The Mod Journal (
spaceshipit) wrote in
driftfleet_ooc2015-03-07 10:52 pm
Entry tags:
March planet
As the Fleet leaves the moons behind and the frequency interference finally clears away completely, communications officers may once again notice little blips at the edges of their radar... that are gone almost as soon as they're detected. Whoever they are, they don't want to be noticed, and there's no sign of them for the rest of the month.
Maybe it's because this region of space is busier than usual... After all, the Fleet has reached an intergalactically-famous vacation spot:
The amazing and historically-accurate world of Mor!
Upon Arrival
There's only one place to land on this planet. All ships that break orbit to head to the surface will find themselves dragged along a very specific path by a powerful tractor beam. Their designated parking spot is... in the center of a volcano. But have no fear! The lava and threatening, fiery summit is only a hologram, and ships pass harmlessly through it. There is a huge landing enclosure within the mountain, wherein passengers can wander around and acquaint themselves with the workings of this incredible vacation destination--a necessary thing before setting out to enjoy the charming, rustic surroundings of Mor.
The planet of Mor appears to have been terraformed (only one hemisphere is vegetated and habitable) and, thus, the population must have been propagated there from elsewhere... but for all intents and purposes, the inhabitants of Mor believe that they have been there from the dawn of time! They are entirely unaware that they are being promoted as a tourist trap for the rest of the universe.
This world is, essentially, the galaxy's largest Renaissance Fair, and the actors aren't acting at all.
Robotic stations within the mountain will provide holographic displays explaining how this "historically accurate" world works, and warn everyone of Mor's strict policy on preserving the primitive, ignorant nature of its city and inhabitants. Visitors are not allowed to break this illusion under any circumstances! The displays make it very clear that Mor is only there to provide a fascinating and educational experience, so no tampering or interference will be tolerated.
The displays will also inform you that, as this is a historically accurate simulation, disease is common--so, it is highly suggested that you use the complimentary vaccines provided to inoculate yourself against infection... especially if you're planning on spending time getting up close and personal with the inhabitants. Illiteracy is also common, so don't expect to find many things with written words on them.
Once properly educated on the rules and regulations, each visitor will be dispensed a thin metallic band to be affixed around the neck (or equivalent vital bodypart in the case of nonhumanoid anatomy). This modulator will project a sophisticated illusion to help visitors blend in (see below). After, each visitor must correctly answer a short list of quiz questions proving that they understand the rules. Only then will they finally be released upon the city.
Rules and Guidelines
→ Modulators
The modulators are the most important factor in Mor's success. These bands project holograms that allow every visitor to blend seamlessly with the native population, and can only be removed within the confines of the volcano. If attempts are made to break or unclasp the modulators while outside the volcano, the visitors will find them to be absolutely indestructible. The only way to remove them outside of the volcano is if the wearer happens to have abilities which allow them to phase through solid objects.
The modulators disguise all inhuman and anachronistic traits of both body and clothing, including hair and eye color, and even more outlandish tattoos and piercings. Peasants always see this illusion, but visitors may click a button on their modulators that allows them to see through the projected illusions of others if they so chose.
Each visitors will be projected as either a perfectly mundane human, tame animal... or inanimate object (such as a doll).
A special note on clothing: all clothing that does not fall into a style that might be found on the planet gets defaulted to drab peasants' garb. If you want to wear something fancier, you must either buy clothing in the city, or possess (or borrow from crewmates) clothing that happens to fall into an archaic-enough style to fit.
→ Boundaries
Visitors are allowed free reign of the entire city, though guards will be bar them from entering good Castle Hogmole, and their own augments will prevent them from straying more than a mile from the city walls. If visitors attempt to pass this boundary, their augments will cause them enormous pain and distress, until it becomes absolutely unbearable.
