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The Revival Project Mods ([personal profile] trpmods) wrote2024-01-05 07:22 pm
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The Agrii Ship

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✧ AGRII SHIP ✧

If there is one thing that should be immediately noted about the Agrii vessel, it’s that it’s giant. The home of the surviving Agrii is larger than even The Glitter Food and The Peanut Party put together. It is a long and vaguely oval-shaped ship with a middle covered from one side to the other with a large pane of what seems to be glass. While the new ships are very large for the He Rows, this one looks large enough to house a large city, or maybe even a small state or country. It contains the last survivors of a people and so the best way to consider it is by looking at it section by section.


General Ship Structure and Notes
Luckily for any visiting He Rows the air is quite breathable and comfortable for those who do not require specialized equipment to survive on Agra-10. In fact one of the few things that are different and of note is that there is a higher level of humidity to the air wherever you go. This makes sense once you get skin to skin contact with any Agrii, though, as their skin is rather damp, and the humidity seems to keep them from drying out.

Beyond whatever visitors may be stopping aboard, the ship seems to contain roughly 300 Agrii, all of whom have first and last names of one syllable each. Most of these Agrii do not seem to know the languages used by the He Rows, nor do they have any sort of auto-translation device. Therefore it will be easiest to speak with those who have clearly made a closer study of He Rows and tried to meet you halfway, so to speak.

For those who want a quicker trip around the ship, good news. There seems to be little here that would prevent any speedy transit or teleportation abilities. The only exception here is that some areas, such as the engine core, are shielded by a force field which seems to block these methods of access. This is also true of the deck directly under the main engineering area, which seems to be a blank zone vaguely labeled ‘cooling pipes’ on your maps. How strange.

As you walk through the ship you will find it is arranged around a few main hallways that run down long portions of the ship, with the occasional cross hallways. All of these are very tall, clearly suited for the use of Agrii who have an average adult height of six feet (and plenty taller than even that). The lights in the halls are a warm, cheery sort of yellow, except during emergency power situations where they go to a pale color and pulse weakly on and off.

For those not using their maps and the tracking system tied to them, getting around might be a bit easier if you have Communications. This is because the hallways are frequently marked with what seem to be scratched in markings indicating general area names (Forward, Central, Aft) as well as which hallway you are in, which way to turn for different facilities, and even room names over doors. The language, though, is one that is not unlike anything you know to be credited to the Agrii at any point. No, these markings have far more in common with the monitor banks in the mines as well as in the blinking light tower once active in Temba.

This comes to make sense if you use the information in the ships databases to learn about its origin. Originally this seems to have been an Atroma-constructed ship, which would likely imply that the markings are in fact the written form of the Atroma language. If questioned the Agrii can neither confirm nor deny this. They almost exclusively make use of the maps, labeled with their own prior fumbling attempts at making a written language (which is clumsy and hard to understand even for communications), or of their attempted version of what they call ‘He Row Speak’. Or they just get around based on memory.


The Network And Ship Access
Perhaps it will be a relief for you to hear that the Network is fully accessible and functional on the Agrii ship, which of course makes sense. Upon arrival by shuttle He Rows will be greeted by a friendly Agrii who speaks limited He Row who will offer to update their communication device with a ship map and electronic ‘key’ that will enable them to unlock most doors.

For those who aren’t likely to wait for permission and access, don’t worry. If you have the Security datapoint it’s not hard at all to hack your way through any lock. In fact, with the right tools anyone who is just a good hacker could manage that. Engineers can also bypass locks by finding and accessing manual override systems that occur near all doors for emergency situations. Who needs privacy?

The other thing of note is that those with Engineering and Communications are also capable of hacking into just about any information terminal to find information about the ship. Why they would do this when the Agrii will be so free with giving He Rows what they want is a mystery though. Perhaps there are just trust issues at play.


The Bridge
Here at the very front of the vessel the Agrii ship seems to have the most in common with The Glitter Food and The Peanut Party. In fact, their bridges seem very directly modeled after that of the Agrii, except with more stations. From here He Rows can access shipwide systems, redundantly with some terminals in Engineering. Though why would you want to fiddle with the lighting system, or sound a shipwide alert, or scan for objects both on the ship or out in space? Perhaps it’s best too to leave the force field controls and weapon systems alone. Someone could get hurt.

We do suppose you could try and program in a new course for the Agrii ship, or try to activate the portals they use to help He Row ships cover long distances. Yet the deeper those with Piloting dig into the bridge systems, the more clear it becomes that control here is mostly a play at one.

All navigation systems seem to lead to a gradual return toward Agra-10 unless the ship receives an external signal from an encrypted channel. Someone is making it so the Agrii cannot get far without guidance. But why would someone do that? And better question, who could possibly achieve that?


The Shuttle Bay
On one side of the outside of the ship and not too far back from the bridge, there is what looks like a hole punched into the metal. It is constantly lit with the beautiful pink-purple light of a forcefield. Anyone from a spacefaring culture that possesses force fields will immediately recognize it as a shuttle bay. Landing is as easy as the automated shuttles will fly through the forcefield with no hesitation and land safely in a marked off area separate from where the former ships rest. It is through this landing bay that all shuttles, and thus He Rows, will arrive and depart from the Agrii ship.

