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driftfleet_ooc2015-07-12 12:12 am
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Entry tags:
July Star System
With the grim fate of the Iskaulit still fresh in many passengers' minds, the Fleet and its new tag-along ship continue to drift along a path almost parallel to that of the launched bug pods. This part of space continues to be very quiet, with no sign of any traffic (friendly or otherwise), until Marsiva comes within communication range of a large, blue planet...
This Star System will be in range starting July 12th! Some features of this planet are meant to help continue and/or conclude many of the issues brought up on the Iskaulit, while others offer low-key, lighthearted things for your characters to do. There's space to work on whatever you want--so don't be afraid to play out character projects, or just kick back and relax!
Since it took us longer than expected to get this Star System ready to post, we're extending the initial end-date out into August to give everyone plenty of time to play. The rest of August after that will be filled with a short, weird little event while both event-writing mods will be out of town, and then we will return to our usual month-long Star Systems in September!
► Calendar of Events:
These are for easy IC reference and planning purposes only, and are not meant to be guidelines for when to tag each event. Forward-tag and backtag all you want!
As the Drift Fleet approaches the planet, several fierce little short-range ships swoop up from the surface to intercept! They hail every ship, and anyone with a proper scanning array will see that their weapons are locked on and ready to fire.
They want to know who you are and what you're doing with that bug ship. How will you answer? This time, the interaction is entirely up to you!
The post for this mini-event is → HERE
A few things about this post:
While the NPCs will be expecting to speak to captains and/or communications officers, the post is open to anyone.
You can reply directly to the NPCs, or interact amongst yourselves! Since this post is mostly just another RP opportunity (and will not have a huge impact on what happens on the planet), we encourage all kinds of mingling and crew communication.
For the record, shooting at these guys seems like a bad idea. Their ships are small, but well-armored and seemingly just as well-armed. They look like they would pose a problem for the Fleet in battle.
It will quickly become clear the the NPCs are just there to protect their planet. They've been the victims of bug raids over the last few months, and are trying to keep the local population safe and uninfected. As soon as the the guard fleet realizes you guys aren't bringing a ship full of trouble with you, they will stand down, and the Drift ships will be free to land.
Since a peaceful resolution is pretty much assured, don't feel like you need to wait around to see how it ends! You can start tagging around on the planet whenever you want, or even skip this event post entirely if it's not your thing.
Along those same lines, this post is not time-sensitive. You're welcome to take your time, tag around, start new threads days after the post goes up, etc. The sense of urgency is all IC, but there's no OOC pressure to get this done.
► Stations Along The Way:
There are several way-stations within range of the hostship's path, and as usual, they are your standard disk-shaped platforms with the usual courtyard and fake park experience. Too bad these stations have been trashed just like the last ones--with vending machines ripped open, benches broken in half, and the stores all looted and smashed. Passengers who saw the inside of the Iskaulit will recognize that the raiding bugs (or rather, their fungal infections) are to blame for the mess.
THE BLUE PLANET.
► Geography and Climate:
Most of this planet is covered in immense salt water oceans, and once a ship is in atmospheric range, hundreds of islands can be seen dotting the surface along old volcanic ranges. Some of these islands are big enough to sustain small cities, with groves of trees and networks of tidepools, while other islands are barely wide enough to land a shuttle on--and tend to sink at high tide.

Those islands that are big enough to sustain life are pretty tropical! There are a lot of palm-like trees, big leafy plants, small wildlife, and plenty of fresh-water features. The volcanic, wind-polished nature of the flatter ground is dotted with hundreds of tide pools and tiny rainwater ponds. Further inland, there are cliffs and ridges where the planet's residents build their homes (see below).
Although there are numerous species of plants to be found on this planet, the most varied and widespread by far are the algaes. They grow in a staggering variety of shapes and colors, with some types even endemic to single rainwater pools.
The ocean itself is very similar to ones found on Earth--if larger and even more alien. The seas teem with fish and invertebrates, both of the poisonous and delicious sorts. There are enormous predators and even larger herbivorous behemoths, which feed on the vast clouds of algae drifting just under the surface.
As picturesque as this world's climate appears at first, there is one problem. From space, the Fleet can see thick stripes of cloud ringing the atmosphere across the middle of the northern and southern hemispheres. These stripes are actually bands of constant, raging winds and destructive typhoons, which means all civilization exists along the equator. However, even in this relatively clear band, swift-moving storms swing through suddenly and violently. The beautiful blue sky can turn into a thunder-and-lightning nightmare in mere minutes--and then back again before the day is over. The planet's residents can always predict when a storm will hit, having been raised with a thorough understanding of all the signs and warnings. But to a first-time visitor, the moody weather might be quite a shock!
Sometimes the skies will be clear for days at a time, and sometimes the weather will swoop in and out of harsh storms every twelve hours. A sudden two-hour downpour is not unheard of, either. Feel free to choose for yourself if the weather is clear or torrential at any moment, because both are equally likely! Play with whichever would be the most fun.
