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- !arrival log,
- !event log,
- bones: lance sweets,
- dark angel: max guevara,
- dc comics: dick grayson,
- dc comics: jason todd,
- dc comics: kon el,
- dceu: harley quinn,
- dogs b&c: nill,
- it: richie tozier,
- marvel comics: tony stark,
- npc: cassius,
- npc: jimmy henries,
- once upon a time: killian jones,
- original: eugene hicks,
- original: ian fowler,
- original: kyna medina,
- persona: ren amamiya,
- red vs. blue: agent carolina,
- red vs. blue: terrence ephemera,
- she-ra: glimmer,
- star wars: jyn erso,
- supernatural: dean winchester,
- the 100: clarke griffin,
- the expanse: amos burton,
- the gifted: marcos diaz,
- the last of us: ellie,
- the magicians: quentin coldwater,
- uncharted: sam drake,
- xena: callisto
EVENT #011.3 / ARRIVAL #028
WHERE: The moon!!!! To start.
WHEN: As the AU is ongoing. Early August 2512, two weeks after the AU swept people away at the start.
WHAT: Arrivals, explanations, and more.
NOTES OR WARNINGS: Mentions of drug use.
When you wake, you'll be disoriented. Even wakefulness is a challenge. You slip in and out. First, you find yourself drugged, looking out through clear walls of a laboratory, deep into the darkest part of the ocean. Then, when you wake up later, there's a logo, as well as words on the wall: PROJECT MEADOWLARK. The logo is a bird: yellow and gray with a black V-shaped crest on its chest. If you know birds, you'll know this bird as the meadowlark. Out you go again.
In comes a man swearing, muttering to himself. "Really not meant to do this alone. Fuck me." Alarm crosses his features when he sees your eyes open. "No, not you. I'm not—let me just up your dose." He steps closer, hitting a button. After a few beeps, you're out again.
When you finally wake, you'll find yourself in a pristine room, one lined with beds. The walls are painted a forest green. In the distance, you'll hear the chirping of birds. The air around you is cool, sterile. You'll notice two things: first, that your head has recently been shaved, all bits of hair cut down to nothing. The second thing is that you have a surgical scar on the back of your head. This, too, is a recent addition. The neural implant inside of you doesn't connect to the internet yet, but it's safe to assume that it will sooner or later.
(The sole exception to these things is Jason Todd: his head is still full of hair, but he's knocked out like the rest of you, as well as dressed in a hospital gown.)
As you begin to stir from where you're sitting, you'll be able to come to set your feet on the floor. Like the air, it's chilled, as if it's artificial in some way. If you've been in space with artificially applied gravity, you'll recognize it here. That's the only thing keeping you grounded and properly settled.
The bed you're on has drawers, and within it are several sets of clothing, all in your size. Whoever set you up here took care to make sure you were comfortable.
Once you're dressed—assuming that you do get dressed, you could always just walk around with your ass out—you can head out and explore where you are. It seems you have open access to it.
And what is it, exactly? A futuristic bachelor's pad, at least from the look of it. There are numerous projection screens throughout this place, this home, though you won't be able to see what's on them. (Jason Todd excepted: he'll see that there are various colony-led news reports about the missing people on Earth, all stolen away for unknown reasons.) In nearly every room, there are birds that fly freely and chirp happily. Some are settled on makeshift trees that sprout from the walls with long vines hanging from them. Others settle on the water of artificial indoor ponds. Either way, whoever owns this joint definitely has to have a means of keeping up with all the bird crap, because there is none anywhere.
At the heart of this unusual, forest-like abode is a pathway that leads to a wide open space. Here, too, is another artificial pond, as well as a number of branches sprouting from the wall. Near what looks like an open window looking out at a vast and barren crater-filled surface is a tall and slender man with a hint of facial hair. Upon your approach, he'll turn and offer a tired smile. "Ah, I see the drugs have worn off. Good. Would you like to take a seat? We have a lot to cover, and I'm not terribly used to the process." A beat. "Oh, sorry. I'm Jimmy. Would you believe that I'm why you're here? … Here, well. I'm getting ahead of myself, aren't I?"