All of your old and beloved ships are there, as well as a handful from The Drift Fleet days that the Agrii’s He Rows never really got to use, such as Red Fish, Tourist, and Huntress. These last three are accessible to explore whenever He Rows visit the Agrii ship, but they are very dusty and clearly have not been as well maintained as the others the He Rows used to have.

Just off of the shuttle bay is a variety of cargo holds, the manifests of which can be accessed from nearby terminals. They hold a collection of preserved foods, clothing (but for Agrii use, not He Row), machinery, various parts and raw materials that seem rarely accessed, and other odds and ends that might well be the source of some of the Soup Lies gifts. The organization methods are rather closer to madness though, so finding what you want might be tricky.


The Medical Wing
Set roughly between the shuttle bay and the center of the ship is the medical wing. In many ways it is similar to the hospital in Temba, but there are some noteworthy differences. There are more systems geared toward automated healthcare than there are in Temba. There are scanning and diagnosis beds, and cabinets with automated panels that will dispense medication either on the recommendation of the diagnosis bed or by direct request. Granted a lot of these medications seem geared toward sedatives over anything else.

Also present is a full surgical suite, though this seems covered in sufficient dust as to imply rare use. There are plenty of tools that could be useful for medical care down on Temba that might be stolen from the surgical suite as the Agrii don’t seem to be watching that area nearly as well.

The good news is that the systems do seem prepared to care for a variety of species, with the machines capable of tending even your hangnails. Additionally local terminals can be used to direct bridge sensors to perform an internal scan of the ship to identify biologicals on the ship. This is useful for identifying intruder species as was used with the Graq in the past.

What is pretty clear is that the few Agrii that have chosen to declare themselves ‘medic ale helps’ are mostly best at directing people to diagnosis tables, interacting with the medicine dispensers, and applying certain forms of heal all creams. They may also be worried over how dry He Row skin might be compared to Agrii and suggest better skin oils to lock moisture near the surface. They can even supply you with some!


The Green Space
More of the Agrii ship is taken up by this area than all of the other parts combined it seems. In fact, it’s entirely likely that the indoor ‘nature’ area on the He Row’s ships was inspired in no small part by the Agrii’s ‘Green Space’. Serving as a complication agricultural department and park, the area sits under a massive clear duraluminum pane that is transparent enough to see the star filled sky through, when the ‘day lights’ aren’t on.

This large landscape in space seems to have been divided up by purpose. The innermost areas are dedicated to edible plants which the Agrii seem to have done very well in learning how to take care of over their time in space. Here fresh and ripe fruits and vegetables are there for the taking, many mirroring items found originally in the Temba greenhouse, but still others being new. Ever have an apple that tastes like iced tea? Now you can.

Forming a wide ring around this agricultural area is something that seems to be a leisurely park, though with a verging on rainforest inclination of plants and humidity. Agrii, whether as individuals, child groups, or full family units, seem to pass much of their time here when they are not in Hero Control or the Theater. Many are trailed by their pets. Good thing there are a lot of comfortable (if Agrii sized) benches, tables, and swings. Truly it is a garden paradise.


The Mess Hall
Located aft of the Green Space and just before the Residential corridors is a wide open room dedicated to the Mess Hall. This area is clearly designed to provide an eating space for well in excess of two thousand souls for all that there are perhaps three hundred Agrii onboard. The kitchen has direct access into the Green Space, allowing those preparing meals to seek out the food gardens as directly as possible.

Luckily the Agrii do seem to know how to cook. There are many meals on offer throughout the four meal periods of the day. Many of them look a lot like various He Row foods, but they rarely taste the same. A burger might taste like a PB & J sandwich. What seems to be fried chicken might just be some form of fried tuber. And peanuts. So many things taste like peanuts. It’s less pervasive than the foods they send to the He Rows at times, but it’s still pretty common.

Oh, and of course there is the protein paste and drink dispensers. As if He Rows could ever escape those. These ones don’t even have Red Fruit Drink or Glitter dispensers though. Perhaps that’s for the best.


The Residential Corridors
The next most aftward portion of the ship is a variety of corridors studded with doors. Welcome to the residential block. Rooms here come on two different scales: individual and family. Either way these rooms aren’t particularly spacious, as if the Agrii do not spend a large portion of their days here. Each room is very similar to those seen in the hotel in Temba, including in matters of the size of furniture.

Rooms come equipped with attached bathrooms, a long bed (or multiple if in a family room), closets set into the walls, and counters with personal objects and things like an assortment of jewel tone bottles with labels reading along the lines of ‘cleaning spray’ and ‘skin oil’.

Some rooms also have signs of use by children and/or pets. There can be toys, often mimicking some personal item used by He Rows, pet beds, and even drawings on the walls or papers where someone is attempting to write in ‘He Row Speak’. Strangely enough in those rooms with clear signs of a child’s use the ‘He Row Speak’ papers possess better spelling and grammar, more in line with how He Rows actually talk.