► The People:
About two thirds of the population is a variation of human--as was seen on previous terraformed planets. Like those other groups, they have the same pale hair and slightly copper/orange cast to their skin. Due to the lack of living space, the inhabitants of this world are of relatively small stature, and tend to be highly gregarious, cooperative, and have little regard for personal space or belongings.
The other third of the population... actually consists of the same insectoid race that had previously inhabited the Iskaulit. They are known as the Nunnilis (at least according to humans' pronunciation of the bugs' humming, warbled word for themselves), and this population represents a colony that has been established and integrated on this planet for many generations. Though shy because of the recent tragedy, the Nunnilis are naturally inquisitive and sharp-witted, if a little childlike in their social demeanor. They also seem to be at least partly hive-minded--talking to one is a lot like talking to any other Nunnilis you could find on the island.
These two races have combined their separate cultures into a new whole, and for the most part, get along fantastically. They each consider the other to be like brothers, and frequently cooperate to fill in each other's gaps in skill and ability. The humans can understand the bugs' language but not speak it, so the bugs usually alter their buzzing and humming to form words in the common language. The Fleet will be able to understand them, unless the bugs are speaking their native language--which is considered rude in the presence of non-bugs, anyway.
There is a section down below (see "The Iskaulit Saga") that describes some of the general information and opinions that characters will be able to get from the Nunnilis about their ship and the infected brethren, as well as a comment for additional OOC questions, and an IC post later this month where characters can interact with them IC-ly.
► The Settlements:
Because of the frequent and brutal storms, most settlements are built right into the volcanic ridges and cliffs. Their homes are interconnected with a series of steps and ladders (which often need to be repaired), and less-reliable, carved interior tunnels for when the buildings are sealed up against the weather. Once the settlements are shuttered up against a storm, they're more or less impenetrable, so anyone stuck outside in bad weather must find shelter and wait it out.
Since there are no true trees, the only wood available comes from the shallow-rooted palm tree equivalents, which are managed in carefully-tended groves. No harvesting of wild-growing wood is allowed, unless it's from a naturally-fallen tree. Also, aside from bountiful obsidian, there is very little ore or strong stone to be mined. Thanks to the bugs, the population is well-aware of space travel and other technological advancements... But the overall technology level of the world has remained fairly low. While they have little interest in fancy gadgets, they are happy to trade for useful tools and devices.
As far as the economy goes, there are no opportunities here to work for a currency that can be converted into something universal. All currency earned here can only be used on this planet, so make sure to spend your native money before you leave! Or, follow the norm and trade in goods and services instead.
The single most important resource on this world is algae. There are large algae farms on the main islands, shallow pools where they grow everything from thin slimes to larger, legume-like pods. Residents can frequently be seen netting patches of bright and varied algae out of natural ponds. They seem to have found a way to use algae for almost everything--it's used as amazingly versatile foodstuffs, burned as fuel, grown to purify drinking water, woven into clothes and containers, synthesized into basic plastics, oils, dyes, cosmetics, medicine, and even made into art. Algae is surprisingly high in protein and easily stored in jars, so it'd make an excellent (if kind of slimy) addition to the stock in any ship's kitchen.
Notably, some of local structures (homes, farms, groves, pathways) have been damaged by more than just the local storms. Though most of it is already in various states of repair, the chaos and looting was clearly caused by infected bugs, just like on the stations.
THINGS TO DO.
► Enjoy (Or Don't) the Beach Planet:
Regardless of whether or not characters are following the story of the Iskaulit, there are plenty of things to do on the blue planet besides. The following are some of the more notable points of interest, but anyone is welcome to come up with and play out their own scenarios and projects.
→ Swimsuit season
Any passenger who looks in their lockers this month will notice that an appropriately sized swimsuit (in a style and color of the player's choosing) has mysteriously appeared there. What could this mean...?
→ Beaches
Lots of islands, lots of beaches! While the weather is nice, stretch out on a sand bar and get a tan. Build sand castles, bother crustaceans, collect alien seashells, or play that game where you have to hit a ball over the net back and forth (passengers from Earth may claim this is "volleyball", but the natives disagree and insist this traditional island game is called "crossfire").
→ Storms
Alternatively, the weather can get nasty pretty fast. Get caught out in a storm, have a heart-to-heart with whoever you found quick shelter with, or enjoy the wind and rain from the cozy safety of your ship. Be careful to not get stuck out in the open when the lightning starts up!
→ Oceans
Did you know that your short-range shuttles are perfectly suited for underwater travel? Anyone interested in exploring the ocean will get to see huge, beautiful coral gardens, tons of strange fish, and massive underwater plant life. Further out to sea, their shuttles can pick up the serenades of those giant, whale-like mammals. You can even drive close to their pods, if you're slow and quiet about it!
