Recollé Mods (
recollecters) wrote in
recolle2019-03-07 05:41 pm
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March 2019 Event Log
EVENT
PREMISE • RULES • FAQ • TAKEN • RESERVES • APPLICATIONS
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
CONTENT WARNINGS:
Some mild animal violence (Prompt 2), grotesque monsters (Prompt 3), rabid animals (Prompt 4)
Some mild animal violence (Prompt 2), grotesque monsters (Prompt 3), rabid animals (Prompt 4)
Prologue.
The liaison has made plenty of preparations and stability measures to ensure that those traveling onward will be safe. With about a week to pack and prepare, users will find that there's a stroke of luck as they begin hunting and gathering. There isn't a shortage of supplies, and anything they could think of they may possibly need for their missions outside of the city will appear right within reach.
As promised, it's the morning of the seventh that a map appears on the Retrospec app. The first map depicts the city itself and shows a starred point at the Recollé Zoo and Aquarium. There are two more points at the Atrium and at the Recollé Art Museum, though these are marked with question marks. Not long after, a new text will come through.
Portal should be good to go. Same with the map. If you can make it back to the portal while you're down there you'll transport right back to where you left. I'll see about opening a second one, but the map only goes so far. You're going to have to explore a bit to fill in the rest. We're looking at an abandoned research camp by the ocean. We're also looking for a factory in the mountains, so keep your eyes peeled. You're diving right into what was his territory, so hard to say what traps and monsters are down there. Stay sharp.
Rescue ops, buses will go out periodically. Don't worry, they'll be driving themselves. Head into the region, sweep the area, make sure ALL citizens are out. There should be about 500 of them left by my count.
Oh and…I don't know what's going on in town but might be worth looking into, too. Let me know your findings.
I'll be in touch.
Pick your poison, Retrospecters. There's a lot of things going on suddenly.
The liaison has made plenty of preparations and stability measures to ensure that those traveling onward will be safe. With about a week to pack and prepare, users will find that there's a stroke of luck as they begin hunting and gathering. There isn't a shortage of supplies, and anything they could think of they may possibly need for their missions outside of the city will appear right within reach.
As promised, it's the morning of the seventh that a map appears on the Retrospec app. The first map depicts the city itself and shows a starred point at the Recollé Zoo and Aquarium. There are two more points at the Atrium and at the Recollé Art Museum, though these are marked with question marks. Not long after, a new text will come through.
Portal should be good to go. Same with the map. If you can make it back to the portal while you're down there you'll transport right back to where you left. I'll see about opening a second one, but the map only goes so far. You're going to have to explore a bit to fill in the rest. We're looking at an abandoned research camp by the ocean. We're also looking for a factory in the mountains, so keep your eyes peeled. You're diving right into what was his territory, so hard to say what traps and monsters are down there. Stay sharp.
Rescue ops, buses will go out periodically. Don't worry, they'll be driving themselves. Head into the region, sweep the area, make sure ALL citizens are out. There should be about 500 of them left by my count.
Oh and…I don't know what's going on in town but might be worth looking into, too. Let me know your findings.
I'll be in touch.
Pick your poison, Retrospecters. There's a lot of things going on suddenly.
I.
Several of you may be brave enough to dive right through the portal pinpointed at the zoo, a silver door that gleams against the brickstone building leading into the facility. It doesn't seem to catch the attention of the average citizen, but it's easily recognizable to those who have prepared themselves in the previous months. This time, however, instead of opening the door and falling down through endless darkness, citizens who venture onward will find themselves on a slippery slope leading down a sharp, icy winding path right. The journey itself takes about ten minutes, and the longer you slide the more you'll find other ice banisters to jump and dodge over. You may find others sliding along with you and you'll have to work together to break apart large chunks of frosted debris before you crash right into it. Keep your senses sharp and your reflexes sharper.
Despite the hairpin turns and the slick ride all the way down, all users will eventually find themselves in the sixth layer and landing in a large pile of snow. The map on your device lights up revealing three different paths. The first path leads straight ahead, the path to the west appears to lead to an ocean and the path to the east leads to the mountains. Looking down, users will find several pairs of footprints leading in these three directions as though they aren't the first to arrive. They'll have to pick for themselves...
For the adventurers who walk the straight and narrow path, the snow become thicker and deeper, making travel difficult to proceed through. The winds pick up and the chill in the air sinks straight down into your bones. It's hard to see anything as you walk, but for those who concentrate on the ground rather than what's ahead they'll come to find that out of the corner of their eye they'll see the shift of the snow.
Closer examination leads users to sense that the snow continues to shift and turn as something lurks beneath it, pushing snow out of the way to try and bury the users walking through. Whatever's out there is determined to head for the east and the west, hunting down whoever chose to wander down those paths. The snow begins to act as quicksand, sucking you in slowly and pulling you under the frosted layers of ice. For those strong enough or clever enough to get through the snow, you'll find what appears to be a crystalized cave that's cracked in the center as hundreds of ice creatures pour out through the opening and dive into the snow to begin their hunt. Their intent is to stop anyone from straying too far toward the east and the west and they'll do anything they can to knock explorers off their feet.