To continue this conversation, head over here.
For now, you'll know that you're stuck on what is very literally the moon. After all, going down to Earth could be a risky venture at this time.
After the conversation with Jimmy completes, the next day will be all about setting up the newcomers with their new IDs, as well as filling them in on what's going on. Everyone will know about the Earth being left empty, about the sudden shift in atmosphere as a result, as well as the difficult connotations about what's happening. Once everyone has identification, they're given access to come and go from Jimmy's place as they please. By then, they'll have the option of having a room of their own, as there seems to be a countless number of rooms in this odd moon mansion. If anything, it looks like Jimmy planned for guests—but those guests never came for whatever reason. Or perhaps they haven't been there for a while?
Once anyone leaves Jimmy's home, they'll be able to step out and explore the rest of the moon: which is truly a sight to behold. Satellite views don't do the Lunar colony any justice. UNC1 is the only fully livable space colony in this world, and it shows. Set up with artificial atmosphere and gravity, there are numerous machines outside that work around the clock to terraform the moon to make it livable for a future population.
On the inside of the colony, however, the moon is gorgeous—after all, it's largely set up and constructed to appeal to the wealthiest individuals in this world. There are numerous oversized homes like Jimmy's throughout, all connected through an intricate system of tunnels that quickly transport people via platforms from one area to another. There are numerous shopping centers, as well as parks with giant canopies of trees lending a sense of nature in an unlikely place. Ever visited an upper class mall and known that you weren't the clientele that they were trying to appeal to? That is definitely the aura that the moon gives off.
So, what is there to do on the moon?
> SPACE WALKS
Why would someone ever agree to live on the moon if they couldn't go out onto the surface? While the moon is still about 50 years out from having a breathable, livable surface, there is some charm over being able to walk on its surface. Space walks and tours go on all day and every day, allowing people access to various parts of the moon. These tours are controlled. Right now, the walks are fifty-percent off because of the lack of tourists from Earth. After all, if there's no one left down there, there's no one to visit. This enterprise has gotta get its credits from somewhere.
> THE CLUBBING SCENE
For the people who managed to get property on the moon, work is a bygone of a forgotten era. Everyone here is wealthy enough that they don't need to think about anything but play and more play. VR gaming centers are a big and loved commodity, but more than that is the clubbing scene.
Under-surface clubs run 24/7. Everything in these clubs is set up to help someone get away from monotony. There are sex-workers on site at all times, but with the same conditions and protections afforded to them on the planet below. In addition, alcohol is only the best of the best—priced to match the high-end tastes of everyone on the moon. The workers at these locales are paid very well to put up with a drunk group, but they're expected to also take all forms of abuse. Then again, a job here can set someone up for the next couple years, even if they just make it for six months.
> SHOPPING CENTERS
Just because it's the moon doesn't mean you're free from a capitalist hellscape. If anything, without a bustling economy built upon the backs of a visible working class, these shopping centers are necessary to give people things to do. As expected of goods that are imported from the Earth below, everything is decidedly costly. As a result, very little is imported that is cheaply made. At the same time, that means everything within these shopping centers is expensive. Need a nice pair of pants? It's going to cost you four times as much as it would down below.
But don't worry. Jimmy? Jimmy's given everyone permission to just put it all on his tab. If you need a new change of clothes, or want to set yourself up while you're stuck on the moon, Jimmy's got your back.
> ANTI-GRAVITY CHAMBERS
Gotten the idea that the moon is for hedonists who don't want to act like there's a real world elsewhere? Helping to feed into that notion are anti-gravity chambers throughout the moon colony to help someone enjoy themselves somewhere without gravity. In these chambers, you can go from gravity to zero gravity and figure out what you prefer the most. These chambers offer complete privacy, letting someone do whatever they might want without being … weighed down.
One thing that's not widely advertised is a unique, hallucinogenic drug that's recommended for the anti-gravity experience. Ominously named "SyFon," this is a psychotropic drug with all of the typical effects of drugs like that. Combined with the anti-gravity experience, it can really mess someone up. In good and bad ways, depending on how they react to it all. SyFon is, of course, illegal. But that doesn't mean that someone can't try it, right?