→ Keep to the Script
The only rule to the Mor experience is to not break the illusion. Visitors will basically be allowed to do whatever they want, as long as they follow this rule. They may have to deal with the native law enforcement if they are caught stealing or causing destruction, but the overseeing authority will only step in if the visitors somehow interfere with the inhabitants understanding of the world.
As far as the inhabitants know, you are all civilians or visitors to their fair city, and the great shining gems that descend into their volcano are signs of blessings from the gods. Also, humans are the only known sentient creatures, though there are tales of many mysterious creatures of legend beyond the city walls. The knowledge and fear of magic also exists, and there are magicians that perform for crowds and tinker with alchemy within the city, but how much is actually real magic is up for debate.
→ Enforcement and Punishment (or "how much can I get away with?")
If a visitor is caught breaking the only rule of Mor within the city, punishment will be swift and terrible. Sometimes they will have an hour before the authorities notice, or they may have mere seconds. The first step in punishment is them being 'tazed' by their augments (whether or not they would normally be vulnerable to such an attack) which causes spasms, pain, and immobilization. They will then be carted off back to the volcano by robots that the inhabitants seem to view as ordinary humans.
NOTE: This rule only applies within the city walls. Since strange and frightening things are believed to be in the wilderness anyway, characters will receive no punishment from breaking the illusion outside the city wall.
Once the transgressor regains their senses within the volcano, they will be treated to a disciplinary video explaining what they did wrong, and will have to answer another quiz before they are allowed to rejoin the festivities in the city. The major downside to this punishment, aside from the discomfort, is the fact that transgressors will likely be labeled as cursed or possessed by the villagers (on account of their raving and spasms) and treated accordingly.
The City and Countryside
→ The City of Dirkwall
Thanks to the wonders of terraforming, the Kingdom of Gondur is enjoying a lovely, mild springtime. The capital city of Dirkwall has had many centuries to grow into a bustling, thriving community! The towers and spires of Castle Hogmole are a sight to behold--and the large town surrounding it holds many tourist attractions as well. Both the castle and the town are surrounded by a high stone wall, making the city limits exceptionally clear to all visitors.
The people of Dirkwall can be easily divided between the upper class (merchants, nobility, "scholars") and the lower class (farmers, shop-keepers, peasants, and anyone who looks like they actually work for a living). There is almost no "middle class" to speak of. You may get snubbed in the upper-class district if you don't seem sophisticated enough... But you'll also get bizarre looks in the slums if you act like you've got high status or a lot of money. Either way, as long as you don't try to break the facade, they'll assume you belong there, just like them.
Some characters may notice that parts of the city and culture are... oddly familiar. Names, aesthetics, wares, even the local myths might strike medieval and fantasy types as bizarrely close to things they're used to seeing and hearing at home. Not exactly the same, of course, but... Perhaps worth noting, regardless!
→ Around the City
The lands of Gondur are equally picturesque and interesting! Unfortunately, characters cannot travel for more than a mile outside the city walls without their augments causing them severe pain... But as long as they stay within the designated zone, they are free to roam as they wish.
There are farms nestled in close to the walls of the city, where peasants tend to their crops and animals. There is a charming forest to the north, and the river Anduan to the south. This river is where most of the city's trade and "exotic goods" come from. There are wildflowers and local wildlife in abundance, so enjoy the good weather while you can!
Should visitors choose to leave the city and return to their ships during their stay, there is a designated path they must travel to get back without incident--and they are only allowed to traverse it during the daytime, as everyone knows that "the roads are dangerous at night".
→ The Attractions
So, what can you do in this fine city?
Eat! Drink! Be merry!
You can visit the local inns and taverns to sample their various beers, meads, and wines! There are also other hearty meats, soups, breads, cheeses--and if you're willing to part with a little more money, actual fruit. These taverns are a good place to catch a tale from a wandering bard, or maybe tell a tale or two yourself! The inns also provide rooms and, if you shell out, they will be happy to draw up a warm bath for you. If local drinks and foods are not enough... Yes, there are brothels.