Look out and be attentive! These creatures can be stopped via physical combat, fire, traps and more. And if you're ambitious enough…? Let's see what you can do about that cave. Ready to be the first line of defense? Don't freeze up.
Several of you may be brave enough to dive right through the portal pinpointed at the zoo, a silver door that gleams against the brickstone building leading into the facility. It doesn't seem to catch the attention of the average citizen, but it's easily recognizable to those who have prepared themselves in the previous months. This time, however, instead of opening the door and falling down through endless darkness, citizens who venture onward will find themselves on a slippery slope leading down a sharp, icy winding path right. The journey itself takes about ten minutes, and the longer you slide the more you'll find other ice banisters to jump and dodge over. You may find others sliding along with you and you'll have to work together to break apart large chunks of frosted debris before you crash right into it. Keep your senses sharp and your reflexes sharper.
Despite the hairpin turns and the slick ride all the way down, all users will eventually find themselves in the sixth layer and landing in a large pile of snow. The map on your device lights up revealing three different paths. The first path leads straight ahead, the path to the west appears to lead to an ocean and the path to the east leads to the mountains. Looking down, users will find several pairs of footprints leading in these three directions as though they aren't the first to arrive. They'll have to pick for themselves...
For the adventurers who walk the straight and narrow path, the snow become thicker and deeper, making travel difficult to proceed through. The winds pick up and the chill in the air sinks straight down into your bones. It's hard to see anything as you walk, but for those who concentrate on the ground rather than what's ahead they'll come to find that out of the corner of their eye they'll see the shift of the snow.
Closer examination leads users to sense that the snow continues to shift and turn as something lurks beneath it, pushing snow out of the way to try and bury the users walking through. Whatever's out there is determined to head for the east and the west, hunting down whoever chose to wander down those paths. The snow begins to act as quicksand, sucking you in slowly and pulling you under the frosted layers of ice. For those strong enough or clever enough to get through the snow, you'll find what appears to be a crystalized cave that's cracked in the center as hundreds of ice creatures pour out through the opening and dive into the snow to begin their hunt. Their intent is to stop anyone from straying too far toward the east and the west and they'll do anything they can to knock explorers off their feet.
Look out and be attentive! These creatures can be stopped via physical combat, fire, traps and more. And if you're ambitious enough…? Let's see what you can do about that cave. Ready to be the first line of defense? Don't freeze up.
II.
The west-bound path seems less snowy and slippery, allowing for users to travel pretty efficiently. The temperature continues to drop and it appears that while the snow is thinner here the chill is enough to keep the area frozen around it. It almost seems like smooth sailing from there, actually, as travelers approach an arctic expanse of land covered in patches of ice and bordering an ocean. Floating in the center of the ocean on a few ice caps are three different buildings of varying sizes and shapes, drifting aimlessly but never straying too far from the shore. Everything seems peaceful and quiet…
…maybe a little too quiet? The silence is extraordinary and while the area appears clear, you aren't alone. As you look out toward the ocean, a whale breeches the surface and lets out a low, long call. As you stand still, a shadow zips in front one of the houses, immediately engulfing the whale and devouring it before your eyes as it drags the mammal back under the surface. Despite how much you look, the shadows are nowhere to be found. An owl hoots in the distance, and another creature appears before the owl, too, is silenced.
A glance at your map will prove that this is, in fact, where you're destined to go and that this must be the research camp that must be explored and dismantled. Wisps of darkness linger around the buildings but the distinct lack of other signs of life may be worrying. The creatures will appear for those who draw attention to themselves, anything that makes a noise or very fast, sudden movements. Wooden bridges connect these three buildings to the shore and to one another, allowing travelers to cross the ocean and reach them…but do be wary of the wood. It's old and rotted and places of the bridge may snap beneath your feet and sink you straight into the frigid water. Don't scream.
Getting to the buildings can be the easy part for those who take it slow or find alternate means of travel such as digging through the snow and unearthing boats. It's exploring the buildings that will be difficult. Cabinets are bound to creak, floorboards will waver and slip and doors will fall off of the hinges. Sounds will be amplified and draw the attention of the shadow-y creatures, but those who are quick enough to dodge or can sense that they're coming will have enough time to hide. Be quiet; the sound will alert them to your location as they're on the prowl.
Working together, those on the research side of things will find several items including medical journals, charts, and reports by a Dr. James Halliday. Some members of the city may very well recall that name. Vials similar to those found in the hospital under the city of Recollé are frozen in chunks of ice and will have to be whittled out for safe keeping without alerting the creatures that circle the buildings. There are no electronics here, but there's an old radio for communications, clawed to pieces by something or other.
Outside of the buildings one can hear the snarling and braying of animals fighting off the creatures that find them. It's loud enough to serve as a distraction, but don't get too comfortable. If you're loud enough, the creatures will change direction and slither back into the building, tendril-esque limbs wrapping around you to begin trying to pull you apart and drag you under.
