io will go ahead and situate the ship on standby a bit of a ways away. as you disembark, the atmosphere is thick and musty-smelling, even through the respirators on your helmet. while the air is survivable, there are strange motes along it, flecks of dark detritus carried along the breeze. if you choose to go without your helmet, you will soon find the air is rather awful to breathe in, so... best put that back on. just because you can, doesn't always mean you should.
as you take your first steps, you notice that your bodies feel heavy, dragging themselves with every footstep. hunger already begins to nibble at your stomach where it once wasn’t. thirst and exhaustion both lick at your senses faintly, like some kind of a warning. rustling grasses grab at boots, as though to keep you rooted in place, but it's too soft and weak to make you actually stay, always letting go no matter how long you choose to linger like a doctor bidding a terminal patient farewell.
however, as you walk along, you will notice an enormous hive made out of concrete. the building thrusts skywards, into dune-colored clouds and disappears, and as you observe it, you can see, this is the windowless prison, pictures of which were available to you during the briefing (as well as the missing persons reports mentioned during discussion). these people turn to look at you, newcomers, with a curiosity that newcomers tend to beget. ]
Alright, like we talked about. I'll take care of negotiating our way inside that eyesore. See if you can gather any information about town and meet me when you're done in...
[ your i.r.i.s.es all beep! you have been given a suitable meeting time. oocly, this means whenever you're done with the investigations you each select. ]
Hopefully... whatever that building is might be our ticket through this, and whatever's around town might help us too. Be careful, alright?
[ below, you will see that there are four investigation opportunities. decide amongst yourselves which one you'll each take. ]
INVESTIGATION.
io will go ahead and situate the ship on standby a bit of a ways away. as you disembark, the atmosphere is thick and musty-smelling, even through the respirators on your helmet. while the air is survivable, there are strange motes along it, flecks of dark detritus carried along the breeze. if you choose to go without your helmet, you will soon find the air is rather awful to breathe in, so... best put that back on. just because you can, doesn't always mean you should.
as you take your first steps, you notice that your bodies feel heavy, dragging themselves with every footstep. hunger already begins to nibble at your stomach where it once wasn’t. thirst and exhaustion both lick at your senses faintly, like some kind of a warning. rustling grasses grab at boots, as though to keep you rooted in place, but it's too soft and weak to make you actually stay, always letting go no matter how long you choose to linger like a doctor bidding a terminal patient farewell.
however, as you walk along, you will notice an enormous hive made out of concrete. the building thrusts skywards, into dune-colored clouds and disappears, and as you observe it, you can see, this is the windowless prison, pictures of which were available to you during the briefing (as well as the missing persons reports mentioned during discussion). these people turn to look at you, newcomers, with a curiosity that newcomers tend to beget. ]
[ your i.r.i.s.es all beep! you have been given a suitable meeting time. oocly, this means whenever you're done with the investigations you each select. ]
Hopefully... whatever that building is might be our ticket through this, and whatever's around town might help us too. Be careful, alright?
[ below, you will see that there are four investigation opportunities. decide amongst yourselves which one you'll each take. ]
CHOOSE YOUR CHARACTER . . .
> the boy
> the boss
> the general
> the bull
:thonk: ]
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