The Mod Journal (
spaceshipit) wrote in
driftfleet_ooc2016-10-06 11:17 pm
Entry tags:
The Lagan Star System
After a stretch of empty space, the Marsiva finally skirts the Fleet along the boundaries of another star system. But around the time that their unswerving Host Ship should be headed straight for a planet or other obvious stopping-point, no celestial body looms up in front of the drifting ships. Only bustling, dingy way-stations lie in her direct path. This time, the Marsiva seems intent on letting any planets stay at the very edge of her range as she wings around the system.
Whether the Fleet’s guide has a distant destination in mind, or a nearby one that she is trying to avoid, the change in her behavior is notable to those who have flown with her long enough. And a mysterious signal pinging from a planet at the edge of the Fleet’s reach probably has something to do with it…
Welcome to the beginning of the Fleet’s next adventure--visiting a little chunk of space that seems to be known only as Lagan. This setting/plot will be described and carried through a few separate posts, revealing further details and such as the weeks go on.
This plot and the one following it are being unofficially considered the Drift Fleet’s “birthday” plots, so they will be a little more involved than usual. However, everyone is still welcome to play at their own speeds: backtag and forward-tag as you please, feel free to ignore whatever elements you want, and don’t feel pressured to keep up with absolutely everything! We will try to keep as many things as optional and open as possible, so be sure to let us know if there is anything we can do to improve your fun at all.
CALENDAR:
→ The fleet will be in this star system for approximately four weeks, starting 10/07.
→ There will be a few separate posts over time as details are revealed - including one very soon!

ANOTHER SINGING PLANET.
DISTRESS SIGNAL
Those that follow the signal of distress, braving the outer regions of the Marsiva’s range, will find the call coming from somewhere on the surface of a quiet, hazy planet rather far from the nearest way-station. The distress beacon is one of those wordless signals coded to register to receivers as an S.O.S., endlessly repeating and unresponsive to any messages sent along the same frequency. No other information is able to be gathered from the signal at that distance, so the passengers will have to get much closer if they want to learn anything.
SHOCKWAVE
And what they approach probably appears familiar to many in the Fleet. Here is yet another beautiful green planet, like several worlds that the Fleet has visited in the past, but if this one ‘sings’ as the others have, it does it in a very peculiar way. The first time each ship gets close and approaches orbit, a sudden rush of energy flares out through the atmosphere, buffeting the hull and scrambling the instruments for one or two very dramatic minutes. The wave is invisible, save for a confusing warp in the way light describes shapes, but those who are sensitive to various energies--psionic, magical, life-force, or otherwise--will be able to feel an overwhelming force comb through their entire being, before the phenomenon passes over and ends. The experience is jarring for all involved, but apparently harmless, and each ship is allowed to come and go from the planet without further incident afterwards.
INTO THE WOODS
Like the other "singing planets" this one resembles, the land is nearly entirely covered by a solid canopy of dense, towering forest. Finding places to land is difficult, but there are scattered grassy, elevated mesas large enough for several ships to safely land at a time. From there, passengers can look out over the endless canopy, or begin to wade into the forest below.
The further one travels into the woods, the larger and more impressive the plants and animals become, very much like one particular forest planet visited in the past. Like its very distant cousin, this world has fungi that increase in size and complexity until growths resembling huge, spore-clouded coral can be glimpsed high up on the sides of trees. Luminescent flocks of birds drift like currents of krill overhead, herds of silvery cat-size mice break and scatter through stands of soft weeds, and the shadows of titanic herbivores loom only in the deepest of undisturbed darkness ahead.
As has been seen before, the plants and animals here often seem shockingly similar to species found on the passengers' homeworlds, if larger and more "mystical." The forest gets darker the deeper in they go--so explorers will probably need a source of light to venture very far. By and large, animal life will scatter at the approach of intruders, opting to avoid instead of attack. Though the spoor of massive predators can be found, the animals themselves are nowhere to be seen.
Any passenger who could be considered magical, or who uses a supernatural source of energy, will find themselves feeling recharged and revitalized by spending time on this planet. The world seems to infuse its visitors with energy, and this effect grows as they venture deeper into the trees. Even magical items can potentially be recharged by spending time among the trees.
Despite its natural grandeur, this forest seems uninhabited. However, those who can sense life-force, psychic energy, or are able to communicate with various beings in less-than-tangible, might begin to get the sense that they are being watched and reached for...
THE WRECK
Somewhere deep in the forest, curious explorers can spot the wreck of a massive, ovoid ship nestled in among the trees. While it may have once rivaled the Marsiva in scale, it appears to now be largely hollowed ruins, half-eaten by rust and the passage of time.
