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Hello Savrites!
This is going to be a somewhat short hashing out of details for the next log that’s set to go up on the 18th and give a brief rundown of what is the beginning of Arc 1.5 of the game! With the outcome of the battle against the Caducans and the Moira having twisted together with their ship to form a strange combination of glass, metal, and organic parts (both across the ship and among the crewmembers), there is still the matter of the Ingress not functioning “properly”. It hasn’t worked correctly since the very first person arrived on the Moira through it, and there is little the Captains themselves know about its functions. However, now, more than before, it’s even worse than that. The Ingress malfunctions yet again. This time, though, it doesn’t simply combine time and space and objects around it—it encompasses the entirety of the ship and sends it far off into a completely different universe.
The good news? This puts the Moira closer to their final destination. Most of the glass has disappeared as the Caducan ship has been left behind - unless players choose to keep it - aside from small things here and there (i.e., some of the walls in the corridors, random furniture in the rooming decks, the rooms themselves). The bad news? The place they are in now is so terrible that it has been given its own name so that travelers avoid it altogether. Even the Captains themselves are aware of just how Bad News this universe is and had originally planned to take “the long way around” to avoid it. Welcome to —
Below are a few of the places that may be found in The Runoff, but we will not be addressing them fully due to plot purposes until a later date. The remainder of this post may contain sensitive subject matter (i.e., sex, murder, kidnapping).
‣ Mini Colony ‣ the Luminous Sea ‣ the Homidrome ‣ Wreckage of the Lanim ‣ Nakeel Spaceport ‣ the Boreal Rings of New Runoff ‣ Exuo Mines of Woth-9 ‣ Fixed Moons; one through eleven ‣ the Adeen Military Training Base ‣ the Living City of Inanna
Through the transition, some characters will accidentally end up on a nearby outpost specifically used for slave trade. It is a covered, temporary establishment used only for this purpose, meaning there are no open markets or areas to purchase other items. Various lifeforms can be found here, and there are many different forms of slave trade happening. The motto “honor among thieves” does not exist in this place. (So, those with more man/fire power could easily overtake someone else and seize their property.) Characters who end up here will be “free”; however, this means that there is the potential to be taken and sold or kept by those of The Runoff. The Moira will not be close to this outpost, but the signals given from the characters’ MIDs will alert the crew to their location. Rescue needs to stay to one/two-person stealth missions using transporters or other crafts with one important detail in mind: they cannot bring attention or notice to the Moira itself. Basically, anyone rescuing those on this outpost must leave the Moira, take the long way around, and then proceed with saving their fellow crew.
Anyone can sign up to place their character on this outpost, but we will RNG for a total of 30 characters. 10 will be pursued by owners for general labor purposes, 10 for sex trade, and 10 for murdersport. Please do not sign up if you are uncomfortable with any of these three options. If there is one that you are uncomfortable with and are fine with the rest, please state it in your sign-up. The Moira will stay at its outer location until the 29th. If crew are unable to reach the ship by then, the Captains will attempt to pull them back through the Ingress. (This will count as a character death.)
THE GROUP SIGN-UP LIST IS HERE
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Re: Comments/Questions
Would there be anywhere particularly interesting and terrible he and unfortunate volunteers might end up?
I'm just spitballing so if this is too complicated and distracting that's fine, but i do like causing trouble... :>
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More spitballing, sorry again if it's a hassle
- if Han posed as a buyer, would there be any chance of bartering or gambling to win slaves? He hasn't got anything in the way of currency but he might try to haggle. Or would that just be better to hash out with slaves' players who'd like to be bought back?
- since he has a bug up his butt about slavery anyway-- would the captains be willing/able to help relocate other (NPC) slaves en masse if characters pushed for it, or would they tell them to mind their business? sorry that's kind of vague, he'd just be really put off by the idea of leaving anyone in that situation even if they get all the crew back
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Crew can bring slaves back to the ship with them, as long as they aren't pursued, and the captains would let them send the slaves off in their transporters or crew's ships. The only way they'd stay on the ship permanently is if a player apped in a Thisavrou OC.