattern of speech, that this is a synthesized voice, not a real person, or at least not a real person willing to reveal themselves to be such. It speaks entirely in the language characters discovered knowing when they woke up here. The volume of the voice decreases somewhat after the initial announcement gets everyone's attention, but it is still audible to everyone.
"Please excuse the inadequate accommodations. Your arrival was unexpected. This ship has not entertained new passengers in 317 years, 6 months, and 19 days."
"We will do our best to prepare appropriate accommodations as quickly as possible. However, the immediate priority is to supply passengers with meals and other appropriate provisions. Please accept this with our sincerest apologies."
At the close of those words, the elevator doors to either side of the lounge area open, and self-propelled carts - the kind you might see in industrial kitchens - roll out. Their lower shelves are stacked with bowls, cups, and those plastic utensil holders filled with spoons, while the upper halves are full of food and drink. Specifically, the majority are full of cafeteria pans of oatmeal, the kind with the metal lids that keep the heat in. In addition to the oatmeal, there's a wide variety of raw fruits and vegetables, and some additional options for throwing in your oatmeal such as cinnamon, honey, both brown and white sugar, shaved almonds, and other things that can be made from plants and stored for a long time. There are also two carts at either end full of hot drinks - one of tea, one of coffee - and one each of cold drinks such as fruit juice. There do not appear to be any meat or dairy offerings, although there's both almond and soy milk for your coffee if you can tolerate the substitutes. (It tastes somewhat metallic, like it was dehydrated for a long time, but the coffee and tea themselves taste quite fresh.)
Once the carts have wheeled themselves out, the voice continues from the speakers.
"In order to better serve our passengers, we would like to ask you a few questions. First: What is your locale of origin? Second: Why have you come?"
For OOC questions about this event, please use the OOC Questions header in the comments below. To respond to the Ship's questions, or ask it some of your own, please use the Talk to the Ship header. Otherwise, this post is a mingle, and players are encouraged to post their own top-level comments for their characters and reply to each other.
Following this post, simple food will be available in this area during "active" hours, starting from around dawn to two hours after sunset (the ship's days, at least at present, are about evenly divided). At night, the food carts roll away into one of the restaurants around the edges of this area. Instead, wheeled dumpsters with grabbing attachments collect up the old furniture and cram it into themselves, and starting the second night, 'new' furniture takes its place, mostly dining tables and chairs of various sizes.
Characters now have theoretically full access to the ship; however, the elevators are only mostly functional as debris is cleared from them. The rear elevators go all the way up the residential levels, but only as far down as deck 3. The front elevators only move between decks R0, 0, and 1.
More information on the schedule of shipwide upgrades will be available on the event plotting post in a few days. Until then - at least it's dry weather and smooth sailing for a while?
... But the sound of the rain outside has stopped. And you haven't heard the thunder in a while.
Take a moment. Look out the windows, the glass doors leading out to the balconies - the world beyond is lighting up. Mountains stand out against the distant eastern horizon, breaking up the first of the sunlight into scattered beams. The ship chases that light, running eastward towards the glow of dawn. Its motion is easier to bear now that the storm is over - the wind no longer tries to blow it off course.
You've survived the night - survived the storm. You get the feeling it won't be the last.
The storm abates over the course of the night - by midnight, it's dropped back enough that water and wind are no longer forcing their way through the bubble barriers, and by about an hour before sunrise - just when the sky is starting to get light - the rain has stopped completely. The clouds persist a bit longer, giving characters a spectacular sunrise to look at. When the first rays of the sun are visible over the mountains, any characters still affected by hallucinations feel their minds clear.
Fifteen minutes after dawn - about when it's getting to be a pain to look directly in the direction the ship is travelling because of the sun directly in the eyeballs - characters who are sensitive to electricity may sense the power kick back on. It's just in the wires and cables spread throughout the ship, however - the lights don't turn on, although the elevators do.
Five minutes after that, there's a crackle that is audible to all characters, from speakers spread throughout the hallways and rooms of the ship. Not every speaker is functional - some of them just continue to emit static instead of the message that follows - but enough of them are that every character will be able to hear a single piercing beep, followed by an artificial voice in an androgynous tenor:
"ALL PASSENGERS, PLEASE REPORT TO THE AFT LOUNGE ON DECK R-ZERO FOR A HEADCOUNT."
There's silence for a moment, and then another, quieter alert beep, and the same voice adds, almost as an afterthought,
"Please follow the emergency lighting in the hallways for guidance."
After that announcement, strips of lighting on the ceiling of the hallways - the lights are also on the floor, but even after the rain has washed so much dirt away, you're unlikely to see them anywhere except close enough to the stairs that you don't need them - light up. They begin to move in a pattern of diodes that leads characters to the staircases and elevators near the back of the ship, in the somewhat drier part of it that has more decks above the one where characters woke up.
The stairs are now navigable - even if there's still a decent amount of water flowing down them, not entirely contained by the channels cut into the outside of the turns of the staircase - and the elevators are now powered. Well, sort of. Although the elevators have power, the buttons inside do not - all of them are dark. Instead, the elevators automatically move characters upwards after they enter, depositing them on deck R0 for the indicated headcount.