However, it will take passengers quite a bit of time to actually reach this wreck. Most of the journey will have to be on foot, as there is nowhere to land a ship nearby, and the hazy atmosphere seems to interfere with scanning instruments in the same way that it has on previous singing planets. Players are welcome to play out or plan on their characters making their way over towards this ship, but more details about what it looks like and what can be found inside will be released in a post that we'll put up in several days.
JUNKYARD WAY-STATIONS.
The intriguing aspects of the green planet have apparently not gone unnoticed by off-worlders, and thus the way-stations in this system are a bit different from the ones usually encountered. While their original design is that of the usual way-stations found along the Marsiva’s path, it seems that groups of drifters have chosen to put down a few roots and make their mark. From the outside, what look like pieces of derelict hulls and junked ships can be seen grafted onto the way-stations, creating makeshift extensions off of the original structures.
Once docked on these modified way-stations, passengers will find the renovations are not limited to the exteriors of the stations. There are additions all over the interiors as well, cobbled together from who knows how many foreign sources. Those who constructed these modifications didn't seem to have had aesthetics, spaciousness, or even safety in mind, as these places seem just full of scrap metal, cargo, and cords running everywhere. The general atmosphere, understandably, is dingy and crowded.
These modified stations have been taken over by scavengers and smugglers who have decided to set up outposts in this system for business purposes. Some range in from more distant locations (the tri-faction system being one of them) but many are camped out on the stations more permanently--some of which have started families of their own, and the beginnings of rudimentary communities are developing in a few of the settlements. Among their populations are the often-seen copper-hued humans, a few transient Nunnilis hives, and other less-common beings that the Fleet has seen before. Despite the shoddy, ramshackle appearance of things, they must be making a decent living if they’ve chosen to stick around for so long. They are capable survivors and opportunists to be sure--so, though they are not hostile to the Fleet in general and welcome any bit of business they can get, passengers are advised not to travel alone… either when walking or while flying by. Lonesome ships are much less intimidating than an entire fleet, and some of these folks will admit to dabbling in occasional kidnapping for ransoms and slave trade. It's nothing personal against the fleet... just, a living's a living.
The way-stations still have public areas for anyone to spend time in (though many of those open false-parks have been partially taken over by new establishments or converted into other venues), and the passengers can still do a bit of shopping and whatnot if they wish. Some of the grafted ships have been converted into makeshift shops, dive bars, and meal carts. You won’t find much in the way of fresh, perishable ingredients out here, but the locals have become very creative in what they can do with synthetic proteins and freeze-dried nutrient bars. As for the shops, if it can be made from scrap, you can probably find it here somewhere. And you might even find a few articles scavenged in from distant planets, though expect a steep price. If you need money, the locals will be very happy to pay in credits for any scavenged items, especially ship parts.
In talking with the scavengers, they will be quick to warn passengers away from attempting to salvage items on the planet itself, and it’s not just because they’re trying to protect a gold mine. It is a well-known fact among them that a ringing distress beacon--as well as the sight of a fat, green, healthy planet--is a huge temptation to passing ships. But it is also a well-known fact that this planet is just as dangerous as it is alluring. The story goes that even attempting to get near it will cause most ships to wreck down onto its surface, or become so mysteriously damaged that they become easy pickings for the scavengers and pirates that circle this area like hungry vultures.
A MESSAGE FROM YOUR HOSTS.
With such a mystery lurking at the edge of the Marsiva's range, is it any wonder that the Hosts will be chiming in with something to say?
As part of this event, Hosts will be spamming the network more than usual. When these posts appear, we encourage people to comment and threadhop on these posts as much as they want, but players are also free to ignore them if they (or their characters) aren’t interested or aren’t around at the time.
COMING UP NEXT...
What secrets lie on the derelict ship lost out in the trees? Are there other surprises hiding in the shadows of the forests? What could the Hosts want to address the Fleet about? What is the deal with that distress signal? Find out next time on the Drift Fleet!
The first post with further details about what's going will be posted in the next several days. Until then, if anyone is confused or has any questions about this event so far, feel free to ask us in a comment below!
Whether the Fleet’s guide has a distant destination in mind, or a nearby one that she is trying to avoid, the change in her behavior is notable to those who have flown with her long enough. And a mysterious signal pinging from a planet at the edge of the Fleet’s reach probably has something to do with it…
Welcome to the beginning of the Fleet’s next adventure--visiting a little chunk of space that seems to be known only as Lagan. This setting/plot will be described and carried through a few separate posts, revealing further details and such as the weeks go on.