You can try to scare them off with a counter-noise or distract them another way…but you better be fast. They won't take no for an answer once they've found their prey.
The research facilities may stay standing, but your mission is to get in and out as quickly and quietly as possible with as many resources as you can. How far will you go?
The west-bound path seems less snowy and slippery, allowing for users to travel pretty efficiently. The temperature continues to drop and it appears that while the snow is thinner here the chill is enough to keep the area frozen around it. It almost seems like smooth sailing from there, actually, as travelers approach an arctic expanse of land covered in patches of ice and bordering an ocean. Floating in the center of the ocean on a few ice caps are three different buildings of varying sizes and shapes, drifting aimlessly but never straying too far from the shore. Everything seems peaceful and quiet…
…maybe a little too quiet? The silence is extraordinary and while the area appears clear, you aren't alone. As you look out toward the ocean, a whale breeches the surface and lets out a low, long call. As you stand still, a shadow zips in front one of the houses, immediately engulfing the whale and devouring it before your eyes as it drags the mammal back under the surface. Despite how much you look, the shadows are nowhere to be found. An owl hoots in the distance, and another creature appears before the owl, too, is silenced.
A glance at your map will prove that this is, in fact, where you're destined to go and that this must be the research camp that must be explored and dismantled. Wisps of darkness linger around the buildings but the distinct lack of other signs of life may be worrying. The creatures will appear for those who draw attention to themselves, anything that makes a noise or very fast, sudden movements. Wooden bridges connect these three buildings to the shore and to one another, allowing travelers to cross the ocean and reach them…but do be wary of the wood. It's old and rotted and places of the bridge may snap beneath your feet and sink you straight into the frigid water. Don't scream.
Getting to the buildings can be the easy part for those who take it slow or find alternate means of travel such as digging through the snow and unearthing boats. It's exploring the buildings that will be difficult. Cabinets are bound to creak, floorboards will waver and slip and doors will fall off of the hinges. Sounds will be amplified and draw the attention of the shadow-y creatures, but those who are quick enough to dodge or can sense that they're coming will have enough time to hide. Be quiet; the sound will alert them to your location as they're on the prowl.
Working together, those on the research side of things will find several items including medical journals, charts, and reports by a Dr. James Halliday. Some members of the city may very well recall that name. Vials similar to those found in the hospital under the city of Recollé are frozen in chunks of ice and will have to be whittled out for safe keeping without alerting the creatures that circle the buildings. There are no electronics here, but there's an old radio for communications, clawed to pieces by something or other.
Outside of the buildings one can hear the snarling and braying of animals fighting off the creatures that find them. It's loud enough to serve as a distraction, but don't get too comfortable. If you're loud enough, the creatures will change direction and slither back into the building, tendril-esque limbs wrapping around you to begin trying to pull you apart and drag you under.
You can try to scare them off with a counter-noise or distract them another way…but you better be fast. They won't take no for an answer once they've found their prey.
The research facilities may stay standing, but your mission is to get in and out as quickly and quietly as possible with as many resources as you can. How far will you go?
III.
Maybe you're up for a true rugged adventure instead and head east toward the mountain range that stretches high into a dark, inky sky. These snow-capped peaks are nestled closely together, forcing adventurers to walk on narrow paths and stick together, climb to new ledges and push onward into the heart of the mountain range. There is a high risk of falling the higher you climb. You may wish to anchor yourself just in case.
As you climb higher, it becomes clear that there's a flat surface at the top that's supported by the mountains themselves. A gray, iced over building sits in the center and smoke billows out of the chimneys in little wispy curls. Signs of activity? It's strange to think that perhaps you aren't as alone as you thought.
Don't blink. The ice disappears the closer you get and the doors are wedged open with an abandoned, broken dog sled. Unidentifiable bones and remains of a research party can be found buried in the snow around this space and the longer you stand in one spot the stronger you'll feel the vibrations of the earth beneath you. Off in the distance, a loud rush of snow begins to fall, an avalanche sliding its way downward to somewhere below.
The sound of electric drills and machinery echo inside the factory, and as you enter the building it's hard to pinpoint which direction the sound is coming from. It seems to bounce off of every wall, and though the building is dimly lit navigation is complicated without an additional light source. If you were smart and packed a flashlight or a lantern of some kind, the path before you lights up. The factory walls are covered in a dark red substance, ancient hieroglyphs marked into the surface depicting scenes of ruin. It will take several attempts to find all of the hieroglyphs around the building, but putting them together and comparing notes visitors may realize they tell a story of an equally ancient race that inhabited this planet, taking it for their own to begin creating a new race of genetically enhanced human beings. As more of the pictures are discovered under thick layers of dust and sheets of ice, an increasing sense of paranoia settles in. The light you've obtained begins to flicker just a little, and it's with a sense of dawning dread that you realize you're not alone. This story tells a tale of the city of Recollé, but it isn't finished yet.
The grinding mechanical noises grow louder as the walls shift closer together. The hieroglyphs begin to imprint themselves on the back of your eyelids, on your hands, anywhere you look they seem to follow you to tell the story of elders that have a different plan and a method of hybrid creation.
