

welcome to the horologium.QUICK LINKS WORLD JUMP # 4: EVENT POST WORLD JUMP # 4: WRAP UP
WAKING UP DETAILS | INFO SUMMARY | MOD QUESTIONS | THE SOUND AREAS OF INTEREST: BEDROOMS, MESS HALL/KITCHEN, LOUNGE AREA, LOCKED DOORS, DISCOVEREDWhen you wake, it's to the sound of machines--whirring, beeping, and what almost sounds like a heart monitor. When you open your eyes, everything is white, foggy, and heavy. You have no idea where you are, or what's going on. If your first instinct is to panic, then perhaps you panic, but if you wait for another ten--maybe fifteen--seconds there will be a series of alternating beeping noises. With a click and a whoosh, the fog will clear. The room around you is sterile and dark, all grey walls and metal. The lights are dim and yellow, as if the electricity supply has switched to an alternate, power-saving generator. As you move to stand, you find that you'd been laying in a kind of cot built into the wall. The machines you heard are built into the space around you. Like you had been sleeping in some kind of capsule. There are three other capsules in this room, and a single door. Walking out this door, you find a long hallway with a number of similar doors. You can assume these are more rooms like yours, with beds, with machines, and possibly more people. You hope for more people. As you take another step into the hallway there is a sudden and overwhelming sense of being alone. Along the wall next to you is a single word printed in block letters. Horologium.Somewhere below you--you don’t know from where, or from how far--comes a low rumble. Loud enough that you can feel it through your feet. The low lights that line the corridor flicker once before returning to their low hum. WHEN YOU WAKE UP.Everyone in the Circle will experience the same first few breaths. The fog, the rooms, the hallway. What you do from there on out is up to you, and will define what it is the Circle comes to know about your new location and what you can manage.
The further you explore, the more you will uncover. While it will not necessarily be inherent or obvious, and will take some time to learn about it, you will soon find a very important details:➜ You are on some kind of ship named The Horologium.
➜ You are currently in space.*
➜ This ship has not been fully functional for some time.*
➜ There are hundreds of rooms similar to the one you woke up in. Some have Circle Members in them, some are empty, with the capsules built over the beds still sealed.
➜ There are also some larger rooms that still seem vaguely functional. The mess hall and kitchen, specifically, still seem to have access to some of the electricity stored on this ship and can be used. The bathrooms and showers as well.
➜ There are also more doors that appear to be locked and will take some more investigation to be able to open/explore further.*
➜ You do not know what happened to the original crew, if there ever was one.*
➜ Your watches are functional, but like the ship, seem to be operating on minimal functionality. You can contact other Circle Members who are on the ship with little issue, but any extra functions the watches have will not work. Also, the further into the ship members explore, the more likely there will be issues with communication.
➜ The loud rumble you heard when you first woke up continues, though spread out. Every few hours you will hear it again, and the power on the ship will flicker. Your watches, too, will be affected by the sound before returning to their normal functions. *These are details or aspects of the ship that will need to be further explored. Those who have knowledge/understanding of technology will be able to hack in/work on this, but it is not limited to only these types of characters. If you’re interested in your character exploring other aspects of the ship, comment below and we can let you know what they will uncover/etc. It will then be up to your character to share that information, but it is up to you how you decide to do that.
➜ MOD QUESTIONS is where you can comment to explore any of the above-mentioned aspects of the ship, and we ask that you specify what you are looking into/what you would like your characters to figure out and how your character will be looking into it.
➜ AREAS OF INTEREST is where you will need to specify by room if you are looking into things regarding the ship. AN UNSETTLING SOUNDAs mentioned before, the low but all-encompassing rumble you heard when you first woke up will persist. It will be spread out by at minimum 90 minutes, and at max four hours. It will not be on a regular schedule, and it will vary in intensity--sometimes more quiet, seeming further away, and sometimes closer and much louder. The sound shakes the entire ship around you, like an earthquake. It is almost impossible to tell where it's coming from other than below.
Every time the rumbling occurs, the electricity on the whole ship will flicker. This also applies to your watches, even if they are not directly connected to any kind of power source. It feels threatening, but you're not exactly sure why.