Attend a play!
Come see one of the new works being put on in the local theater... Some of them are respectable, beautiful works of art, while others are raunchy and all but encourage the crowd to throw things at the actors. Which are all male, by the way. Yes, even the one in the dress and fabulous makeup.
Arts and crafts!
Learn a trade! Make some pottery! Weave baskets! Try your hand at smithing! For a small-to-moderate fee, many places around the city will allow you the experience of doing what they do--and maybe fancy embroidery work is exactly the kind of stress-relief you need right now.
Archery and sparring!
There is a monitored training area that you are welcome to come play in. Pick up a practice sword and go to town on a dummy--or shoot at targets with one of their many bows. Weapons are for rent only. Please return them when you are finished! If you'd like to buy your own, check out the marketplace!
Explore the festival!
Lucky for you, the Harrowlock festival is in full swing! A section of the city has been dressed up for just the occasion--and there you can see performers, jugglers, fire-dancers, magicians, musicians, and all manner of brightly-colored costumes and decorations to celebrate the warm spring season.
Jousting!
There is a sport where guys in really heavy armor get on horses and run at each other with sharp lances, often to the death--what's not to love? Buy your tickets now! The knights riding in the next one are supposed to be really popular with the locals!
Visit a temple!
Need a break? Looking for a little divine guidance? There are several temples around the city built towards the worship of various gods, as well as a neutral, open area near the middle of town where all forms of worship are accepted--as long as it's not hurting anyone or causing a ruckus, you may do as you wish.
Enjoy the Courtyard!
While entrance to the Castle Hogmole is barred, visitors who look upstanding enough are allowed to explore the lovely gardens and courtyard around it. There are fountains, gorgeous statues, benches for sitting, and hedges that have been cut into the shapes of funny-looking animals.
Sneak into the Castle!
We all know you were thinking about it. It turns out that a keen (or maybe just lucky) person or two can slip past the guards and look around the castle, but... After the first ten minutes, it's surprisingly boring. Just a bunch of nobles wandering around, attending to matters that sound unbelievably dull. You will be found, quickly, and escorted from the building as many times as necessary.
Comb the marketplace!
There's something here for everyone, rich or poor! If you can imagine it coming from a "middle-ages" setting, they're probably selling it here somewhere. This would be a good place to find medieval weaponry and armor, mundane spell components (like herbs, mirrors, chalk...), dried foods, archaic medicine, clothing that fits the setting, musical instruments, basic tools, etc. There are also a number of "exotic goods" from the far lands of Easteros being sold... though some passengers may notice these items and foods seem suspiciously elven. And remember, the better it is, the more expensive it will be. Armor, weapons, books, and nice clothes will be among the most absurdly expensive items, so... Good luck!
Take on a job!
There's a "jobs board" in the town square, free for any wandering adventurer or broke mercenary to look at. You'll find postings for various fetch quests, small bounties, and odd favors. Someone wants you to bring them ten rat tails. Another person needs help clearing out a "giant spider" infestation in her basement. Someone else just wants a hand pulling up carrots on their farm. Work is work, right?
Explore the ruins!
Rumor has it that "Saltis", an old burial mound just outside of town, is haunted. Terrible monsters emerge from it at night to scare villagers and kill unsuspecting travelers! It will not take much investigation to realize that this is all a hoax, however. The ghosts are just holograms, and the "monsters" are pop-up models that spring out of the walls when you step on a pressure plate. Still, if you make it to the end of the tunnels, there's a burst of (possibly familiar) confetti and a chest with pretty gemstones in it--"limit one per person" is written helpfully on the inside.
Wind up in jail!
Yes, there is a jail. If you wind up in jail, do not pass go. Do not collect $200. Maybe get someone to bail you out, unless you like the subterranean slime smell.