Whether it's by skill or by luck, if you stay in the factory long enough you'll come across the source of the grinding equipment. In the center of the room is a large structure made of ice and metal, creaking and groaning as cranes and drills continue to put it together. At its full height it rises up several stories, and as your footsteps echo in the factory every single eye opens to fixate on you. Designed to reflect every thought, action and task, this creature will feed upon your paranoia and your identity to reflect itself to your companions and turn you against one another. Negative emotions will be amplified, and the more fear that's felt the harder it will be to break the surface of your thoughts and fight back.
A bit of exploring will reveal there are two smaller forms of this creation as well acting as back-ups to begin processing every bit of who you are to create a new set of data. The room lights up, binary scrolling over the walls and depictions of your life events rapidly flying by.
Another machine to collect data? You know what to do by now. Find a way to help one another focus and work on destroying the machine eye by eye and bit by bit. The whole facility will have to go, but you may wish to clear the area first and ensure you aren't missing bits of the story.
And let's not forget…you'll still have to find your way back down the mountain trails with the avalanches following you. Best of luck.
Maybe you're up for a true rugged adventure instead and head east toward the mountain range that stretches high into a dark, inky sky. These snow-capped peaks are nestled closely together, forcing adventurers to walk on narrow paths and stick together, climb to new ledges and push onward into the heart of the mountain range. There is a high risk of falling the higher you climb. You may wish to anchor yourself just in case.
As you climb higher, it becomes clear that there's a flat surface at the top that's supported by the mountains themselves. A gray, iced over building sits in the center and smoke billows out of the chimneys in little wispy curls. Signs of activity? It's strange to think that perhaps you aren't as alone as you thought.
Don't blink. The ice disappears the closer you get and the doors are wedged open with an abandoned, broken dog sled. Unidentifiable bones and remains of a research party can be found buried in the snow around this space and the longer you stand in one spot the stronger you'll feel the vibrations of the earth beneath you. Off in the distance, a loud rush of snow begins to fall, an avalanche sliding its way downward to somewhere below.
The sound of electric drills and machinery echo inside the factory, and as you enter the building it's hard to pinpoint which direction the sound is coming from. It seems to bounce off of every wall, and though the building is dimly lit navigation is complicated without an additional light source. If you were smart and packed a flashlight or a lantern of some kind, the path before you lights up. The factory walls are covered in a dark red substance, ancient hieroglyphs marked into the surface depicting scenes of ruin. It will take several attempts to find all of the hieroglyphs around the building, but putting them together and comparing notes visitors may realize they tell a story of an equally ancient race that inhabited this planet, taking it for their own to begin creating a new race of genetically enhanced human beings. As more of the pictures are discovered under thick layers of dust and sheets of ice, an increasing sense of paranoia settles in. The light you've obtained begins to flicker just a little, and it's with a sense of dawning dread that you realize you're not alone. This story tells a tale of the city of Recollé, but it isn't finished yet.
The grinding mechanical noises grow louder as the walls shift closer together. The hieroglyphs begin to imprint themselves on the back of your eyelids, on your hands, anywhere you look they seem to follow you to tell the story of elders that have a different plan and a method of hybrid creation.
Whether it's by skill or by luck, if you stay in the factory long enough you'll come across the source of the grinding equipment. In the center of the room is a large structure made of ice and metal, creaking and groaning as cranes and drills continue to put it together. At its full height it rises up several stories, and as your footsteps echo in the factory every single eye opens to fixate on you. Designed to reflect every thought, action and task, this creature will feed upon your paranoia and your identity to reflect itself to your companions and turn you against one another. Negative emotions will be amplified, and the more fear that's felt the harder it will be to break the surface of your thoughts and fight back.
A bit of exploring will reveal there are two smaller forms of this creation as well acting as back-ups to begin processing every bit of who you are to create a new set of data. The room lights up, binary scrolling over the walls and depictions of your life events rapidly flying by.
Another machine to collect data? You know what to do by now. Find a way to help one another focus and work on destroying the machine eye by eye and bit by bit. The whole facility will have to go, but you may wish to clear the area first and ensure you aren't missing bits of the story.
And let's not forget…you'll still have to find your way back down the mountain trails with the avalanches following you. Best of luck.
IV.
For those with a different set of skills in mind, the region of Magatus will need you. The seven hour trip is long and draining, but a new bus leaves every three days to take parties to the area and drop them off. This time, however, the buses won't leave until they're at full capacity.
How lucky.
The northern lights above the region are no longer the beautiful purple-green haze that they were, but rather they begin to flake apart as gray bleeds into the sky. Fish begin to appear in the lake's surface, floating belly-up dead as the water gently ripples below them. The howling of wolves is louder than usual, anguished and worried. The usual resident wolf of the area, Magnus, is nowhere to be seen, however.