→ Grills and fish bars
This planet doesn't have many tourist attractions, but the one thing that comes highly-recommended is the local food. Temporary, open-air stalls are set up along the beaches and at the foot of dwelling cliffs, grilling up whatever happens to be the catch of the day. And when a storm is spotted on the horizon, they pack up and disappear in the blink of an eye. The "fish bars" are a little pricier--but characters get to sit down at a booth or a bar seat while small plates of delicious (and often creative) food are rolled past on a long, constantly-circling conveyor belt. Pick up what you want when you want it, and dig in! The dishes are usually composed of rice-like algae, fish, seaweed... Very much like any sushi dish you could find on Earth. These bars are also the best place to get an alcoholic drink, though they only seem to have wines and stiff liquors made from, you guessed it, algae.
→ Jobs
Again, they don't have very useful money here, but most natives would be happy to put their visitors to work for a trade. There are many odd jobs available (like repairing, building, healthcare, scholarly pursuits, entertainment, grunt work, household chores, farming and harvesting, food preparation, etc.) and you can be paid in as much algae, fish, palm fiber, and obsidian as you want!
→ Explore the islands
The natives will warn the passengers early on that no wild plants or animals should be taken from the island. All of the islands hold tiny, delicate ecosystems, so even the wild resources are very carefully monitored and respected. The passengers are allowed to explore outside of the settlements as long as they operate under a strict look-but-don't-touch policy. And, since there are almost no predators around, it's very safe to wander the jungles, look at plant life, check out the harmless fauna, and marvel at picturesque waterfalls. Wanderers can even find natural hot springs, and other impressive volcanic features, on some of the islands.
→ Lodging
There aren't really "hotels" or "inns" on the islands, but there are plenty of open, usually communal rooms that people rent out to visitors of their cliffside homes. The round, cavelike rooms are dimly lit with glowfish lanterns (see below!), with abundant cushioned mattresses on the floor for sleeping or lounging. True, the space you're renting might be attached to someone's living area, or you might have to navigate the back tunnels to avoid walking through someone's kitchen... but the people here seem to wander in and out of each other's houses anyway. They're a friendly, laid-back, generous people, so unless it's storming outside, their doors are always open!
→ Shopping
The markets here are very informal. On fairweather days, whoever has goods to trade will set up shop around the dwelling cliffs or along the beach. Swapping goods and services is the most common way of "purchasing" things here, and often, the best business of the day will be between two vendors trading wares with each other. Otherwise, the natives use small, rare white shells as currency. There are all kinds of trinkets and supplies available for purchase here--expect to find bountiful fish, algaes used for everything from food to cosmetics, palm-fiber cloth colored with vibrant algae dyes, baskets and rope, jewelry, carvings, and everything one could possibly make from obsidian and seashell materials. They may not have much in the way of ores or technology here, but all of the goods you can find are beautiful and high-quality, if only because there isn't a single Floot Loop logo in sight.
→ Fishbowls!
Feeling isolated after all that space travel? Need to give someone a present, but have no idea what? Do you just like glowy things? Vendors at the market will be happy to sell you a spherical fishbowl with a small, boggley-eyed, luminescent fish in it. The islanders here have been raising these fish for centuries, and have mastered breeding them into all kinds of different colors. They're easy to keep alive--just feed them some algae, protein, or leftover table-scraps every few days, and they'll keep on glowing! The people here seem to use them in place of lanterns, and there's at least one in every household--so you can get your hands on your very own fishbowl for pretty cheap.
► The Iskaulit Saga:
Even before landing on the planet, it becomes apparent that the trouble with the bugs isn't over yet. It may not be causing the damage it did on the Iskaulit, but the people of this planet have been struggling to keep a similar infection contained.
Assuming that a number of passengers would want to help, observe the situation, or ask the natives and local Nunnilis about what's going on, we've outlined some information that will very quickly become common knowledge for everyone. There will also be another small event post on the 19th where characters can IC-ly speak with a Nunnilis NPC of their choosing. Again, the post shouldn't bring to light anything the characters haven't figured out already--it's just another RP opportunity, and a chance for characters to do things like ask questions, offer condolences, or just settle their consciences a little.
The post for this is → HERE
If you don't want to wait for the post, or if you have further questions about the Nunnilis, infected bugs, the Iskaulit, or any related part of this event, you are also welcome to ask those questions in the OOC "Iskaulit Saga Questions" comment on this post!
→ Upon arrival
Not long after Fleet ships begin landing on the planet, it becomes obvious what's happened here. This world's coordinates are the same coordinates that were programmed into the Iskaulit, and is without a doubt where those infected bug pods have been landing. The people here have been struggling against this invasion for months. The infected bugs who landed would both raid the villages and attempt to infect the native Nunnilis population. As such, everyone is both grateful to those who want to help, and extremely relieved that the passengers were able to decontaminate the Iskaulit so thoroughly.