Beyond the Planet
When passengers aren't planetside, they are free to visit the nearby waystations, which are very much like the typical sort, mainly populated with tourists (many from the previous trio of moons), and offering many Mor-themed souvenirs for sale.
As for available off-world jobs, there are mainly the support and/or policing of short-range smuggling operations, taking unsanctioned historic goods from the planet for resale.
Planning, Questions, and Everything Else!
Please use this post for any questions that require mod attention, as well as any planning, plotting, projects, comments, ideas, or discussions that you'd like to share with the rest of the class! Check back all month to keep up with what's going on with the rest of the fleet and get involved!
Have fun!
Maybe it's because this region of space is busier than usual... After all, the Fleet has reached an intergalactically-famous vacation spot:
Upon Arrival
There's only one place to land on this planet. All ships that break orbit to head to the surface will find themselves dragged along a very specific path by a powerful tractor beam. Their designated parking spot is... in the center of a volcano. But have no fear! The lava and threatening, fiery summit is only a hologram, and ships pass harmlessly through it. There is a huge landing enclosure within the mountain, wherein passengers can wander around and acquaint themselves with the workings of this incredible vacation destination--a necessary thing before setting out to enjoy the charming, rustic surroundings of Mor.
The planet of Mor appears to have been terraformed (only one hemisphere is vegetated and habitable) and, thus, the population must have been propagated there from elsewhere... but for all intents and purposes, the inhabitants of Mor believe that they have been there from the dawn of time! They are entirely unaware that they are being promoted as a tourist trap for the rest of the universe.
This world is, essentially, the galaxy's largest Renaissance Fair, and the actors aren't acting at all.
Robotic stations within the mountain will provide holographic displays explaining how this "historically accurate" world works, and warn everyone of Mor's strict policy on preserving the primitive, ignorant nature of its city and inhabitants. Visitors are not allowed to break this illusion under any circumstances! The displays make it very clear that Mor is only there to provide a fascinating and educational experience, so no tampering or interference will be tolerated.
The displays will also inform you that, as this is a historically accurate simulation, disease is common--so, it is highly suggested that you use the complimentary vaccines provided to inoculate yourself against infection... especially if you're planning on spending time getting up close and personal with the inhabitants. Illiteracy is also common, so don't expect to find many things with written words on them.
Once properly educated on the rules and regulations, each visitor will be dispensed a thin metallic band to be affixed around the neck (or equivalent vital bodypart in the case of nonhumanoid anatomy). This modulator will project a sophisticated illusion to help visitors blend in (see below). After, each visitor must correctly answer a short list of quiz questions proving that they understand the rules. Only then will they finally be released upon the city.
Rules and Guidelines
→ Modulators
The modulators are the most important factor in Mor's success. These bands project holograms that allow every visitor to blend seamlessly with the native population, and can only be removed within the confines of the volcano. If attempts are made to break or unclasp the modulators while outside the volcano, the visitors will find them to be absolutely indestructible. The only way to remove them outside of the volcano is if the wearer happens to have abilities which allow them to phase through solid objects.
The modulators disguise all inhuman and anachronistic traits of both body and clothing, including hair and eye color, and even more outlandish tattoos and piercings. Peasants always see this illusion, but visitors may click a button on their modulators that allows them to see through the projected illusions of others if they so chose.
Each visitors will be projected as either a perfectly mundane human, tame animal... or inanimate object (such as a doll).
A special note on clothing: all clothing that does not fall into a style that might be found on the planet gets defaulted to drab peasants' garb. If you want to wear something fancier, you must either buy clothing in the city, or possess (or borrow from crewmates) clothing that happens to fall into an archaic-enough style to fit.
→ Boundaries
Visitors are allowed free reign of the entire city, though guards will be bar them from entering good Castle Hogmole, and their own augments will prevent them from straying more than a mile from the city walls. If visitors attempt to pass this boundary, their augments will cause them enormous pain and distress, until it becomes absolutely unbearable.