The residents of Magatus are hard-pressed to speak to anyone despite having a good trade system set up with the city of Recollé. They'll be more likely to tell visiting citizens to mind their own business or even approach with threats of violence. They will have to be convinced that something is coming and that they must evacuate immediately, though each person is different. Some will come quietly if there's a hint of danger while others will have to see physical proof to fully understand. The little town accounts for several hundreds of people, but not all of them. Some of you will have to brave the mountains here, too, to warn those who live in total isolation.
While many of you may be working on negotiations and helping residents of Magatus pack their belongings and load onto the buses, those who delve further into the mountains should stick together. While the wolves bay and snarl, it's bears, raccoons and deer that residents should look out for. With glowing red eyes and white foam drizzling from their mouths, the bears and raccoons rush for an attack to block anyone from climbing up the mountain ridge to the houses there. Deer charge, antlers down and aimed to gouge anyone who gets too close. It'll take a team of combatants to fight off these monstrous creatures and get to the houses above. Should you earn a scratch or a bite, the wound will quickly turn black and begin to scab over as primal instincts begin to set in. The ability to speak and form cohesive thoughts will begin to lessen the longer the wound goes untreated…but it's a long way back. If you can rescue some of the villagers in the mountains, they will have a vaccination to help, but that's if you can get to them first.
As time goes on and more people begin to evacuate, the rest of the region should begin to realize there's a problem. Help them close their shops, gather their cherished belongings and prepare for a long trip back to the city. They'll need people to help them stay calm in these trying times as the sky continues to fragment and filter out above and snow begins to fall.
But the journey's not over. It's a long way back to the city, and as buses begin to roll out onto the road a snowstorm settles in. Winds whip and roar as the buses shake, and some of you may need to jump in and manually maneuver the vehicles to safety. Road blockages and whiteouts will occur, leaving you to navigate yourself home. Hail will pelt the windows and the roof and the windshield wipers can't clear away the sleet fast enough. But if you can find a way to communicate with one another, you'll stand a better chance following each other on the way home and bringing these people to safety.
But can you work together? Don't hesitate to phone a friend.
For those with a different set of skills in mind, the region of Magatus will need you. The seven hour trip is long and draining, but a new bus leaves every three days to take parties to the area and drop them off. This time, however, the buses won't leave until they're at full capacity.
How lucky.
The northern lights above the region are no longer the beautiful purple-green haze that they were, but rather they begin to flake apart as gray bleeds into the sky. Fish begin to appear in the lake's surface, floating belly-up dead as the water gently ripples below them. The howling of wolves is louder than usual, anguished and worried. The usual resident wolf of the area, Magnus, is nowhere to be seen, however.
The residents of Magatus are hard-pressed to speak to anyone despite having a good trade system set up with the city of Recollé. They'll be more likely to tell visiting citizens to mind their own business or even approach with threats of violence. They will have to be convinced that something is coming and that they must evacuate immediately, though each person is different. Some will come quietly if there's a hint of danger while others will have to see physical proof to fully understand. The little town accounts for several hundreds of people, but not all of them. Some of you will have to brave the mountains here, too, to warn those who live in total isolation.
While many of you may be working on negotiations and helping residents of Magatus pack their belongings and load onto the buses, those who delve further into the mountains should stick together. While the wolves bay and snarl, it's bears, raccoons and deer that residents should look out for. With glowing red eyes and white foam drizzling from their mouths, the bears and raccoons rush for an attack to block anyone from climbing up the mountain ridge to the houses there. Deer charge, antlers down and aimed to gouge anyone who gets too close. It'll take a team of combatants to fight off these monstrous creatures and get to the houses above. Should you earn a scratch or a bite, the wound will quickly turn black and begin to scab over as primal instincts begin to set in. The ability to speak and form cohesive thoughts will begin to lessen the longer the wound goes untreated…but it's a long way back. If you can rescue some of the villagers in the mountains, they will have a vaccination to help, but that's if you can get to them first.
As time goes on and more people begin to evacuate, the rest of the region should begin to realize there's a problem. Help them close their shops, gather their cherished belongings and prepare for a long trip back to the city. They'll need people to help them stay calm in these trying times as the sky continues to fragment and filter out above and snow begins to fall.
But the journey's not over. It's a long way back to the city, and as buses begin to roll out onto the road a snowstorm settles in. Winds whip and roar as the buses shake, and some of you may need to jump in and manually maneuver the vehicles to safety. Road blockages and whiteouts will occur, leaving you to navigate yourself home. Hail will pelt the windows and the roof and the windshield wipers can't clear away the sleet fast enough. But if you can find a way to communicate with one another, you'll stand a better chance following each other on the way home and bringing these people to safety.
But can you work together? Don't hesitate to phone a friend.
INTERLUDE.
But what about the city itself? Never fear, for spring is here! The city has seen the last of its snow and the sun makes its presence known again. New life begins to appear as flowers bloom and birds sing. Creativity is in the air, and as March settles in citizens of all kinds will begin to notice two large domes now encompass the entrance to the Atrium and the Recollé Art Museum.
Shall we see what the fuss is about?