Those few inhabitants who've gotten a chance to closely observe the infected bugs think that they're attracted to the pheromones of their healthy brethren--as they have been hunting the uninfected Nunnilis down relentlessly. As a result, almost the entirety of the Nunnilis population is holed up in various points on the islands to avoid infection. Most are still healthy, but there are some that are in the early and intermediate stages of infection, quarantined safely away from the others. The Fleet managed to head off the source of this planet's problems with the Iskaulit, but there is still work to be done.
→ The Nunnilis
The Nunnilis population is in danger, but the Fleet has all the resources to help. Within the first week of landing, lab support officers can finish a viable, stable cure. It will be rough on the bugs in the intermediate stages of infection, and some damage cannot be repaired--but the vast majority will survive the process. The Fleet cannot make enough of this cure to get to everyone, but they can work with the natives and give them the proper supplies for them to start synthesizing their own cure, which they can continue to administer to the population even after the Drift Fleet leaves this star system.
So, anyone who wants to get out there and help the ailing bugs can do so! Workers are needed in the labs, caring hands are needed in the field, and bugs suffering from advanced stages of the fungus may behave erratically or violently--some sharp eyes and a couple of strong-armed restrainers may become necessary. Let's save some Nunnilis, Drift Fleet!
Furthermore, some of the fungus has taken root in ways that had not manifested on the Iskaulit. Flowering fungal blooms have begun to grow on some areas of the island, so help is needed there, too. Anyone who can remove and (safely) burn the infection, or clean spores from contaminated areas with a slightly acidic (algae-based) solution provided by the natives, is more than welcome to do so.
For all that the Fleet has already done for the Nunnilis, the entire colony is forever grateful. Though they are heartbroken over the tragedy, they agree with the decisions that the Fleet has made thus far. They appreciate the fact that the Fleet stopped to help out their brothers at all--many would have abandoned the infected bugs to their fate without a second thought.
Again, while this general sentiment is implied, and you are all welcomed and encouraged to play with it however you want in your threads, there will also be the above-mentioned IC interaction post for anyone still interested in getting an exact conversation on the topic.
→ The Iskaulit
When asked about the Iskaulit, the Nunnilis will explain that it was a self-contained merchant colony ship. They are not sure how the crew became infected. While the bugs are all eternally grateful that the Fleet hasn't left the ship to scavengers, and that their brethren have been laid to rest... It's swiftly agreed that they don't really want it back. This world has no use for it. The next nearest Nunnilis colony is still so far away that they wouldn't bother coming to get it either. As they have nothing to repay the Drift Fleet with, they are happy to offer up the Iskaulit to the passengers for their own use. They would much rather it be used to help the passengers continue their good work wherever they go.
They also, in the hive-minded way that they do, agree as a cohesive group that they would like to have all of the data and personal affects collected from the ship. They will ask permission for a band of Nunnilis representatives to fly up to the Iskaulit themselves, strip the ship of anything left that they may want, and administer their own last rites to their fallen brothers. After that, the ship will no longer be of the Nunnilis, and can be passed proudly on to new owners.
Characters can continue to decide for themselves what they think about the ship and its future, but the Fleet at least gets solid permission from members of the original species to use the gutted ship for their own purposes--which is no small feat! Give yourselves a huge pat on the back. Whatever your characters think, you all as players have earned it!
► Augment Glitches... Or Are They?
The Fleet has experienced a wave of mass-glitching before, but this round seems a little different. From July 26th to the end of the event, passengers' augments may malfunction, causing mild to moderate effects that seem to be suspiciously geared toward distracting or cheering up the victims. It's almost as if someone out there wants the passengers to stop thinking about the recent tragedy and all of the upsetting circumstances and questions surrounding it. But, Atroma wouldn't really stoop to cheaply meddling with the passengers like that, would they?
The effects all range from simply distracting to blatantly uplifting, and the duration of each case varies from a few days to over a week, with some turning on and off sporadically during this time. Anyone who wants to give their characters a glitch may do so, as long as it's not something that would end up being too detrimental to their state of mind. It's fine if they get annoyed or aggravated in retrospect--but anything that would have severe, long-lasting negative effects to their psyche (like depression, paranoia, panic attacks, severe doubts about reality, etc) is mysteriously avoided this time around. Aside from that, it is entirely up to players to decide how long the glitches last, to what degree characters are affected, or if they even want to give them a glitch at all.
Examples of augment glitches include:
Mood boost: The passenger receives a boost to positive mood chemicals in the brain. They'll feel more gregarious, enjoy tasks more, and be inexplicably happy for no reason. Contentment and optimism may increase. Their behavior and base personality do not necessarily change, but their internal mood and view of others can change dramatically. Cuddling is extra great with this glitch in play.