→ Keep to the Script
The only rule to the Mor experience is to not break the illusion. Visitors will basically be allowed to do whatever they want, as long as they follow this rule. They may have to deal with the native law enforcement if they are caught stealing or causing destruction, but the overseeing authority will only step in if the visitors somehow interfere with the inhabitants understanding of the world.
As far as the inhabitants know, you are all civilians or visitors to their fair city, and the great shining gems that descend into their volcano are signs of blessings from the gods. Also, humans are the only known sentient creatures, though there are tales of many mysterious creatures of legend beyond the city walls. The knowledge and fear of magic also exists, and there are magicians that perform for crowds and tinker with alchemy within the city, but how much is actually real magic is up for debate.
→ Enforcement and Punishment (or "how much can I get away with?")
If a visitor is caught breaking the only rule of Mor within the city, punishment will be swift and terrible. Sometimes they will have an hour before the authorities notice, or they may have mere seconds. The first step in punishment is them being 'tazed' by their augments (whether or not they would normally be vulnerable to such an attack) which causes spasms, pain, and immobilization. They will then be carted off back to the volcano by robots that the inhabitants seem to view as ordinary humans.
NOTE: This rule only applies within the city walls. Since strange and frightening things are believed to be in the wilderness anyway, characters will receive no punishment from breaking the illusion outside the city wall.
Once the transgressor regains their senses within the volcano, they will be treated to a disciplinary video explaining what they did wrong, and will have to answer another quiz before they are allowed to rejoin the festivities in the city. The major downside to this punishment, aside from the discomfort, is the fact that transgressors will likely be labeled as cursed or possessed by the villagers (on account of their raving and spasms) and treated accordingly.
The City and Countryside
→ The City of Dirkwall
Thanks to the wonders of terraforming, the Kingdom of Gondur is enjoying a lovely, mild springtime. The capital city of Dirkwall has had many centuries to grow into a bustling, thriving community! The towers and spires of Castle Hogmole are a sight to behold--and the large town surrounding it holds many tourist attractions as well. Both the castle and the town are surrounded by a high stone wall, making the city limits exceptionally clear to all visitors.
The people of Dirkwall can be easily divided between the upper class (merchants, nobility, "scholars") and the lower class (farmers, shop-keepers, peasants, and anyone who looks like they actually work for a living). There is almost no "middle class" to speak of. You may get snubbed in the upper-class district if you don't seem sophisticated enough... But you'll also get bizarre looks in the slums if you act like you've got high status or a lot of money. Either way, as long as you don't try to break the facade, they'll assume you belong there, just like them.
Some characters may notice that parts of the city and culture are... oddly familiar. Names, aesthetics, wares, even the local myths might strike medieval and fantasy types as bizarrely close to things they're used to seeing and hearing at home. Not exactly the same, of course, but... Perhaps worth noting, regardless!
→ Around the City
The lands of Gondur are equally picturesque and interesting! Unfortunately, characters cannot travel for more than a mile outside the city walls without their augments causing them severe pain... But as long as they stay within the designated zone, they are free to roam as they wish.
There are farms nestled in close to the walls of the city, where peasants tend to their crops and animals. There is a charming forest to the north, and the river Anduan to the south. This river is where most of the city's trade and "exotic goods" come from. There are wildflowers and local wildlife in abundance, so enjoy the good weather while you can!
Should visitors choose to leave the city and return to their ships during their stay, there is a designated path they must travel to get back without incident--and they are only allowed to traverse it during the daytime, as everyone knows that "the roads are dangerous at night".
→ The Attractions
So, what can you do in this fine city?
Eat! Drink! Be merry!
You can visit the local inns and taverns to sample their various beers, meads, and wines! There are also other hearty meats, soups, breads, cheeses--and if you're willing to part with a little more money, actual fruit. These taverns are a good place to catch a tale from a wandering bard, or maybe tell a tale or two yourself! The inns also provide rooms and, if you shell out, they will be happy to draw up a warm bath for you. If local drinks and foods are not enough... Yes, there are brothels.