> CRIMINAL ENTERPRISES
Where does a drug like SyFon come from? Well, there is a burgeoning criminal enterprise on the moon. Rumor has it that the Petrov and Riverside mobs are vying for the credits of the rich, and have worked to set up centers on a variety of colony moons to help develop drugs, weapons, and other goods. How well this enterprise is working is up for debate, especially since SyFon is the only successful thing coming out of it. Needless to say, this enterprise is a work in progress.
> THE WORKING CLASS
Who's manning this laidback lifestyle on the moon? As the first of the colonies, the moon was once primarily populated by people whose labor was used and whose efforts were largely taken advantage of in favor of setting up a new home for humanity. Several decades have passed since then, and now UNC1 is a tourist destination for everyone on the Earth. So, what does that mean for Lunar businesses? They need to be well-prepared to handle a wealthy clientele, as well as appeal to the rich folks who decided they wanted to live the rest of their lives on the moon.
These days, getting a job on the moon is a difficult task. You need references, as well as an assurance that you'll be able to manage the atmosphere up there. A doctor needs to sign off on whether you can live up there (and it's important to note that while this clearance should exist for the other colonies, the UN sure as hell isn't enforcing this kind of test). Many people who end up in retail and clubbing jobs start off in terraforming factories, and then look for openings so that they can move horizontally within the Lunar ecosystem.
> CATCH UP
If you aren't interested in the Lifestyles of the Rich and Famous: Lunar Edition, you can focus on using your internet connection to catch up. Yes, the world below is empty. Yes, there was a monster attack a few months ago. Yes, memes are still a thing. Many of you will have a whole lot of history, or even an entire world's setup to catch up on, and future Google, whatever it may be called, is still there for you. Jimmy, of course, will be willing to fill you in on anything else.
Before too long, people begin to appear on the surface of the Earth once more. Bit by bit, people begin to return from the Aerie, forced to contend with two different sets of memories. While everyone will return as if they're waking from a dream, they'll know that they likely didn't just fall asleep. Whatever they left behind will be a world they knew full of people they loved. They accepted the veracity of that world, believing it to be real. Believing it to be the only one they knew.
And who are these people? Within the Aerie, they are the recently deceased.
Once people begin to appear on the Earth and access networks, both El and Cassius will know that they need to reach someone. With few choices available to them, Cassius will reach out to Jimmy, having noticed his little trip down to Earth to pick up his new batch of incoming folk. After all, he needed to get them ready. Cassius will fill Jimmy in on the returns, as well as ask him to send his new "friends" down to learn whatever they can.
> FOR THE RETURNING
If you're returning from the Aerie at this time, you died. Some deaths aren't remembered or experienced, not entirely, so it's possible that your death this time slipped by without notice. (Basically, we're not forcing someone to have their character experience the trauma of death if they'd rather not deal with it.) Either way, upon returning, you'll find yourself waking within your bed. Was that where you were before you left? Unlikely. But it's where you are upon your return. Even the people who weren't Displaced will return to the place they last considered home, waking up as if they're returning from a very bad dream.
Everyone who returns will still have their full memories of their time in the Aerie. If someone had a new power, however, it'll be replaced with the power they had before. However … well, things may change here, depending on how things go on the other side.
If you're returning, you may notice some changes. If you died, you may notice a scar from what killed you. If you had a tattoo in that world, it may still remain. Any and all changes are up to someone's subconscious identification of themselves.
While the majority of the Displaced will awaken in New Amsterdam, there are still countless people who can and will return. And unlike the Displaced, they aren't as accustomed to wacky antics like, oh, a new set of memories and the psychological ramifications that come with that. Maybe they could use some help?
> FOR THE NEWCOMERS (AND THE ONE LONE RETURN)
Upon receiving contact from Cassius, Jimmy will explain that there are people returning down below, and that Cassius has requested some help. If anyone wishes to speak to Cassius directly, they can. Of course, Cassius is a space exploration AI who's more than willing to help them navigate their time in this world, as well as the short space travel needed from the Lunar colony back to the Earth itself. There won't be a lot of explanation for how Jimmy and Cassius know each other, or even if they do—but someone can feel free to ask.
