Mods (
modblob) wrote in
redshiftlogs2019-09-04 09:06 pm
Entry tags:
- !mod post: intro mingle,
- dragon age: cole,
- irredeemable: qubit,
- mcu: loki,
- mcu: peter parker,
- original: carlisle longinmouth,
- original: rey,
- poison: poison,
- red dead redemption: kieran duffy,
- samurai jack: scaramouche,
- ssss: onni hotakainen,
- ssss: reynir arnason,
- umbrella academy: ben hargreeves,
- umbrella academy: klaus hargreeves,
- warm bodies: julie grigio
september 2019. welcome to the void.
Who: Everyone in Anchor.
What: Third Introductory Mingle
When: The Month of September 2019
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

What: Third Introductory Mingle
When: The Month of September 2019
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

Redshift: Welcome to the v͖͕̺̲̘̱̜͎o̴̦̣̠̦̘̹͞i̯̖d̛̪̬͈̱̦̝͍̕.
Click here to read what characters will experience when arriving in Anchor.
a. turrets.
That power surge kicked off some sh... stuff, all right. It took a while for the systems to cycle back on, but two new areas of Anchor are now accessible and usable. One of them is nice and relaxing and safe, and we'll get to that one in a minute. The other one, addressed first, is not very nice and not very relaxing and definitely not safe.
The internal defense systems on the upper levels have come to life, and have targeted anyone within their range as a hostile entity. Get ready to run the gauntlet if you want to turn them off - you'll have to dodge lasers, bullets, and aggressive defense bots (that can be rewired and/or rebooted to assist characters instead of trying to murder them). The reward? Getting to the heavily protected (think many many murderbots and lasers) security control room. If you can make it, you'll be able to reboot the internal defenses, turning off the aggressive targeting and having access for the first time to surveillance of almost all of Anchor. Those areas your characters didn't know were there? Revealed. Those dense patches of jungle-like growth in the agricultural center? You've got a spotlight into their heart.
Though, huh, not all the cameras seem to be working. What's with those screens that show up from time to time that are nothing but static?
Oh well, doesn't really matter, does it?
The internal defense systems on the upper levels have come to life, and have targeted anyone within their range as a hostile entity. Get ready to run the gauntlet if you want to turn them off - you'll have to dodge lasers, bullets, and aggressive defense bots (that can be rewired and/or rebooted to assist characters instead of trying to murder them). The reward? Getting to the heavily protected (think many many murderbots and lasers) security control room. If you can make it, you'll be able to reboot the internal defenses, turning off the aggressive targeting and having access for the first time to surveillance of almost all of Anchor. Those areas your characters didn't know were there? Revealed. Those dense patches of jungle-like growth in the agricultural center? You've got a spotlight into their heart.
Though, huh, not all the cameras seem to be working. What's with those screens that show up from time to time that are nothing but static?
Oh well, doesn't really matter, does it?
b. hot springs episode.
One of the areas adjacent to the bar and intimacy lounge has been sputtering on and off ever since the power surge. One evening, with a loud crack and a humming sound that slowly dissipates, the lights come on and water starts flowing down the artificial waterfall into the fountain out front. The spa is back online!
The lobby is inviting and zen, with holographic walls that depict scenic locations (some of them very unlike Earth), with fountains splashing delicately on either side of the door. The attendants are slightly malfunctioning bots, but the most harm they'll do is bring you six towels when you ask for one, or a bucket of massage oil to work on those knots in your back with.
There are three areas in the spa, each of them fully-outfitted with towels, robes of all sizes, fuzzy slippers, the works. One has all the amenities of a Turkish bath, right down to the fantastically arched roofs and mosaics of Istanbul. One is designed not unlike a Japanese hot spring, though the spring is heated artificially rather than naturally. The springs are large enough to be communal in some areas and small enough to be private in others, varying in depth from deep enough to swim on one end and shallow enough to sit on the bottom on the other. All hot springs have a stone shelf around the edges where those who don't want to swim can sit. The last area is more Western, with steam rooms, saunas, massage tables, and mud baths for the adventurous.