➜ THE SOUND is where characters who wish to look into this noise can comment. There is no promise that your character will find anything at all. It all depends on the skills and Astoria-powers they have at their disposal, and how creative you'd like to get with it. ;) AREAS OF INTEREST/ PLOT INTERACTIONS.This ship, from what you can tell, is giant. No matter where you go or where you turn, it feels as though hallways go on for miles. But more than that, the uniform look of the walls, rooms, and walkways makes it very easy to get lost. Didn’t you just turn around that corner? Are you back where you started? Why does it feel like you’re lost, you know exactly… where you are...don’t you?
Beyond the hallways and bedrooms that you woke up in, there are a few areas of interest that you are more than welcome to use, live in, and explore. Below, please comment if your character is going to be spending particular time focused on exploring in these places, as there might be something to find. We will be updating this section as the doors are unlocked and new rooms/information about the rooms are found. ➜ As pointed out, the rooms near the kitchens and southwest wing are leaking (food and water respectively). Hank is going to start repairs, and will be sharing this with other members of the Circle. A little elbow grease, some Astoria Powers, and possibly material found searching the ship will be of use to help conserve. 
1.) BEDROOMS.
The rooms themselves appear somewhat sterile and dark, grey walls and sleek metal. The lights are dim and yellow, as if whatever had been supplying electricity had kicked to an alternate, power-saving mode. They pulse, lowly, but provide enough light for you to move around. The rooms are conservative in size, with enough room for the four built in beds, room to walk around, a small table and four chairs, and a door leading out.
Each of the built in bunks are exactly the same--about twin bed sized, with a thin blanket and pillow. The machines you had heard are built into the space around it, like you had been sleeping in some kind of capsule. The door had opened when you woke up. There are three other capsules in this room, and depending on if your companions have awoken, they will either be open or remain closed. Not all of the beds in each of the bedroom areas will have Circle Members in them, and these will remain closed with a thick fog still filling the space inside.
There are details about the room you may notice--like how each bed has a small personal light within the space, and a square screen that does not seem to be currently functional. You wake up in your normal clothes, but with enough investigation, you will find a drawer that has a grey jumpsuit that fits your exact size, if you decide you would rather wear that.( UPDATED INFORMATION FOUND BY THE CIRCLE MEMBERS WILL BE INCLUDED HERE IF MEMBERS DECIDE TO SHARE SAID INFORMATION. )
➜ Prompto (and countless others, surely) has discovered that the pods are empty. (HERE.) . Additionally, the rooms are barren, and void of personal effects.
➜ Hunk, once electricity is restored, will discover that the bedroom screens contain bio data of the passengers that lived there. (HERE.)
➜ Ryoko has discovered that there are spare jumpsuits on board, and that they seem to be made of technology that auto-fits to your body. (HERE.)

2.) MESS HALL/KITCHEN.
The mess hall itself is a large, almost cavernous room (think the size of an American football field, and about 20 feet tall). There are booths lined along the outside, as well as a small stage and plenty of room to socialize, collect, and otherwise spend time with others. There are basic equivalents to folding chairs in massive quantities, should you need them. Otherwise, it appears this room was used as a cafeteria. The room appears bare, and remains mostly shadowed as the power-save mode does not light the entire space. Most of the light you do get is from the stars through the massively large windows that line one wall. Space, in its entirety, is before you.
There is a single doorway to the kitchens, which appear to be commercial in size and scope. Trays and silverware can be found in the storage space, as well as a variety of cooking utensils. This room seems to be the only room with full functionality and access to power. However, once you open what you can only assume is a fridge-equivalent, you will come to find there is very little in the ways of food. There are substitutes, that once water has been added will turn into a hyper-nutritious kind of goo, but that’s about it. Water is not impossible to find, but is not in excess. There will need to be a kind of rationing, or it will run out in just over a week’s time.( UPDATED INFORMATION FOUND BY THE CIRCLE MEMBERS WILL BE INCLUDED HERE IF MEMBERS DECIDE TO SHARE SAID INFORMATION. )
➜ Hank and Connor have discovered a source of electricity in the mess hall/kitchen area, that seems to be stable! (HERE.)