This plot and the one following it are being unofficially considered the Drift Fleet’s “birthday” plots, so they will be a little more involved than usual. However, everyone is still welcome to play at their own speeds: backtag and forward-tag as you please, feel free to ignore whatever elements you want, and don’t feel pressured to keep up with absolutely everything! We will try to keep as many things as optional and open as possible, so be sure to let us know if there is anything we can do to improve your fun at all.
CALENDAR:
→ The fleet will be in this star system for approximately four weeks, starting 10/07.
→ There will be a few separate posts over time as details are revealed - including one very soon!

ANOTHER SINGING PLANET.
DISTRESS SIGNAL
Those that follow the signal of distress, braving the outer regions of the Marsiva’s range, will find the call coming from somewhere on the surface of a quiet, hazy planet rather far from the nearest way-station. The distress beacon is one of those wordless signals coded to register to receivers as an S.O.S., endlessly repeating and unresponsive to any messages sent along the same frequency. No other information is able to be gathered from the signal at that distance, so the passengers will have to get much closer if they want to learn anything.
SHOCKWAVE
And what they approach probably appears familiar to many in the Fleet. Here is yet another beautiful green planet, like several worlds that the Fleet has visited in the past, but if this one ‘sings’ as the others have, it does it in a very peculiar way. The first time each ship gets close and approaches orbit, a sudden rush of energy flares out through the atmosphere, buffeting the hull and scrambling the instruments for one or two very dramatic minutes. The wave is invisible, save for a confusing warp in the way light describes shapes, but those who are sensitive to various energies--psionic, magical, life-force, or otherwise--will be able to feel an overwhelming force comb through their entire being, before the phenomenon passes over and ends. The experience is jarring for all involved, but apparently harmless, and each ship is allowed to come and go from the planet without further incident afterwards.
INTO THE WOODS
Like the other "singing planets" this one resembles, the land is nearly entirely covered by a solid canopy of dense, towering forest. Finding places to land is difficult, but there are scattered grassy, elevated mesas large enough for several ships to safely land at a time. From there, passengers can look out over the endless canopy, or begin to wade into the forest below.
The further one travels into the woods, the larger and more impressive the plants and animals become, very much like one particular forest planet visited in the past. Like its very distant cousin, this world has fungi that increase in size and complexity until growths resembling huge, spore-clouded coral can be glimpsed high up on the sides of trees. Luminescent flocks of birds drift like currents of krill overhead, herds of silvery cat-size mice break and scatter through stands of soft weeds, and the shadows of titanic herbivores loom only in the deepest of undisturbed darkness ahead.
As has been seen before, the plants and animals here often seem shockingly similar to species found on the passengers' homeworlds, if larger and more "mystical." The forest gets darker the deeper in they go--so explorers will probably need a source of light to venture very far. By and large, animal life will scatter at the approach of intruders, opting to avoid instead of attack. Though the spoor of massive predators can be found, the animals themselves are nowhere to be seen.
Any passenger who could be considered magical, or who uses a supernatural source of energy, will find themselves feeling recharged and revitalized by spending time on this planet. The world seems to infuse its visitors with energy, and this effect grows as they venture deeper into the trees. Even magical items can potentially be recharged by spending time among the trees.
Despite its natural grandeur, this forest seems uninhabited. However, those who can sense life-force, psychic energy, or are able to communicate with various beings in less-than-tangible, might begin to get the sense that they are being watched and reached for...
THE WRECK
Somewhere deep in the forest, curious explorers can spot the wreck of a massive, ovoid ship nestled in among the trees. While it may have once rivaled the Marsiva in scale, it appears to now be largely hollowed ruins, half-eaten by rust and the passage of time.
However, it will take passengers quite a bit of time to actually reach this wreck. Most of the journey will have to be on foot, as there is nowhere to land a ship nearby, and the hazy atmosphere seems to interfere with scanning instruments in the same way that it has on previous singing planets. Players are welcome to play out or plan on their characters making their way over towards this ship, but more details about what it looks like and what can be found inside will be released in a post that we'll put up in several days.
JUNKYARD WAY-STATIONS.
The intriguing aspects of the green planet have apparently not gone unnoticed by off-worlders, and thus the way-stations in this system are a bit different from the ones usually encountered. While their original design is that of the usual way-stations found along the Marsiva’s path, it seems that groups of drifters have chosen to put down a few roots and make their mark. From the outside, what look like pieces of derelict hulls and junked ships can be seen grafted onto the way-stations, creating makeshift extensions off of the original structures.