There are a rather large number of vacant rooms that can, upon request (or breaking in), be used by He Rows who are visiting. Decorating them may not be reasonable as who knows what will happen to the room when you’re not in it.


The Hero Control Room
Beyond the residential block is a pair of interesting rooms that may have the most secrets hidden in them. The first is Hero Control. Upon entering one cannot help but notice a whole long wall of the room that is covered in screens. These screens, small as they are, seem to show just about every inch of Temba and Sh’Ka. There are even controls that can be linked to different screens to change the angle of the cameras.

Scattered around the room are tables and shelves covered with dictionaries in more languages than one can imagine. On nearby paper and even tablets there are scribbles that seem to be Agrii attempts at spelling different things, and the attempts vary in quality. You can find sup lis next to soup lies next to suplyes.

In another corner of the room sits a large chair, a variety of boxes, a blank screen reading ‘Weight Four Ask’, and a glowing portal. Perhaps we should have mentioned the portal first. There’s a lot of odds and ends and scrawled notes that seem to imply there is where the Soup Lies box is linked to. Whenever you send an ask it must come here, for perhaps one very specific Agrii to fulfill. Maybe leave a thank you note?

Along the wall opposite the screens hangs the original Whale Comb banner that once greeted the first He Rows to arrive in Temba. Underneath it is a series of shorter, non-Agrii beds with medical equipment nearby. Next to them are a number of tablets with information about different He Rows, recorded as audio files.

Those who look around enough may find, buried behind a pile of dictionaries, one last terminal, this one with no obvious way to interface with it. On it are the proper names of every He Row, listed in order. What order? Well, definitely not alphabetical. Rather they seem to be ranked in some manner. Which you can only tell because the positions seem to change before your eyes. Oh, and the language they’re written in? It seems to use a written language like that on the walls in the hallways.


The Theater
Just down the main hall from Hero Control is the theater. The room is relatively dark with a large screen, seating for quite a few people, and control panels set into the chairs with thousands of buttons on them. Those with Communications can read the increasingly familiar language on them as dates, going back thousands of years. Pressing any individual button calls up what quickly proves to be a recorded segment of The Drift Fleet.

One button does seem to be missing, with a date that seems to fall about a century back, give or take. This video has been recovered and can be accessed by hacking the system, or requesting the help of someone with Communications or hacking experience. It will prove to be the final days of the Agrii city of Temba, where the Agrii interact with Drift Fleet members on a regular supply run. The Agrii don’t seem to use currency themselves but smilingly accept it from the travelers and interact with them like these strange, non-Agrii people are not an usual sight. Where things get weird is when a sudden storm forms and many Agrii collapse. From there the video chronicles the work of the Fleet crews to get the Agrii off planet and onto an Atroma provided ship. This ship. Which is soon left behind by the Fleet without so much as proper training for the Agrii in how to best handle their new home, stranded and drifting into space.


Engineering
Situated near the very aft of the ship, this area proves to be very similar to the engineering layout of the new He Row ships. Many of the Agrii that seem to choose to work in this space seem vaguely uncomfortable with the location. Those that can speak to He Rows will confess it changed with the He Rows saved them years ago.

Careful investigation will prove that many of the buttons, levers, and controls are mostly labeled for maintenance purposes. They claim to do things like ‘flush the pipes’ and ‘clear vent dust’. What is more, those systems that seem to be monitoring the performance of the engines read too perfectly behaved, almost as if the data is falsified.

Deeper digging with the Engineering datapoint will find that none of the ‘control’ programs seem to actually control the ship from an engineering perspective. There is no way to make truly meaningful changes. It’s almost as if someone else is in control of the ship entirely.

Anyone attempting to dig deeper will notice that the area the maps mark under this on a lower support deck is just labeled ‘cooling pipes’, though what do they even cool? You don’t know because the area can’t be accessed, not by any means. The decking here seems extra reinforced and resistant to cutting efforts, teleportation, and just about any other means imaginable.

Along one wall is a massive, reinforced steel door. Through it one enters the core room, which has a large tube with a barrier around it that pulses with a blue and white light. Anyone familiar with warp systems might easily connect this with such forms of drive, and might even be able to suggest that the portals the Agrii ship forms may in fact be powered through this system.

On the accessible information front, He Rows will find that the primary Ship History Database is most easily accessed from a terminal here in Engineering. Records indicate that the ship is roughly two hundred years old and was originally commissioned with a mission of ‘exploration’. In addition it was previously powered by something known as a singing star core. This core was also the means by which He Rows were pulled by the Agrii to Temba. Said core went missing just after the end of the first year after He Rows began to be brought in to address the Agrii issues.

Finally the records report that in the years since that time the Agrii have adapted to a new power source that was installed by ‘external forces’ and have used this to refine the portals the ship creates to finally allow it to do the long distance jumps it previously provided for only the He Rows.


Related Previous Event Links

The PreparationThe Rescue: Day OneThe Rescue: Day TwoThe Rescue: Day ThreeThe Rescue: Day Four (The End)New Tick In SpaceThe Breakdown Job

last updated: January 5th, 2o24

code bases by tricklet


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