Energy fluctuations: The passenger's mood and personality stay the same, but their energy levels fluctuate wildly over the course of days, hours, or even minutes! At one end of the spectrum, the passenger is overflowing with physical and mental energy. Sleep is all but impossible, and even sitting still is uncomfortable. This may cause over-excitement, a bunch of new projects, and frequent static electricity. On the other end of the spectrum, they will drop into lulls of abrupt sleep, stretches of lethargy, or overwhelming laziness.
Compulsions: The passenger finds themselves with little to no impulse control! Their core personality isn't effected, but it gets difficult for them to keep their thoughts to themselves, lie about things, or resist any other compulsions they get. They may find themselves volunteering too quickly for things, acting without thinking, or babbling to anyone who will listen--whether they want this or not. Those affected can try to hide and avoid the problem, but they will likely end up opening the door and wandering back out on an impulse anyway.
If you don't like any of these, but still want to give your character an augment glitch, you are welcome to invent your own! However, these should only be glitches that affect the behaviors, superficial emotions, and energy levels of the passengers. If you're not sure if your idea fits, just ask us!
As always, please feel free to ask any other questions you may have under the "Questions" comment! You can also use this post to plot with each other, or to work through/gather interest for any projects or ideas your characters have had lately. We've tried to leave some room for everyone, so have fun with whatever interests you the most!
This Star System will be in range starting July 12th! Some features of this planet are meant to help continue and/or conclude many of the issues brought up on the Iskaulit, while others offer low-key, lighthearted things for your characters to do. There's space to work on whatever you want--so don't be afraid to play out character projects, or just kick back and relax!
Since it took us longer than expected to get this Star System ready to post, we're extending the initial end-date out into August to give everyone plenty of time to play. The rest of August after that will be filled with a short, weird little event while both event-writing mods will be out of town, and then we will return to our usual month-long Star Systems in September!
► Calendar of Events:
These are for easy IC reference and planning purposes only, and are not meant to be guidelines for when to tag each event. Forward-tag and backtag all you want!
► Incoming Transmission:July 12th–Aug 15th | The planet is in range. July 12th | The interception post goes up. July 19th | The bug interaction post goes up. July 26th–Aug 15th | Optional augment glitches in effect.
As the Drift Fleet approaches the planet, several fierce little short-range ships swoop up from the surface to intercept! They hail every ship, and anyone with a proper scanning array will see that their weapons are locked on and ready to fire.
They want to know who you are and what you're doing with that bug ship. How will you answer? This time, the interaction is entirely up to you!
The post for this mini-event is → HERE
A few things about this post:
► Stations Along The Way:
There are several way-stations within range of the hostship's path, and as usual, they are your standard disk-shaped platforms with the usual courtyard and fake park experience. Too bad these stations have been trashed just like the last ones--with vending machines ripped open, benches broken in half, and the stores all looted and smashed. Passengers who saw the inside of the Iskaulit will recognize that the raiding bugs (or rather, their fungal infections) are to blame for the mess.
THE BLUE PLANET.
► Geography and Climate:
Most of this planet is covered in immense salt water oceans, and once a ship is in atmospheric range, hundreds of islands can be seen dotting the surface along old volcanic ranges. Some of these islands are big enough to sustain small cities, with groves of trees and networks of tidepools, while other islands are barely wide enough to land a shuttle on--and tend to sink at high tide.

Those islands that are big enough to sustain life are pretty tropical! There are a lot of palm-like trees, big leafy plants, small wildlife, and plenty of fresh-water features. The volcanic, wind-polished nature of the flatter ground is dotted with hundreds of tide pools and tiny rainwater ponds. Further inland, there are cliffs and ridges where the planet's residents build their homes (see below).
Although there are numerous species of plants to be found on this planet, the most varied and widespread by far are the algaes. They grow in a staggering variety of shapes and colors, with some types even endemic to single rainwater pools.
The ocean itself is very similar to ones found on Earth--if larger and even more alien. The seas teem with fish and invertebrates, both of the poisonous and delicious sorts. There are enormous predators and even larger herbivorous behemoths, which feed on the vast clouds of algae drifting just under the surface.
As picturesque as this world's climate appears at first, there is one problem. From space, the Fleet can see thick stripes of cloud ringing the atmosphere across the middle of the northern and southern hemispheres. These stripes are actually bands of constant, raging winds and destructive typhoons, which means all civilization exists along the equator. However, even in this relatively clear band, swift-moving storms swing through suddenly and violently. The beautiful blue sky can turn into a thunder-and-lightning nightmare in mere minutes--and then back again before the day is over. The planet's residents can always predict when a storm will hit, having been raised with a thorough understanding of all the signs and warnings. But to a first-time visitor, the moody weather might be quite a shock!
Sometimes the skies will be clear for days at a time, and sometimes the weather will swoop in and out of harsh storms every twelve hours. A sudden two-hour downpour is not unheard of, either. Feel free to choose for yourself if the weather is clear or torrential at any moment, because both are equally likely! Play with whichever would be the most fun.