Attend a play!
Come see one of the new works being put on in the local theater... Some of them are respectable, beautiful works of art, while others are raunchy and all but encourage the crowd to throw things at the actors. Which are all male, by the way. Yes, even the one in the dress and fabulous makeup.
Arts and crafts!
Learn a trade! Make some pottery! Weave baskets! Try your hand at smithing! For a small-to-moderate fee, many places around the city will allow you the experience of doing what they do--and maybe fancy embroidery work is exactly the kind of stress-relief you need right now.
Archery and sparring!
There is a monitored training area that you are welcome to come play in. Pick up a practice sword and go to town on a dummy--or shoot at targets with one of their many bows. Weapons are for rent only. Please return them when you are finished! If you'd like to buy your own, check out the marketplace!
Explore the festival!
Lucky for you, the Harrowlock festival is in full swing! A section of the city has been dressed up for just the occasion--and there you can see performers, jugglers, fire-dancers, magicians, musicians, and all manner of brightly-colored costumes and decorations to celebrate the warm spring season.
Jousting!
There is a sport where guys in really heavy armor get on horses and run at each other with sharp lances, often to the death--what's not to love? Buy your tickets now! The knights riding in the next one are supposed to be really popular with the locals!
Visit a temple!
Need a break? Looking for a little divine guidance? There are several temples around the city built towards the worship of various gods, as well as a neutral, open area near the middle of town where all forms of worship are accepted--as long as it's not hurting anyone or causing a ruckus, you may do as you wish.
Enjoy the Courtyard!
While entrance to the Castle Hogmole is barred, visitors who look upstanding enough are allowed to explore the lovely gardens and courtyard around it. There are fountains, gorgeous statues, benches for sitting, and hedges that have been cut into the shapes of funny-looking animals.
Sneak into the Castle!
We all know you were thinking about it. It turns out that a keen (or maybe just lucky) person or two can slip past the guards and look around the castle, but... After the first ten minutes, it's surprisingly boring. Just a bunch of nobles wandering around, attending to matters that sound unbelievably dull. You will be found, quickly, and escorted from the building as many times as necessary.
Comb the marketplace!
There's something here for everyone, rich or poor! If you can imagine it coming from a "middle-ages" setting, they're probably selling it here somewhere. This would be a good place to find medieval weaponry and armor, mundane spell components (like herbs, mirrors, chalk...), dried foods, archaic medicine, clothing that fits the setting, musical instruments, basic tools, etc. There are also a number of "exotic goods" from the far lands of Easteros being sold... though some passengers may notice these items and foods seem suspiciously elven. And remember, the better it is, the more expensive it will be. Armor, weapons, books, and nice clothes will be among the most absurdly expensive items, so... Good luck!
Take on a job!
There's a "jobs board" in the town square, free for any wandering adventurer or broke mercenary to look at. You'll find postings for various fetch quests, small bounties, and odd favors. Someone wants you to bring them ten rat tails. Another person needs help clearing out a "giant spider" infestation in her basement. Someone else just wants a hand pulling up carrots on their farm. Work is work, right?
Explore the ruins!
Rumor has it that "Saltis", an old burial mound just outside of town, is haunted. Terrible monsters emerge from it at night to scare villagers and kill unsuspecting travelers! It will not take much investigation to realize that this is all a hoax, however. The ghosts are just holograms, and the "monsters" are pop-up models that spring out of the walls when you step on a pressure plate. Still, if you make it to the end of the tunnels, there's a burst of (possibly familiar) confetti and a chest with pretty gemstones in it--"limit one per person" is written helpfully on the inside.
Wind up in jail!
Yes, there is a jail. If you wind up in jail, do not pass go. Do not collect $200. Maybe get someone to bail you out, unless you like the subterranean slime smell.