Once docked on these modified way-stations, passengers will find the renovations are not limited to the exteriors of the stations. There are additions all over the interiors as well, cobbled together from who knows how many foreign sources. Those who constructed these modifications didn't seem to have had aesthetics, spaciousness, or even safety in mind, as these places seem just full of scrap metal, cargo, and cords running everywhere. The general atmosphere, understandably, is dingy and crowded.
These modified stations have been taken over by scavengers and smugglers who have decided to set up outposts in this system for business purposes. Some range in from more distant locations (the tri-faction system being one of them) but many are camped out on the stations more permanently--some of which have started families of their own, and the beginnings of rudimentary communities are developing in a few of the settlements. Among their populations are the often-seen copper-hued humans, a few transient Nunnilis hives, and other less-common beings that the Fleet has seen before. Despite the shoddy, ramshackle appearance of things, they must be making a decent living if they’ve chosen to stick around for so long. They are capable survivors and opportunists to be sure--so, though they are not hostile to the Fleet in general and welcome any bit of business they can get, passengers are advised not to travel alone… either when walking or while flying by. Lonesome ships are much less intimidating than an entire fleet, and some of these folks will admit to dabbling in occasional kidnapping for ransoms and slave trade. It's nothing personal against the fleet... just, a living's a living.
The way-stations still have public areas for anyone to spend time in (though many of those open false-parks have been partially taken over by new establishments or converted into other venues), and the passengers can still do a bit of shopping and whatnot if they wish. Some of the grafted ships have been converted into makeshift shops, dive bars, and meal carts. You won’t find much in the way of fresh, perishable ingredients out here, but the locals have become very creative in what they can do with synthetic proteins and freeze-dried nutrient bars. As for the shops, if it can be made from scrap, you can probably find it here somewhere. And you might even find a few articles scavenged in from distant planets, though expect a steep price. If you need money, the locals will be very happy to pay in credits for any scavenged items, especially ship parts.
In talking with the scavengers, they will be quick to warn passengers away from attempting to salvage items on the planet itself, and it’s not just because they’re trying to protect a gold mine. It is a well-known fact among them that a ringing distress beacon--as well as the sight of a fat, green, healthy planet--is a huge temptation to passing ships. But it is also a well-known fact that this planet is just as dangerous as it is alluring. The story goes that even attempting to get near it will cause most ships to wreck down onto its surface, or become so mysteriously damaged that they become easy pickings for the scavengers and pirates that circle this area like hungry vultures.
A MESSAGE FROM YOUR HOSTS.
With such a mystery lurking at the edge of the Marsiva's range, is it any wonder that the Hosts will be chiming in with something to say?
As part of this event, Hosts will be spamming the network more than usual. When these posts appear, we encourage people to comment and threadhop on these posts as much as they want, but players are also free to ignore them if they (or their characters) aren’t interested or aren’t around at the time.
COMING UP NEXT...
What secrets lie on the derelict ship lost out in the trees? Are there other surprises hiding in the shadows of the forests? What could the Hosts want to address the Fleet about? What is the deal with that distress signal? Find out next time on the Drift Fleet!
The first post with further details about what's going will be posted in the next several days. Until then, if anyone is confused or has any questions about this event so far, feel free to ask us in a comment below!

QUESTIONS
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...However, if you want them to have periods of more intense glitching, knock yourself out.
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If Fenris catches wind of it (which is very likely, let's face it) he will absolutely go off and kill every slaver he can find. What sort of IC consequences would come of it, if any, because wow would this be a mass NPC killing.
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So, basically... yeah! He can totally end up murderizing some slavers, but it at least won't be all at once in one big kill-fest. It's something that can kind of be spread out over the course of the month, and he can even find some pockets of individuals who do work together, if you'd like. There is absolutely no organized law here (even the budding communities are only interested in keeping their families safe), so he would only be facing small gangs at a time coming to stop him, at the very most.
Does that all seem workable and make enough sense?
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Thanks, this suits me just fine! A nice happy medium for everyone.
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Sort of like that energy that infuses everything here has a giant planet-wide voice of its own instead of many smaller voices, if that makes any sense.
And the second thing that would be most obvious is a very looming sense of suspicion. Nature is watching you, bro.
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Hey, no need to be suspicious, nature, Finwe has your back.
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Arthur is eager to build a PASIV device, so I'm wondering how many parts he could find. Also, to dreamshare, you need Somnacin. I'm guessing the chemical itself isn't available, but it can be produced. Inception doesn't list out the chemicals required to make it, but I'm guessing he could come up with something similar with the help of a chemist. So I was wondering if chemicals are widely available here?
I also want to make sure it's okay to do this, if it's possible. If you'd rather discuss this via PM, or if it takes time to get back to me, that's fine!
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