► The People:
About two thirds of the population is a variation of human--as was seen on previous terraformed planets. Like those other groups, they have the same pale hair and slightly copper/orange cast to their skin. Due to the lack of living space, the inhabitants of this world are of relatively small stature, and tend to be highly gregarious, cooperative, and have little regard for personal space or belongings.
The other third of the population... actually consists of the same insectoid race that had previously inhabited the Iskaulit. They are known as the Nunnilis (at least according to humans' pronunciation of the bugs' humming, warbled word for themselves), and this population represents a colony that has been established and integrated on this planet for many generations. Though shy because of the recent tragedy, the Nunnilis are naturally inquisitive and sharp-witted, if a little childlike in their social demeanor. They also seem to be at least partly hive-minded--talking to one is a lot like talking to any other Nunnilis you could find on the island.
These two races have combined their separate cultures into a new whole, and for the most part, get along fantastically. They each consider the other to be like brothers, and frequently cooperate to fill in each other's gaps in skill and ability. The humans can understand the bugs' language but not speak it, so the bugs usually alter their buzzing and humming to form words in the common language. The Fleet will be able to understand them, unless the bugs are speaking their native language--which is considered rude in the presence of non-bugs, anyway.
There is a section down below (see "The Iskaulit Saga") that describes some of the general information and opinions that characters will be able to get from the Nunnilis about their ship and the infected brethren, as well as a comment for additional OOC questions, and an IC post later this month where characters can interact with them IC-ly.
► The Settlements:
Because of the frequent and brutal storms, most settlements are built right into the volcanic ridges and cliffs. Their homes are interconnected with a series of steps and ladders (which often need to be repaired), and less-reliable, carved interior tunnels for when the buildings are sealed up against the weather. Once the settlements are shuttered up against a storm, they're more or less impenetrable, so anyone stuck outside in bad weather must find shelter and wait it out.
Since there are no true trees, the only wood available comes from the shallow-rooted palm tree equivalents, which are managed in carefully-tended groves. No harvesting of wild-growing wood is allowed, unless it's from a naturally-fallen tree. Also, aside from bountiful obsidian, there is very little ore or strong stone to be mined. Thanks to the bugs, the population is well-aware of space travel and other technological advancements... But the overall technology level of the world has remained fairly low. While they have little interest in fancy gadgets, they are happy to trade for useful tools and devices.
As far as the economy goes, there are no opportunities here to work for a currency that can be converted into something universal. All currency earned here can only be used on this planet, so make sure to spend your native money before you leave! Or, follow the norm and trade in goods and services instead.
The single most important resource on this world is algae. There are large algae farms on the main islands, shallow pools where they grow everything from thin slimes to larger, legume-like pods. Residents can frequently be seen netting patches of bright and varied algae out of natural ponds. They seem to have found a way to use algae for almost everything--it's used as amazingly versatile foodstuffs, burned as fuel, grown to purify drinking water, woven into clothes and containers, synthesized into basic plastics, oils, dyes, cosmetics, medicine, and even made into art. Algae is surprisingly high in protein and easily stored in jars, so it'd make an excellent (if kind of slimy) addition to the stock in any ship's kitchen.
Notably, some of local structures (homes, farms, groves, pathways) have been damaged by more than just the local storms. Though most of it is already in various states of repair, the chaos and looting was clearly caused by infected bugs, just like on the stations.
THINGS TO DO.
► Enjoy (Or Don't) the Beach Planet:
Regardless of whether or not characters are following the story of the Iskaulit, there are plenty of things to do on the blue planet besides. The following are some of the more notable points of interest, but anyone is welcome to come up with and play out their own scenarios and projects.
→ Swimsuit season
Any passenger who looks in their lockers this month will notice that an appropriately sized swimsuit (in a style and color of the player's choosing) has mysteriously appeared there. What could this mean...?
→ Beaches
Lots of islands, lots of beaches! While the weather is nice, stretch out on a sand bar and get a tan. Build sand castles, bother crustaceans, collect alien seashells, or play that game where you have to hit a ball over the net back and forth (passengers from Earth may claim this is "volleyball", but the natives disagree and insist this traditional island game is called "crossfire").
→ Storms
Alternatively, the weather can get nasty pretty fast. Get caught out in a storm, have a heart-to-heart with whoever you found quick shelter with, or enjoy the wind and rain from the cozy safety of your ship. Be careful to not get stuck out in the open when the lightning starts up!
→ Oceans
Did you know that your short-range shuttles are perfectly suited for underwater travel? Anyone interested in exploring the ocean will get to see huge, beautiful coral gardens, tons of strange fish, and massive underwater plant life. Further out to sea, their shuttles can pick up the serenades of those giant, whale-like mammals. You can even drive close to their pods, if you're slow and quiet about it!