➜ The kitchen and mess hall combined is huge, and suited to seat about 500-600 people. (HERE, HERE.)
➜ There is a water filtration system on board that recycles used water. Use your imaginations. (HERE.)

3.) LOUNGE AREA.
The next room you may come across looks to be some kind of lounge. The space is roughly the same size as the mess hall and kitchens, but rather than booths and tables, a variety of couches and more comfortable looking chairs encircle small tables. There are three very large tables situated around the room as well, with at least 20 chairs each. There are no windows in this room that you can see, but there seems to be a very large screen that takes up most of one of the walls. However, the access to the room is limited by the yellow power-save lights that just barely fill the room.
With some investigation, you will come across a few storage spaces, filled with…board games of some kind? You’re not sure, as the instructions are in some language that no one is really sure how to read. There are also quite a few notebooks, slips of paper, and more equipment that is foreign but interesting. ( UPDATED INFORMATION FOUND BY THE CIRCLE MEMBERS WILL BE INCLUDED HERE IF MEMBERS DECIDE TO SHARE SAID INFORMATION. )
➜ Look, some of your fellow members found some video games! (HERE, HERE.)
➜ There's also some components for tabletop. (HERE.)
➜ There also seems to be some star-shaped currency stuck in the couches. (HERE, HERE.)
➜ Aphra has managed to translate some of the notebooks located in the Lounge (HERE.)

4.) LOCKED DOORS.
Please be aware that there are multiple locked doors to be explored/looked into. If you have one that your character would gravitate towards, please look below and let us know important information (are they looking for larger ones? Ones further away from the rooms?) as well as how your character would go about investigating the doors (are they technologically inclined and therefore would have starting points? Does your Astoria-granted power help? Are you planning on just beating it with a stick until it opens?) as that will help us let you know what you might find. :)( UPDATED INFORMATION FOUND BY THE CIRCLE MEMBERS WILL BE INCLUDED HERE IF MEMBERS DECIDE TO SHARE SAID INFORMATION. )
➜ Sheryl has found "general resources will range from packaged and canned food to basic medical supplies: think gauze and septic. As for the weaponry, the cache will mostly consist of pocket and folding knives." (HERE.)
➜ Hank and Firo have found "something akin to a pantry that withholds a stash of food and first-aid related amenities. It seems to be enough for approximately 100 people. While the bulk of it is basic first aid, mostly ranging from bandages to septic, there are a few more advanced kits amongst the cache. They contain medical pliers, unlabeled antibiotics, a slick unidentifiable gel and a few scalpels." (HERE.)
➜ Shiro, Hunk, and Keith have found a room that has "a store of weaponry! There are three ray guns, a laser sword, and what appears to be some slingshots." (HERE.)
➜ Merlin has discovered "a cache of tools, ranging from hammers to powerdrills, and a few hefty pairs of rubber gloves." (HERE.)
➜ Takeru has found "a supply of packaged seeds — they seem to be for tomatoes, potatoes and squash. Aside from that will be a store of spare shoes, soap and sanitizer!" (HERE.)
➜ Lucina and Yang have found, through another locked door, a bedroom with four closed capsule and a small box between the four unopened capsules, that contains what looks like a alien children's coloring book, a small stuffed creature of some sort, and some wrappers that could have been to candy bars or some other type of snack. (HERE)
➜ Yang and Prompto will bust their way through another locked door and find a storage room of some kind (how many space closets does this place have??) that contains mostly empty boxes. Searching through all of them, though, they will find a crate of water bottles. Though about 1/3rd of these bottles are empty, there are still approximately 25 full bottles of water that approximately equate to 16 ounces each.(HERE) LOCKED DOORS: NEW LOCATIONS DISCOVERED.➜ Vanille, Fang, and Percival found a room "that is a bit of mess — boxes torn apart, cloth strewn throughout the room, skid marks and dried plasma staining the floor. They'll find a few rayguns, bulletproof clothing and... Scented bath materials? Lavender, hydrangea, popcorn and watermelon specifically." (HERE.)