One thing all of these areas have in common: the settings on virtually everything can be adjusted to taste. Not in the traditional way, either. The steams and waters can be tweaked to be soporific, can serve as muscle relaxants, can ease anxiety, and can even bolster moods. None of these effects are involuntary, and none of them are brought on by drugs - it's more an advanced mix of pheromones and harmless compounds that can affect a single person or a given pool or room. Also, the baths and hot springs have adjustable bubble settings. The water colors can change, some of them even allowing characters to dye their hair the color that's been selected for the tub without staining their skin. Bubbles of all kinds can rise up out of the water, from the foamy comfort of childhood bubble baths to hovering golden bubbles that chime when you pop them. Characters can choose from a variety of bath salts, scents, and oils - the spas were designed not just for relaxation, but for pure and simple fun.
The lobby is inviting and zen, with holographic walls that depict scenic locations (some of them very unlike Earth), with fountains splashing delicately on either side of the door. The attendants are slightly malfunctioning bots, but the most harm they'll do is bring you six towels when you ask for one, or a bucket of massage oil to work on those knots in your back with.
There are three areas in the spa, each of them fully-outfitted with towels, robes of all sizes, fuzzy slippers, the works. One has all the amenities of a Turkish bath, right down to the fantastically arched roofs and mosaics of Istanbul. One is designed not unlike a Japanese hot spring, though the spring is heated artificially rather than naturally. The springs are large enough to be communal in some areas and small enough to be private in others, varying in depth from deep enough to swim on one end and shallow enough to sit on the bottom on the other. All hot springs have a stone shelf around the edges where those who don't want to swim can sit. The last area is more Western, with steam rooms, saunas, massage tables, and mud baths for the adventurous.
One thing all of these areas have in common: the settings on virtually everything can be adjusted to taste. Not in the traditional way, either. The steams and waters can be tweaked to be soporific, can serve as muscle relaxants, can ease anxiety, and can even bolster moods. None of these effects are involuntary, and none of them are brought on by drugs - it's more an advanced mix of pheromones and harmless compounds that can affect a single person or a given pool or room. Also, the baths and hot springs have adjustable bubble settings. The water colors can change, some of them even allowing characters to dye their hair the color that's been selected for the tub without staining their skin. Bubbles of all kinds can rise up out of the water, from the foamy comfort of childhood bubble baths to hovering golden bubbles that chime when you pop them. Characters can choose from a variety of bath salts, scents, and oils - the spas were designed not just for relaxation, but for pure and simple fun.
c. joe's dirt.
So you've survived the security malfunction. You've washed off the dirt and anxiety at the spa. But the newly reactivated security stations throughout Anchor have revealed something odd. There's a blip in the power systems in one area of the agricultural level, like something is siphoning off power from the main lines. Tracking down the source in the deep tangle of underbrush won't be easy, and there may be a few mutated, fanged, clawed cattle that maneuver shockingly well between the trees, but eventually you'll come to a breach in Anchor's wall. At first it just looks like a crack, but it's large enough to squeeze through and there's the darkness of an open space behind it. A tunnel, leading down into the earth outside, well below surface level and thus largely safe.
Wires run along the roof and floor, though the tunnel itself is dark. Walk long enough and you'll come to a wider space, open enough for two or three people to move around comfortably at the same time. It's still dark, lit only by screens that show the same security feeds that are available at the stations throughout the city. And others. Angles on the surface that show Anchor from a distance, and other visuals that don't show Anchor at all, trained instead on massive structures or formations or lakes out on the surface somewhere. But there's something more disturbing: there are cameras set to record some people's rooms. And the only rooms that are shown are occupied.
Someone has been here, recently enough to track where new people have moved in.
On the floor in one corner, there's a crumpled photograph of a man some might recognize as Creepy Joe, happy and whole, with a little girl sitting on his shoulder. It looks like it's been stamped into the dirt.
Wires run along the roof and floor, though the tunnel itself is dark. Walk long enough and you'll come to a wider space, open enough for two or three people to move around comfortably at the same time. It's still dark, lit only by screens that show the same security feeds that are available at the stations throughout the city. And others. Angles on the surface that show Anchor from a distance, and other visuals that don't show Anchor at all, trained instead on massive structures or formations or lakes out on the surface somewhere. But there's something more disturbing: there are cameras set to record some people's rooms. And the only rooms that are shown are occupied.