→ Grills and fish bars
This planet doesn't have many tourist attractions, but the one thing that comes highly-recommended is the local food. Temporary, open-air stalls are set up along the beaches and at the foot of dwelling cliffs, grilling up whatever happens to be the catch of the day. And when a storm is spotted on the horizon, they pack up and disappear in the blink of an eye. The "fish bars" are a little pricier--but characters get to sit down at a booth or a bar seat while small plates of delicious (and often creative) food are rolled past on a long, constantly-circling conveyor belt. Pick up what you want when you want it, and dig in! The dishes are usually composed of rice-like algae, fish, seaweed... Very much like any sushi dish you could find on Earth. These bars are also the best place to get an alcoholic drink, though they only seem to have wines and stiff liquors made from, you guessed it, algae.
→ Jobs
Again, they don't have very useful money here, but most natives would be happy to put their visitors to work for a trade. There are many odd jobs available (like repairing, building, healthcare, scholarly pursuits, entertainment, grunt work, household chores, farming and harvesting, food preparation, etc.) and you can be paid in as much algae, fish, palm fiber, and obsidian as you want!
→ Explore the islands
The natives will warn the passengers early on that no wild plants or animals should be taken from the island. All of the islands hold tiny, delicate ecosystems, so even the wild resources are very carefully monitored and respected. The passengers are allowed to explore outside of the settlements as long as they operate under a strict look-but-don't-touch policy. And, since there are almost no predators around, it's very safe to wander the jungles, look at plant life, check out the harmless fauna, and marvel at picturesque waterfalls. Wanderers can even find natural hot springs, and other impressive volcanic features, on some of the islands.
→ Lodging
There aren't really "hotels" or "inns" on the islands, but there are plenty of open, usually communal rooms that people rent out to visitors of their cliffside homes. The round, cavelike rooms are dimly lit with glowfish lanterns (see below!), with abundant cushioned mattresses on the floor for sleeping or lounging. True, the space you're renting might be attached to someone's living area, or you might have to navigate the back tunnels to avoid walking through someone's kitchen... but the people here seem to wander in and out of each other's houses anyway. They're a friendly, laid-back, generous people, so unless it's storming outside, their doors are always open!
→ Shopping
The markets here are very informal. On fairweather days, whoever has goods to trade will set up shop around the dwelling cliffs or along the beach. Swapping goods and services is the most common way of "purchasing" things here, and often, the best business of the day will be between two vendors trading wares with each other. Otherwise, the natives use small, rare white shells as currency. There are all kinds of trinkets and supplies available for purchase here--expect to find bountiful fish, algaes used for everything from food to cosmetics, palm-fiber cloth colored with vibrant algae dyes, baskets and rope, jewelry, carvings, and everything one could possibly make from obsidian and seashell materials. They may not have much in the way of ores or technology here, but all of the goods you can find are beautiful and high-quality, if only because there isn't a single Floot Loop logo in sight.
→ Fishbowls!
Feeling isolated after all that space travel? Need to give someone a present, but have no idea what? Do you just like glowy things? Vendors at the market will be happy to sell you a spherical fishbowl with a small, boggley-eyed, luminescent fish in it. The islanders here have been raising these fish for centuries, and have mastered breeding them into all kinds of different colors. They're easy to keep alive--just feed them some algae, protein, or leftover table-scraps every few days, and they'll keep on glowing! The people here seem to use them in place of lanterns, and there's at least one in every household--so you can get your hands on your very own fishbowl for pretty cheap.
► The Iskaulit Saga:
Even before landing on the planet, it becomes apparent that the trouble with the bugs isn't over yet. It may not be causing the damage it did on the Iskaulit, but the people of this planet have been struggling to keep a similar infection contained.
Assuming that a number of passengers would want to help, observe the situation, or ask the natives and local Nunnilis about what's going on, we've outlined some information that will very quickly become common knowledge for everyone. There will also be another small event post on the 19th where characters can IC-ly speak with a Nunnilis NPC of their choosing. Again, the post shouldn't bring to light anything the characters haven't figured out already--it's just another RP opportunity, and a chance for characters to do things like ask questions, offer condolences, or just settle their consciences a little.
The post for this is → HERE
If you don't want to wait for the post, or if you have further questions about the Nunnilis, infected bugs, the Iskaulit, or any related part of this event, you are also welcome to ask those questions in the OOC "Iskaulit Saga Questions" comment on this post!
→ Upon arrival
Not long after Fleet ships begin landing on the planet, it becomes obvious what's happened here. This world's coordinates are the same coordinates that were programmed into the Iskaulit, and is without a doubt where those infected bug pods have been landing. The people here have been struggling against this invasion for months. The infected bugs who landed would both raid the villages and attempt to infect the native Nunnilis population. As such, everyone is both grateful to those who want to help, and extremely relieved that the passengers were able to decontaminate the Iskaulit so thoroughly.