Beyond the Planet
When passengers aren't planetside, they are free to visit the nearby waystations, which are very much like the typical sort, mainly populated with tourists (many from the previous trio of moons), and offering many Mor-themed souvenirs for sale.
As for available off-world jobs, there are mainly the support and/or policing of short-range smuggling operations, taking unsanctioned historic goods from the planet for resale.
Planning, Questions, and Everything Else!
Please use this post for any questions that require mod attention, as well as any planning, plotting, projects, comments, ideas, or discussions that you'd like to share with the rest of the class! Check back all month to keep up with what's going on with the rest of the fleet and get involved!
Have fun!

QUESTIONS
MAGIC TYPES
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LADY TYPES
How much sexism, I guess, is what I'm asking
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1) Could you sell them? 2) If so, how badly could you wreck the hypothetical market?
Hypothetically.
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STUPID TYPES
How fucked are teleporters if they try to go super outside the range of the augments' imposed-limitations? Instantly unconscious from pain, dragged back via robots and/or civilians?
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PLANTS
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BREAKING ROBOTS
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Can Felix locate a Tarot deck or something passably similar in the marketplace?
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OPERATION: MOR CHAOS
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Dee's Nerds
AZIRAPHALE will be around thwarting evil, exploring the temples, and collecting books.
KIRIAN will be spending his time doing archery and sparring and trying to save up for a sword and shield.
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Re: Dee's Nerds
Re: Dee's Nerds
Re: Dee's Nerds
Re: Dee's Nerds
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MATTIAS will be slightly uncomfortable with this whole shindig but he'll yuck it up anyway. He'll be studying the temples, screaming about the flowers and forests and deadeyeing the confetti in the ruins. He expected history, not Disneyland.
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Mattias, though! Robin will be kind of weird and uncomfortable with the world for other reasons, so he's totally going to be looking for distractions--which means he might be the one to ask Mattias out on a date this time. C:
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TF's losers
Sokka - will of course, be eating, and then he'll try to sneak into the castle because don't nobody tell Sokka what to do. He's going to get kicked out a lot. Otherwise, he'll be enjoying sparring, but he won't buy any swords, because he's still holding out hope he'll find his own one day.
Fenris - this whole thing will just push his slavery button. He'll play along long enough to acquire a sword, then he'll just phase through his collar and kick off an almighty row, before being zapped and kicked out of medieval Disneyland. Or put in jail. Whichever. Fenris is the reason why you can't have nice things.
Manolo - has never been outside his tiny village in his life, so he'll be trying everything. He'll also be trying to find official looking people to try and get directions back to Earth. He'll definitely explore the ruins at some point on the off chance there are dead people and he can get a message back to his patron death god. He will be unamused that it's a hoax.
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Overall she is probably going to be a bit cranky and wary again, though. Fuckin castles. B(
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KANEIS on the other hand will think this whole thing is utter bullshit and be possibly more pissy than usual. Since yeah while it's cool to be on a world that's slightly more like what he's used to, the whole forcing the people to live like this reminds him way too much of Cruxis shenanigans. So he'll stick around enough to get himself a sword and shield, maybe a couple pieces of armor, but mostly he'll be sticking to the waystations unless a job makes him go there. Screw these guys.
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wearing an awful wigbuying himself some weapons, spell ingredients, and possibly stopping a revolution and eventually just sitting back and popcorn.gif-ing because he thinks this is the best entertainment he's had since he's gotten here.no subject
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(Anonymous) 2015-03-08 06:09 pm (UTC)(link)no subject
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If other people cause a revolt against this exploitation, well she can't help that
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→ Nel will be happy for another escape, and probably won't make the trek back to his ship at all during the whole month, unless someone else prompts it. He'll be exploring all over, getting drunk, mooching his way into lodging or sleeping on the street, and absolutely flipping out because there's finally elven food!! Yay!