Someone has been here, recently enough to track where new people have moved in.
On the floor in one corner, there's a crumpled photograph of a man some might recognize as Creepy Joe, happy and whole, with a little girl sitting on his shoulder. It looks like it's been stamped into the dirt.

no subject
[He starts before he can stop himself, so full of roiling grief that he can't keep it in. He shakes his head, pulling in a breath, before finishing his statement. Might as well, now that it's out enough for Reynir to surmise what he was going to say.]
I haven't a home left to return to. There is little there but the undead now.
[The undead, and him, the failure of his bloodline, harbinger of the end of Bear Den. Deep down, he knows how the undead got there, where they all came from, but he's not yet ready to face that truth. His burdens are already so heavy.]
no subject
Reynir bites his bottom lip, heart sinking. He had meant to provide reassurance and comfort, and instead he's just digging the hole even deeper, isn't he? Carlisle's grief is obvious even before he speaks, but Reynir at least has the good sense to remain silent, and wait for him to finish speaking.
Carlisle hadn't said anything earlier, when Reynir had mentioned that his own world is filled with monsters that were once human. Then again, Reynir's not surprised at that. From the way he's reacting, and the very very little he's mentioned about his life, this must be a recent development. Necromancers had invaded or something and it must have been recent.
If it were someone else, Reynir would definitely be touching his shoulder now or trying to grasp his hand in sympathy. Instead, his hands curl together on the table and he says, quietly: ]
Carlisle... I'm so sorry. I didn't know. If I did, I wouldn't have... anyway, just. I'm sorry.
[ He really means it, too; Reynir's shoulders are slumped and his freckled face expressive with grief and understanding. ]
Is there anything I can do?
[ Not to fix it, obviously, because he had never even heard of necromancy before a minute ago and they're both trapped here and Reynir is not some hero of legend. He's just a sheep farmer who knows some runes and has gotten lucky a few times. But he means to offer help now, support now, after the loss. ]
no subject
I shouldn't speak of this. Not now. Perhaps once there is some distance, but I- it is still too fresh. F- figuratively speaking. Obviously, the undead are anything but... fresh.
[He sighs miserably at his own, morose observation about his unfortunate word choice.]
Let's talk about something else. Anything else. Your home. Talk about your home.
no subject
Right okay sure yes, my home, my home is... Iceland, I can't remember if I said before, and I'm from a little town called Brúardalur. It's in the interior of the island, and it's in a valley, too, only they aren't really mountains around it, just big hills. My parents have a sheep farm and I grew up there, tending to the flocks and helping them grow some vegetables and other crops, too, and shearing the sheep and preparing the wool to sell. It's a very small village, mostly isolated from the city and- everything else going on in the world, but it's safe and peaceful and full of good people.
[ It feels a little like rubbing salt in the wound, talking about how peaceful and calm things are at his own home when Carlisle's had been destroyed. But he'd asked Reynir to talk about something else and hopefully, hearing about a place that is thriving will chase away the sad thoughts. ]
Everyone knows everyone and nothing really changes. Which is sort of wonderful and sort of infuriating, too. I always felt like anybody I knew who was interesting or smart, they'd move away, to the city, to live interesting lives, and for a long time I thought I was stuck at home, just because I wasn't immune. But here I am, in this place, having an adventure.
[ He casts around for other distractions that are a little more interesting than his village, because unless he starts in on town gossip or talking in-depth about sheep husbandry in a way that will probably be deeply boring, he's out of stuff to talk about in regards to his home town. ]
Why don't I show you some of the other runes I know? I know a whole lot of ones for crops and farming stuff, I can - draw them for you to copy into your notes?
no subject
Maybe he should have wandered. He'd have been far away from Bear Den when he passed, then. Things would be better—
His eyes squeeze tighter, his frustration with his inability to bury his grief burning hot in the pit of his stomach. He latches onto Reynir's suggestion rather than face his troubles -- the runes are something he wanted to know at the start of this chance encounter, after all.]
Yes, please. And I can share some of the sigils for glyphcrafting with you. [He opens his eyes, collecting his journal and pen once more.] We may be unable to use each other's magic, but I see no harm in experimenting. It is a welcome distraction from the place.
[And other things.]