➜ Connor and Prompto have managed to locate "a gaping hole, or what could be construed as an elevator or lift shaft. Currently not functional." (HERE, HERE.)
➜ Yang, Ren, Keith, Shiro, and Ruki have managed to break down a door located by Morrigan and Barabas to find "a garden that seems to have been left by the old crew. The plants appear to be rotting and decayed away, however." (HERE.)
➜ Alisaie, Molly, Nott, and Percy have managed to stumble across "an abandoned workout facility. She needs to exercise caution, because the room itself appears to be both 1) nonfunctional and 2) lacking in gravity." (HERE, HERE.)
➜ Zari and co. have (possibly) found the Bridge! And are also working to restore electricity to the ship as a whole. (HERE.)
➜ York, North Dakota, and Carolina have found a room where "it looks as if it was a fight of the century in there, with no survivors. There are bones scattered throughout it, and they re old. It looks as if there has been a total shitshow bloodfight in here. There are giant claw marks on the walls, that look gouged into the metal. There are no signs as to what caused this, or how they got in or out. It just looks utterly destroyed." (HERE.)
➜ Shiro has found a storage room near the lounge that has more gaming equipment and space loungewear. (HERE)
 IN SUMMATION:➜ You are trapped on a space ship named Horologium that seems to have been abandoned by its prior crew.
➜ There is a very spooky, very unsettling noise emanating throughout the ship. Exploring it will take a pretty good group of Circle members to track it down, and at this time, there is no real understanding as to what it is.
➜ There is a general sense of unease that will be hard to shake. It will have psychological effects as the days go on -- feeling like you're being watched, like shadows are moving outside of your control.
➜ Be aware: there is no day/night differentiation. Water is scarce but not impossible to get ahold of, and the food is underwhelming (unless someone decides to take initiative). What you do and what you spend your time doing is up to you, but restlessness is pretty much expected.
➜ There are a number of locked doors that can be broken into by the Circle members. What you find inside them can be discovered by picking a number below, and feel free to play out breaking into the rooms and finding whatever you discover inside!
➜ You seem to be the only ones on the ship . . . aside from the spooky noise, anyway.
➜ Electricity will have to be restored to the ship in order to obtain some functionality and unlock some new areas. Right now, basic generators are assisting in oxygen and the ability to breathe.
➜ There is no way off the ship. You're a bit stuck.
➜ Your canon powers will NOT be working. Only Astoria-granted powers apply!
➜ Your communicators will be working, but there will be interference with video/voice/text every time the sound reverberates throughout the ship. The further you explore the ship, the more crackling your communicators become. However, they still work!
mod note. This is your world to explore. Ask questions, get involved. Some of the places above has specified the need for player exploration in order to uncover, so please touch on everything you'd like to touch on. We as mods are giving you a setting to play with as you'd like! What happens here in Horologium is entirely based on your character's involvement. There will be plenty to interact with, little background plots to get mixed up in, and a new location to explore. Ask questions! Pull one of us aside for some cool plotting! Figure out what you want to do and how you want to do it, and go.
We are aware that there will most likely be characters who are more inclined to a "space/sci fi" setting than others, but please know that us mods are here and we are prepared to help find ways for characters of all kinds to get involved! Do not hesitate to reach out.
Reminder: the log for this world jump will be posted February 12th at 9:00 PM EST. This post is purely for plotting, and there's a place below for questions and for the world interactions! Otherwise, feel free to leave a plotting comment below! Find some other Circle Members to explore with!
Astoria is very excited for you to enjoy your fourth World Jump~ ♥ |
no subject
Are we able to continue this OOC line of investigation or do we have to wait for the electricity to ICly return first?
no subject
They can most certainly, once the electricity is back, attempt to hack into the controls to find out what it wrong. However, once they do, the readings will appear as though the lift is there and is working perfectly. But you can tell (visually/with your eyes) that is not the case.
We are happy to follow this line OOCly but please keep in mind when it would happen day-wise, because it will not be able to be done until the electricity is up!