First off: want some sassy AI time? Cassius is here for all your needs. He'll even buff up your past resume if you'd like.
Secondly: ready to go Earthside? Jimmy will offer everyone his private transport back to Earth. (Yes, this dude is that rich.) This transport only goes between the Lunar colony and a remote base off the coast of New Tokyo, but there will be a boat ready to bring everyone to New Tokyo proper. From there, all of the Displaced can travel all over the world.
As for any other quick facts?
◉ Wait, how can the Displaced travel? There are gates in all 104 megacities on Earth. These gates essentially give people fast travel. After hitting New Tokyo and accessing its Gate, all someone has to do is think of their next location, and they'll land there.
◉ So, what are the conditions on Earth? Barren. There are no people, no hover cars, nothing. Animals have begun to creep over the walls in all of the cities. After all, without the cars startling them, as well as the countless people crammed within the megacities themselves, they can begin to reclaim the world itself, bit by bit.
◉ New Amsterdam in particular looks even more like a forest. It's as if whatever happened during the AU has accelerated the growth in New Amsterdam itself. Apartments will be filled with vines. There will also be a lot of animals making their home in the city. For the unaware, New Amsterdam has been growing a lot of plant life since an unusual circumstance where all of the Displaced were pulled into another pocket world and then returned. Since then, plant life in New Amsterdam has grown at an accelerated rate, forcing the city to work around the clock to keep the city from being fully reclaimed by nature. Now, it looks like all of those efforts were for naught.
◉ Time has continued to seemingly flow normally. However, not everyone is back from the Aerie yet. It seems as if there may be more time for weirdness ahead.
As a note, if you did not reply to us about starting in or outside of the AU, your character will be starting in this log.
With this log and its companion log, we're ending the first phase of Meadowlark's lifespan that primarily focused on the investigation into the world's lore. We'll be starting our second phase: characters choosing what to do next. We'll be detailing this more in our aftermath log/post, which will be due on JANUARY 16 2021. This aftermath log will double as an arrival log for whoever apps during our January application round.
Both logs for this phase of the event—11.2 and 11.3—are companion logs geared toward clearing up very large pieces of the Meadowlark mystery. While the AU acts as a reimagining of the game's metaplot, our NPC in the "real world" log will be divulging information. We've decided to go forward with making this clear because our playerbase has worked toward these mysteries for the last two years, and we'd like to help change the direction of the game from one based around a mystery of arrival and instead focus on what to do next. Of course, there will still be other mysteries to solve, as well as any true intentions, and figuring that out will depend on character choices and actions moving forward.
To make one thing clear, there won't be any radical changes to Meadowlark as a setting, nor is it anywhere near what might be called "end game." Instead, we're emphasizing a turn toward player-driven actions and plots because a lot of the mysteries related to the overall lore came to a head just prior to the AU starting. Think of this as having all of the lore pieces needed in order to begin to understand some of the remaining mysteries so that characters can decide what to do next.
All that said, we've also decided to use these logs to facilitate some future character plots, as well as help in releasing some characters from the AU! We also have one question that we'd like to pose for you.
(As a note: There is one link missing from below with regards to plot opportunities, as it's only relevant to characters in the AU.)
◉ Character deaths. We know that playing in an AU for two months can be exhausting, so if you'd like a get out of AU free card, this is the way out. If death may prove too traumatic, your character doesn't need to remember dying. All characters will wake up in the real world as if they're waking up from a dream. We'd just like a sign up so that other players can know who's vanishing from the AU via death! If you're having your character return in this log, please make sure to sign up at this link!
◉ What to do with the caged gods?. Unchaining the gods could have catastrophic effects on the Aerie, especially since they were the main key to sustaining it for all those years. Will they be unchained, or will they be allowed to flounder within the cages themselves? We're opening this choice up to the entirety of our playerbase. We will need all votes submitted by JANUARY 9, 2021 so that we can factor it into our aftermath.
◉ Any aftermath to consider? While this links back to the in-Aerie log, it'll cover all of our bases for the aftermath moving forward. If your character has contributed to helping the outside world since leaping from the AU, let us know!