Other than the increasingly large number of confused "passengers," however, there doesn't seem to be anything here. Some furniture in varying states of decay, sure, and puddles and debris from the storm's flooding, but no indication of humans or any other form of sapient life. The space is wide and open, and decently well-lit even with the overhead lights off, since the majority of the walls to either side appear to be made of glass.
AT THE CAFETERIA
Once everyone has assembled - or at least everyone who is willing to come, as nothing forces characters do follow instructions from a strange voice - there is another crackle of speaker feedback. At least there's no blaring alert tone to start this message.
"THANK YOU FOR YOUR COOPERATION."
The voice is the same as before - and anyone from a semi-modern world would be able to tell, from the pattern of speech, that this is a synthesized voice, not a real person, or at least not a real person willing to reveal themselves to be such. It speaks entirely in the language characters discovered knowing when they woke up here. The volume of the voice decreases somewhat after the initial announcement gets everyone's attention, but it is still audible to everyone.
"Please excuse the inadequate accommodations. Your arrival was unexpected. This ship has not entertained new passengers in 317 years, 6 months, and 19 days."
"We will do our best to prepare appropriate accommodations as quickly as possible. However, the immediate priority is to supply passengers with meals and other appropriate provisions. Please accept this with our sincerest apologies."
At the close of those words, the elevator doors to either side of the lounge area open, and self-propelled carts - the kind you might see in industrial kitchens - roll out. Their lower shelves are stacked with bowls, cups, and those plastic utensil holders filled with spoons, while the upper halves are full of food and drink. Specifically, the majority are full of cafeteria pans of oatmeal, the kind with the metal lids that keep the heat in. In addition to the oatmeal, there's a wide variety of raw fruits and vegetables, and some additional options for throwing in your oatmeal such as cinnamon, honey, both brown and white sugar, shaved almonds, and other things that can be made from plants and stored for a long time. There are also two carts at either end full of hot drinks - one of tea, one of coffee - and one each of cold drinks such as fruit juice. There do not appear to be any meat or dairy offerings, although there's both almond and soy milk for your coffee if you can tolerate the substitutes. (It tastes somewhat metallic, like it was dehydrated for a long time, but the coffee and tea themselves taste quite fresh.)
Once the carts have wheeled themselves out, the voice continues from the speakers.
"In order to better serve our passengers, we would like to ask you a few questions. First: What is your locale of origin? Second: Why have you come?"
OOC INFO
For OOC questions about this event, please use the OOC Questions header in the comments below. To respond to the Ship's questions, or ask it some of your own, please use the Talk to the Ship header. Otherwise, this post is a mingle, and players are encouraged to post their own top-level comments for their characters and reply to each other.
Following this post, simple food will be available in this area during "active" hours, starting from around dawn to two hours after sunset (the ship's days, at least at present, are about evenly divided). At night, the food carts roll away into one of the restaurants around the edges of this area. Instead, wheeled dumpsters with grabbing attachments collect up the old furniture and cram it into themselves, and starting the second night, 'new' furniture takes its place, mostly dining tables and chairs of various sizes.
Characters now have theoretically full access to the ship; however, the elevators are only mostly functional as debris is cleared from them. The rear elevators go all the way up the residential levels, but only as far down as deck 3. The front elevators only move between decks R0, 0, and 1.
More information on the schedule of shipwide upgrades will be available on the event plotting post in a few days. Until then - at least it's dry weather and smooth sailing for a while?

no subject
But her story has him attentive, head tipped towards a shoulder and studying her. A people who gave up their bodies for immortality...?
"They willingly gave up means to interact with the world?" There's a scathing, disbelieving curl at the edge of his words, something sharp and disparaging. That sounds like hell, to him (and has been).
no subject
"I didn't understand all of it, but...yes. It was the only way they could think of to live forever. But by the time we met them, there was barely anything left." Many of them had faded entirely, and some had seemingly gone mad. She shudders a little at the memory of a voice long past reason or communication, responding to her probably on instinct. "They knew they would live to see the end of the universe. I can't even imagine."
He's very attentive now, but she realizes this isn't exactly lighthearted conversational fare for breakfast. "I suppose I've just been thinking about it."
no subject
"...There are faults to a long life," he murmurs. "Forgotten meaning. Forgotten truths. Forgotten selves, if sufficiently severed." He exhales, long and slow. "But I think we're a long way off from the end of the universe. Madness would take most first, giving so much up for... what, exactly?" A some point as he speaks, he's started fidgeting with his left hand, plucking at the tattered edge of a sleeve or the tail end of the scarf-like wrap hidden beneath his hood, hanging down before his shoulders. Maybe it seems like heavy breakfast conversation to her, but to John? This feels... fairly normal.
no subject
"You sound like you've dealt with this before," she observes. It might be overstepping, but so far he hasn't walked away. He's let her lead him around much more than she expected. Maybe he really is all bluster when he's upset. She suspects she'll find out sooner rather than later.
no subject
"...In a way." He's not prepared to broach the topic in full, but madness is something he's... intimately familiar with. The way it spreads, the things seen. So is living too long without one's full senses. A shudder traces down his spine. It does have him fall quiet, though, trying to wrest his thoughts away from that particular flavour of unpleasantness.
Distraction, keep her from asking about it further.
"What... led to you finding these people?"