But what about the city itself? Never fear, for spring is here! The city has seen the last of its snow and the sun makes its presence known again. New life begins to appear as flowers bloom and birds sing. Creativity is in the air, and as March settles in citizens of all kinds will begin to notice two large domes now encompass the entrance to the Atrium and the Recollé Art Museum.
Shall we see what the fuss is about?
V.
For those of you who choose to head to the art museum, it seems that a new display has opened! "Modern Living" depicts life in the city of Recollé with art pieces and sculptures inspired by buildings and famous figureheads of the city including the police chief, the fire department, and Mayor Mayer. It's a fairly small display but it's the pride of the city for now.
While you're here though, perhaps you should check out the rest of the museum. When was the last time you really took a look at the art on display? Have you ever stopped to appreciate that gorgeous Van Gogh painting or the marble bust of Julius Caesar? With several replicas of the most famous works of art hanging from the walls and on the floor in display cases it's hard not to want to take a closer look.
However, something strange seems to be afoot. Wasn't the Mona Lisa looking the other way? Why did the pair in that copy of American Gothic suddenly switch places? And better yet…why is the Girl with the Pearl Earring standing ten feet to your left just out of her frame? Everywhere you look the art pieces begin to take on a life of their own, crawling their way out of their frames the moment you aren't looking and slipping out of the museum into the city. It's called Modern Living, isn't it? These pieces wish to be on display everywhere and explore life outside of the box and will stop at nothing to get their way. Mythical creatures will soar through the Starry Night as the Persistence of Memory warps the Birth of Venus near Peach Beach. The longer they remain out and about, the more the city begins to change around you as it attempts to adapt to the influx of culture and life.
You may find that you don't want to send these pieces back right away, actually. Some of them are quite talkative and may even befriend some people! Others, however, seem to want to find replacements so they may spend more time outside of the museum, capturing an unwitting suspect to drag back toward their frames and lock them away. That's unfortunate, isn't it?
They say that imitation is the sincerest form of flattery. While the art wishes to imitate you, perhaps it's time for you to imitate the art and convince them just why they're needed back at the museum…and if that doesn't work? Good luck rounding everyone up. You'll have to frame them for their crimes and put them back where they belong.
For those of you who choose to head to the art museum, it seems that a new display has opened! "Modern Living" depicts life in the city of Recollé with art pieces and sculptures inspired by buildings and famous figureheads of the city including the police chief, the fire department, and Mayor Mayer. It's a fairly small display but it's the pride of the city for now.
While you're here though, perhaps you should check out the rest of the museum. When was the last time you really took a look at the art on display? Have you ever stopped to appreciate that gorgeous Van Gogh painting or the marble bust of Julius Caesar? With several replicas of the most famous works of art hanging from the walls and on the floor in display cases it's hard not to want to take a closer look.
However, something strange seems to be afoot. Wasn't the Mona Lisa looking the other way? Why did the pair in that copy of American Gothic suddenly switch places? And better yet…why is the Girl with the Pearl Earring standing ten feet to your left just out of her frame? Everywhere you look the art pieces begin to take on a life of their own, crawling their way out of their frames the moment you aren't looking and slipping out of the museum into the city. It's called Modern Living, isn't it? These pieces wish to be on display everywhere and explore life outside of the box and will stop at nothing to get their way. Mythical creatures will soar through the Starry Night as the Persistence of Memory warps the Birth of Venus near Peach Beach. The longer they remain out and about, the more the city begins to change around you as it attempts to adapt to the influx of culture and life.
You may find that you don't want to send these pieces back right away, actually. Some of them are quite talkative and may even befriend some people! Others, however, seem to want to find replacements so they may spend more time outside of the museum, capturing an unwitting suspect to drag back toward their frames and lock them away. That's unfortunate, isn't it?
They say that imitation is the sincerest form of flattery. While the art wishes to imitate you, perhaps it's time for you to imitate the art and convince them just why they're needed back at the museum…and if that doesn't work? Good luck rounding everyone up. You'll have to frame them for their crimes and put them back where they belong.
VI.
Not an art person? Don't sweat it. The Atrium is proud to present the city's Battle of the Bands contest, set for the last weekend in March. Sign-ups are open until the day of the show but the city's hard at work preparing for the big event. New equipment is purchased and tested, the stage is cleaned up and polished, and the lights…
…wait, what happened to the lights? Electricians and employees alike can't seem to figure out why the light source isn't kicking in at the Atrium, and even flipping the breakers doesn't seem to be cutting it. The area's pitch black and the back-up generator seems to be dead. As the date of the contest gets closer, employees grow more desperate and are prone to grabbing anyone off the street to beg for their help.
"Hey, can you help us out? We can't seem to find the problem."
What can you do about it? Maybe nothing, but maybe you're the type who's just curious enough or kind-hearted enough to agree to check things out. As you enter the concert venue, the darkness makes it harder than ever to navigate where you're going. It's dark and still but as you take another step further a high-pitched, scratching sort of noise can be heard from the rafters. Shining a flashlight or your cell phone light up above will reveal a large leathery wing darting out of sight, claws grazing the wood.