→ And Coil will be strangely comfortable and at home here, even though he's not actually from the dark ages. He just acts like it. There are certain things about being raised by an ancient necromantic cult that carries over across time. He'll be more active and out there than usual, studying and exploring, sneaking around, buying spell components, visiting temples, taking notes, etc.
BISHOP'S LIBRARY
After I get some info I'm going to make a post in her journal that I can just link back to with information about what kind of books are in the library, what devices/resources are available for use, what jobs you can snag in there, etc. I also want to make a little mingle later this month if anyone wants to visit, contribute literature, show up with equipment, BUILD A BOOKSHELF, or talk nerdy about books with people.
What the library has:
What the library could use:
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but hiro got some books on tech he hadn't heard about bc new outer space shit when he was on a buying/junkyarding spree so he'll probably add those to the collection
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... and he'll be collecting mugs/jars/pots and going out into the woods/river area to find plants to take back. Depending on how well his quest runs are going, these will either be bought or stolen, so a chance of trouble.
DRAGON SIGHTING!!
Until, finally, he will be forced to set off into the woods, phase through his collar, and shift to his true form!
I think I want to run it where there will be an option for people to run into him before anything dramatic happens if they want to, for anyone interested in interacting with a giant hideous dragon without the promise of a fight looming.
And then there will also be an option for anyone who wants to get involved with the mess that a dragon sighting causes in a medieval village. Basically, a small panic will start because the villagers will undoubtedly find him, panic, and attack. Which probably means Tek will fight back (maybe hurting or killing a couple of NPCs in the process) and all hell will break loose.
Right now, this is just an idea! I'm not set on how I would organize it, and I don't know how many people would actually be interested, so... that's what this planning thread is for!
I'm thinking maybe Tek will be fleeing and fighting all around through the forest within the boundary, so that will explain how several different instances of fighting can happen. Also, I'd like to discuss and decide the ultimate outcome ahead of time, since I'm sure we all know that fight threads often putter out before they're actually finished, and I don't want anyone stuck wondering how it all goes down at the end.
Thoughts? Opinions? Anyone down for a dragon hunt? :'D
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nicely
because lets protect these villagers
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Re: DRAGON SIGHTING!!
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LFM H. TEK PST FULL ON MAGES BRING POTS NEED TANKS
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Also practicing her archery and probably renting a tiny room somewhere unless someone drags her to Dorian's House of Sin.
Tay is having her first landfall (YAY!) and will probably try to get in good with the Guard and spend most of the trip doing that. She has simple needs, and those needs are food, weapons, and the chance to knock some heads together for a good cause.
Stick's Losers
Robin is going to be in a mood for most of the month, since his good-feelings augment glitch is fixed and the whole town keeps bringing back weird memories of his not-great childhood... So he'll be sticking to the classier parts of town and looking for a lot of distractions, when he's not brooding. He's most likely to be found sitting quietly in the temples or courtyards, or tooling around the market and festival. I don't have any grand plans for him, but let me know if you want... to do... a thing? And we'll do a thing!
Krista has upsettingly few problems with this world. It's like the world's biggest Renaissance fair, it's so cool! She wants to buy a ton of spell components, but she's flat broke... So if someone needs a black mage, a brainy type, or an extra set of hands, she'll be looking for some people to buddy up and go on jobs with! If you are a friend of hers, though, she might straight-up ask if she can borrow a $20 or something.
Zhas is going to think that this whole place is weird... But then he'll find a crossbow he wants to buy, because he can disassemble it and start to rebuild the bolt gun that Atroma took away from him. :{ He's not exactly sociable, but he'll be out and about! Failing to use medieval weapons, exploring the ruins, and maybe trying to sneak into the castle. The modulator will make him look like he's not wearing a bunch of scary face paint, so that's a bonus.
Re: Stick's Losers
i want robin and krista this month, emblica can hang out with them both =w=
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