Those few inhabitants who've gotten a chance to closely observe the infected bugs think that they're attracted to the pheromones of their healthy brethren--as they have been hunting the uninfected Nunnilis down relentlessly. As a result, almost the entirety of the Nunnilis population is holed up in various points on the islands to avoid infection. Most are still healthy, but there are some that are in the early and intermediate stages of infection, quarantined safely away from the others. The Fleet managed to head off the source of this planet's problems with the Iskaulit, but there is still work to be done.
→ The Nunnilis
The Nunnilis population is in danger, but the Fleet has all the resources to help. Within the first week of landing, lab support officers can finish a viable, stable cure. It will be rough on the bugs in the intermediate stages of infection, and some damage cannot be repaired--but the vast majority will survive the process. The Fleet cannot make enough of this cure to get to everyone, but they can work with the natives and give them the proper supplies for them to start synthesizing their own cure, which they can continue to administer to the population even after the Drift Fleet leaves this star system.
So, anyone who wants to get out there and help the ailing bugs can do so! Workers are needed in the labs, caring hands are needed in the field, and bugs suffering from advanced stages of the fungus may behave erratically or violently--some sharp eyes and a couple of strong-armed restrainers may become necessary. Let's save some Nunnilis, Drift Fleet!
Furthermore, some of the fungus has taken root in ways that had not manifested on the Iskaulit. Flowering fungal blooms have begun to grow on some areas of the island, so help is needed there, too. Anyone who can remove and (safely) burn the infection, or clean spores from contaminated areas with a slightly acidic (algae-based) solution provided by the natives, is more than welcome to do so.
For all that the Fleet has already done for the Nunnilis, the entire colony is forever grateful. Though they are heartbroken over the tragedy, they agree with the decisions that the Fleet has made thus far. They appreciate the fact that the Fleet stopped to help out their brothers at all--many would have abandoned the infected bugs to their fate without a second thought.
Again, while this general sentiment is implied, and you are all welcomed and encouraged to play with it however you want in your threads, there will also be the above-mentioned IC interaction post for anyone still interested in getting an exact conversation on the topic.
→ The Iskaulit
When asked about the Iskaulit, the Nunnilis will explain that it was a self-contained merchant colony ship. They are not sure how the crew became infected. While the bugs are all eternally grateful that the Fleet hasn't left the ship to scavengers, and that their brethren have been laid to rest... It's swiftly agreed that they don't really want it back. This world has no use for it. The next nearest Nunnilis colony is still so far away that they wouldn't bother coming to get it either. As they have nothing to repay the Drift Fleet with, they are happy to offer up the Iskaulit to the passengers for their own use. They would much rather it be used to help the passengers continue their good work wherever they go.
They also, in the hive-minded way that they do, agree as a cohesive group that they would like to have all of the data and personal affects collected from the ship. They will ask permission for a band of Nunnilis representatives to fly up to the Iskaulit themselves, strip the ship of anything left that they may want, and administer their own last rites to their fallen brothers. After that, the ship will no longer be of the Nunnilis, and can be passed proudly on to new owners.
Characters can continue to decide for themselves what they think about the ship and its future, but the Fleet at least gets solid permission from members of the original species to use the gutted ship for their own purposes--which is no small feat! Give yourselves a huge pat on the back. Whatever your characters think, you all as players have earned it!
► Augment Glitches... Or Are They?
The Fleet has experienced a wave of mass-glitching before, but this round seems a little different. From July 26th to the end of the event, passengers' augments may malfunction, causing mild to moderate effects that seem to be suspiciously geared toward distracting or cheering up the victims. It's almost as if someone out there wants the passengers to stop thinking about the recent tragedy and all of the upsetting circumstances and questions surrounding it. But, Atroma wouldn't really stoop to cheaply meddling with the passengers like that, would they?
The effects all range from simply distracting to blatantly uplifting, and the duration of each case varies from a few days to over a week, with some turning on and off sporadically during this time. Anyone who wants to give their characters a glitch may do so, as long as it's not something that would end up being too detrimental to their state of mind. It's fine if they get annoyed or aggravated in retrospect--but anything that would have severe, long-lasting negative effects to their psyche (like depression, paranoia, panic attacks, severe doubts about reality, etc) is mysteriously avoided this time around. Aside from that, it is entirely up to players to decide how long the glitches last, to what degree characters are affected, or if they even want to give them a glitch at all.
Examples of augment glitches include:
If you don't like any of these, but still want to give your character an augment glitch, you are welcome to invent your own! However, these should only be glitches that affect the behaviors, superficial emotions, and energy levels of the passengers. If you're not sure if your idea fits, just ask us!
As always, please feel free to ask any other questions you may have under the "Questions" comment! You can also use this post to plot with each other, or to work through/gather interest for any projects or ideas your characters have had lately. We've tried to leave some room for everyone, so have fun with whatever interests you the most!
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