That's not good, is it? Gather around, Retrospecters. Looks like you found the problem. It's a high climb up above, and fighting in the dark isn't ideal, but if you're brave enough you can swing yourself up on the catwalk and come face to face with a skeletal bat-like creature. A crackling, electric sound seems to come from the monster itself, and it's only when someone lands the first hit that a bit of light disperses and returns to one of the bulbs in the ceiling. The creature's fast and crafty and will shock anyone that gets to close. It's hard to keep up and the bat's willing to absorb as much of the light as possible. If you can figure out a way to trap it you can bring it down to ground level and go to town. As the light fades from the creature itself it shrinks smaller and smaller until it's the size of a fruit bat, a tiny spark that can be disposed of in its own way. It'll try to fight back and may even shock you again, but at this size it's not so bad.
…too bad there's more than one of them, a total of five lurking around that continually take over once one bat's been defeated. Looks like you've got your work cut out for you, doesn't it? How enlightening.
Not an art person? Don't sweat it. The Atrium is proud to present the city's Battle of the Bands contest, set for the last weekend in March. Sign-ups are open until the day of the show but the city's hard at work preparing for the big event. New equipment is purchased and tested, the stage is cleaned up and polished, and the lights…
…wait, what happened to the lights? Electricians and employees alike can't seem to figure out why the light source isn't kicking in at the Atrium, and even flipping the breakers doesn't seem to be cutting it. The area's pitch black and the back-up generator seems to be dead. As the date of the contest gets closer, employees grow more desperate and are prone to grabbing anyone off the street to beg for their help.
"Hey, can you help us out? We can't seem to find the problem."
What can you do about it? Maybe nothing, but maybe you're the type who's just curious enough or kind-hearted enough to agree to check things out. As you enter the concert venue, the darkness makes it harder than ever to navigate where you're going. It's dark and still but as you take another step further a high-pitched, scratching sort of noise can be heard from the rafters. Shining a flashlight or your cell phone light up above will reveal a large leathery wing darting out of sight, claws grazing the wood.
That's not good, is it? Gather around, Retrospecters. Looks like you found the problem. It's a high climb up above, and fighting in the dark isn't ideal, but if you're brave enough you can swing yourself up on the catwalk and come face to face with a skeletal bat-like creature. A crackling, electric sound seems to come from the monster itself, and it's only when someone lands the first hit that a bit of light disperses and returns to one of the bulbs in the ceiling. The creature's fast and crafty and will shock anyone that gets to close. It's hard to keep up and the bat's willing to absorb as much of the light as possible. If you can figure out a way to trap it you can bring it down to ground level and go to town. As the light fades from the creature itself it shrinks smaller and smaller until it's the size of a fruit bat, a tiny spark that can be disposed of in its own way. It'll try to fight back and may even shock you again, but at this size it's not so bad.
…too bad there's more than one of them, a total of five lurking around that continually take over once one bat's been defeated. Looks like you've got your work cut out for you, doesn't it? How enlightening.
NOTES.
Welcome to
recolle's March event log!
You can claim four freebies on this log!
-Players may claim one freebie for a thread confronting an art piece. This must be at least 5 comments from you.
-Players may claim one freebie tackling the electricity problem in the concert hall. This must be at least 5 comments from you.
-Players may claim one freebie for a thread on the second log exploring an area in the Mythos layer of Magatus (prompts 1-3). This must be at least 5 comments from you.
-Players may claim one freebie for helping with the evacuation of Magatus.
Please see the mod reporting thread below to report how your character is doing! Did they take out one of the bats? Have they rescued twenty people from Magatus? Are they infected by one of the animals in the mountains? This is for tracking and also to determine how Magatus is doing by the check-in point (3/17) and will help determine the address of the second Retrospec post.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
Welcome to
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
You can claim four freebies on this log!
-Players may claim one freebie for a thread confronting an art piece. This must be at least 5 comments from you.
-Players may claim one freebie tackling the electricity problem in the concert hall. This must be at least 5 comments from you.
-Players may claim one freebie for a thread on the second log exploring an area in the Mythos layer of Magatus (prompts 1-3). This must be at least 5 comments from you.
-Players may claim one freebie for helping with the evacuation of Magatus.
Please see the mod reporting thread below to report how your character is doing! Did they take out one of the bats? Have they rescued twenty people from Magatus? Are they infected by one of the animals in the mountains? This is for tracking and also to determine how Magatus is doing by the check-in point (3/17) and will help determine the address of the second Retrospec post.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
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[Not much room to argue when there's a guy talking his ear off.]
Yeah, that sounds like a plan. [Under his breath:] Still don't know how much it'll do, but...
All right. In we go, then?
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[She waves at the staff member because look, they're heading out to fix the problem!! Maybe.
She takes out her cellphone to explore as they hit the darker areas, peering around curiously.]
So anyway, I'm pretty sure I'm now my past self's video game character or something like that.
[...Oh. That was literal.]
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[Rean stops, looking her over.]
I know you'd talked about all those worlds maybe being virtual, but I wouldn't have thought Retrospec would actually change you into someone that wasn't real...