◉ CRAU Relationships.: Finally, on our companion log, we have a unique NPC who's been through the jamjar ringer before. This is our NPC Jimmy Henries. If you'd like to sign up your character as someone that Jimmy knew before, head over there and fill out the form on the page!
If you have any other questions, please hit our questions thread(s) on the respective logs.
red wings;
Not every job is glamorous, not all help is flashy and dramatic, heroes swooping in. A stranger comes in and heads straight for the bar, sits in front of where Drake is clearing plates and asks for booze, and he glances around looking for an actual employee. None are in sight, so he shrugs a little to himself and sets the plates down, turning instead to grab a glass and check the bottles. ]
I don't actually work here, so anybody asks you just blame me.
[ He picks a bottle and pours a good amount, because it looks like the guy needs it -- and can handle it. As he passes the glass over he asks something more along the lines of what he's actually here for. ]
Need to talk about it?
no subject
[ Amos takes the glass with a grateful nod, immediately goes to take a big gulp of it. He basks in the feel of the liquid running down his throat, refreshing on that level alone, when Drake's question reaches his ears.
He puts the glass back down and looks at him. He doesn't know him, he's pretty sure. From any world. So that has to be a good sign. Still, ]
Nope.
[ Talking about it is the last thing he wants to do. He picks the glass back up, takes a smaller drink this time. Looks at Drake a little closer. ]
Guessing it wasn't just me caught up in whatever that was, though.
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Just you? No, it seems like everybody got caught up and people are trickling back. Not the first time something like that's happened, either.
[ As they die, specifically, but he doesn't need to remind the stranger of that. ]
I'm Drake.
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Amos.
[ He isn't surprised that it seemed to happen to everyone else; he is a little thrown that this somehow isn't the first time. He tilts his head at Drake, skepticism evident on his features. ]
Is getting thrown into new universes just a regular feature of this one?
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That's not necessarily what's happening. At least not every time -- like the last world we got thrown into was a simulation through out implants. Difference there was, the people who weren't in it could see the rest of us in stasis back here. Everybody wasn't just missing.
This was something else, but I've heard stories of it happening before too.
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Which would you say was worse? [ Might as well get a frame of reference for what can apparently happen. ]
no subject
This kind of world hop. It's creepy to think of your real body being somewhere else, but I have a bigger problem with my entire memory being rewritten.
no subject
Yeah, that was pretty fucked up.
[ An understatement. He means to say it casually, but an undertone of anger creeps into his voice just thinking about it - reflecting on what it meant for him there, what it means for him now that he has to live with it. ]
no subject
[ He doesn't sound pleased either, but Drake's got a better handle on his anger. When there's nowhere to direct it, he doesn't let it out to play. ]
Offer's open, if you find it getting to you. The bad news is I don't know if we have any idea what caused this one. Or how to stop it from happening again.
no subject
Although, it doesn't sound like there's anything they can do. About any of it. He sighs as the realization descends over him, feeling discomfort creeping in at it. ]
What'd you guys do, the first time it happened?
[ Maybe there's an answer there. Probably not, since it apparently happened again, even worse this time, but... maybe. Better than there being absolutely nothing. ]
no subject
He frowns a little at the question. ]
I wasn't around for it, from what I've heard that was another world that was trying to take over somehow... so not as complete a rewrite as this? And people could free each other without dying. But no one's mentioned any steps they took to keep it from happening again.
no subject
He frowns in return. ]
So we're flying blind, huh.
[ Not really the answer he was hoping for, but one he knew to expect. He takes another sip of his drink in thought. ]
Not exactly encouraging.
no subject
Pretty much. I'm hoping that guy up on the moon they're talking to has some answers about all this. Or... anything, really.
no subject
It's an environment he's familiar with, at least. Even if the technology, the worlds are different - space is still space. ]
Anyone actually know anything about him? Like - why's he up there when the rest of us are down here, anyway?