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[She'd already kind of expected it - there had to be someone behind those virtual characters, even if she couldn't remember much about her yet. But instead...]
It looks like I'm the fairy character. I remembered a duel I fought... There were definitely status windows and HP bars.
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[Half-jokingly:] So, what, did Retrospec give you wings?
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And just like that, wings. They're shedding sparkles just by existing, although the sparkles seem to fade after a few seconds of existence.]
Yup.
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...Woah.
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I'm still getting the hang of flying, though.
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[Speaking of flying, though. They are here on a mission.
Is that something fluttering about in the rafters? Nah, couldn't be.]
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Not that it helps much; what little can be seen is devoid of anything alive.]
...Did you hear that, or...?
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[And he can't shake the feeling he's sensing something here that isn't the two of them, too.
He digs his own phone out of his pocket, turning on the flashlight and stepping cautiously forward, ears metaphorically perked and listening for any slight sound.
He gets it, after a second. There's a light scratching sound from above, and he's quick to dart his light up in the direction he thinks it's coming from. The second the light hits the corner of what appears to be a large, leathery wing, the creature takes off, claws scuttling against the wood of the rafters.]
Did you see that?!
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Yeah... what the heck is that?!
[This is just a power outage problem, right? So why is there some kind of creepy winged thing involved now?]
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Think you can handle the light?
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If I catch sight of it, I'm going to try to take it down, or at least draw its attention. If you haven't got a weapon, get ready to run. If you do, get ready to fight.
[And that's all the warning Yuuki's going to get before Rean's attention laser-focuses in on the rafters. Soon enough, Yuuki's light scans across another leathery wing, and Rean doesn't wait a second before unleashing an air slash up toward the creature.
Good news! It hit.
Bad news! Rean has now aggro'd the giant bat, and it's coming down for a fight.]
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[She does have her sword at her side, because you never know when you're going to run into clones, wendigos, various snow zone monsters, or fugitive art pieces.
Once the bat falls, she draws her sword, although she's still got her phone in her left hand. She'll keep shining it on the creature for now, circling with her sword ready for defense so she isn't in Rean's way.]
I'll take care of the light, so just try and beat it!
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[The bat crackles with the distinct sound of electricity, the light shining on it to reveal a sort of skeletal creature. Gross.
Well, Rean isn't here to gawk, he's here to take it down. So he's quick to unleash another air slash, which slices into the beast. With it comes a little flicker of light back into the bulbs before it all goes dark again.
He doesn't have the stamina to keep up crafts like the air slash forever, so with it down on ground level, he's going to dash toward it.
...Which, rather unfortunately, leaves it with plenty of room to shock him. Or just send a bolt at Yuuki, if she's open. Maybe both? Both is good.]
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The light is going to move like crazy - the unfortunate side-effect of her rolling out of the way with an inhuman speed. It doesn't take her long at all to bounce back to her feet, and once she does she charges at it herself, trying to score a hit or several while it's hopefully still recovering from sending out those two attacks.]
Haaaaaaaah-!
[For only holding the blade one-handed, she's fast with those thrusts.]
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[Rean, on the other hand, is only regular-type fast, and that means he's not quite quick enough to dodge that shock.
He needs a moment to recover, and in that moment, Yuuki runs in and starts going at the thing, and... damn, she's quick. Quick enough that the bat is having a hard time fighting back, the lights on the ceiling flickering slowly back to life as the bat seems to become smaller and smaller with each hit.]
Keep at it! I think you're getting somewhere!
[In the meantime, despite the pain, he's going to force himself back to his feet and throw himself back into the mix, too, letting out his own little cry of exertion as he slices past and partially through the bat.
The lights come on that much more.]
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Almost-!
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[With one more coordinated hit from the two of them, their blades just barely missing one another, the bat finally falls.
And with that, the lights inside the Atrium come back on.
Rean stays on edge for a moment longer, before finally sighing heavily to try to relax himself.]
...Well. Looks like they grabbed the right people for the job. [He offers her a tired smile.] You're fast with that thing. It's pretty impressive.
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Seriously. I definitely wasn't guessing it'd be a monster behind it.
[Much less some kind of electric bat... thingy. She shoots a smile back Rean's way as she sheathes her sword.]
I think that was her specialty. I don't remember casting any spells, but I remember taking duels with only my sword. Her opponents could use whatever they wanted as long as it wasn't an item, but...
She was really confident she'd win, and from what I remember, she was pretty much right.
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[His sword is going away now, too. Just in time for the workers to start poking their heads back in and going "hey, the lights are back! Thanks!"]
It's definitely effective! I don't think I would have taken that thing down without your help, so thank you.
I wouldn't mind teaming up with you again sometime.
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[She shudders a little at the thought. Normies definitely shouldn't have to deal with random electric bats terrorizing them.]
Hey, you're the one who took the lead! If we end up having to fight again, now I know you'll definitely have my back! And with the way things are going? Sooomething tells me that's going to be really important soon.
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And... yeah. Definitely no denying that. It gets crazier every day, I swear.
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