[ A couple of things aren't sitting right, but answers are answers. Even if they're the wrong ones; it'll just mean being able to weed out stuff down the line. ]
no subject
No, we had no idea he existed. But I'm sure somebody up there with him is asking all those questions, and usually when there's a big development like this they'll post the info to the network. So we'll know sooner rather than later what he said.
no subject
He nods, satisfied with Drake's answer. Picks his glass back up and takes another drink from it, because what else is there to do? ]
So... what does everyone else usually end up doing, when they're waiting to find stuff out? [ He's still new, after all. Literally only knows about the safehouse and Red Wings, and that's definitely going to have to change. ]
no subject
When it's not a crisis or weird event happening? Just live day to day. Get a job, find a place to live, make friends to spend time with, that kind of thing. There's pretty much all the same stuff here as in my home world. Sports, restaurants, bars, clubs, parks... it took some readjustment for me, actually.
no subject
He's kind of done a bit of that, actually. Which is surprising, now that he thinks about it, but in a nice way. ]
Good to know some things don't change.
[ Having a lot of downtime off a ship is going to be weird, though. Hell, having a lot of downtime in general - it's been a couple of years since he's had that, ever since the Cant got nuked. He doesn't really comment on it, but the hesitancy is there, an air of that sounds nice but actually now that I think about it I don't know what the hell I'm gonna do. At least shore leave had end dates. ]
no subject
That all depends. The place I was in between there and here, we had almost no downtime. It was all about survival -- when I first wound up here I found myself patrolling even though it's incredibly unnecessary. Just because I was used to doing something all the time. My advice? Get a job where you can take on extra hours whenever you want, get a place and a roommate and a streaming subscription, do lots of movie nights. Catches you up on this world's culture and it's engaging enough. At least to start out.
no subject
Well, the job and the place are good starting points.
[ Just gonna casually skip over some of that other stuff... ]
How hard is it, getting a job when you've just shown up here out of nowhere? I know they help out with credentials and all, but, still. It's gotta be weird.
no subject
I just say roommate because you probably won't be able to afford anywhere alone. This city's stupidly expensive.
[ About the job, though... ]
Depends what you're willing to do. There's lots of manual labor that you can get right out of the Safehouse, service jobs, the fight clubs... but anything that needs a degree is going to be difficult. I've heard of people doing it, but you'd have to work with El.
no subject
Not something he has to worry about now, but... probably soon. He frowns at the idea, takes another drink to neutralize that, push it out of his head for the time being. Job's a much better topic. ]
Heard about the fight clubs from a guy; those sound good. Hell, so does manual labour.
[ Something easy. Doable. Wouldn't require a whole lot of effort beyond physical exertion, which clearly isn't going to be a problem for him.
A thought occurs to him, though. He's not keen on talking to El just yet - doesn't know what to think of zeir. ]
What'd you do in your world, and what about here? If you don't mind me asking.
no subject
You can make a lot at the clubs but if you want something legal I can point you towards the better companies for labor. There are a couple that operate the docks and warehouses that actually pay fair wages.
[ As for what he used to do... hmm. ]
I don't mind you asking. Back home I was an undercover cop so I was working a couple different jobs. Bouncer and enforcer, mostly. Place I was before this, I was in charge of recruit training for the Guard, and here I went into social work.
no subject
[ As in: legalities aren't an issue for him. Manual labour is almost certainly the better path - what his people would prefer he do if they were here, but they're not. And it might dull his mind enough to tolerate everything that's happened as of late, but fighting'll probably clear it.
Pros and cons to both.
He quirks an eyebrow at social work though, both because that sounds like a massive departure from his previous jobs, and the kind of thing that'd require certain AI help.
And maybe because it's the kind of profession he could never do, but the kind he figures is inherently good - if the system actually ends up working, which he knows is definitely not always the case. At minimum, it means Drake is someone worth keeping an eye on, albeit for good reasons.
At least all those offers to talk make a little more sense now. ]
How'd you make that transition? And that's a kind of job that'd be a little harder to get into here, isn't it?
no subject
Very very slowly. I got a job that requires very little in terms of education, basically just being supportive and keeping people company, and have been getting the training along the way. My bosses have been putting me through courses one at a time.
If there's a field you're interested in, I guess that's my recommendation. Get a shitty job all the way at the bottom and prove yourself. What did you do back home?
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