A TRAIN COMES INTO THE STATION.
You wake up on a train.
Your phone is buzzing. It's in your pocket, in your hand, on the seat next to you. It's a normal phone, and you're on a normal train car. One of the lights flickers, a little further down. The world is very quiet. It feels like you're right where you're meant to be. On the phone's surface is a white screen and the words—
WELCOME TO THE CITY. BEGIN ORIENTATION?
▶ NO
Please take a moment to complete your orientation.
Once you're finished, the subway doors slide open to let you out onto the train platform. To your right, the platform continues on and eventually ends; to the left is a set of stairs that will lead you up into the station itself. The platform is quiet, clean, empty—there's no one else around, and the only sounds you can hear are your own footsteps, your own breaths, and the occasional faraway sound of a creaking pipe or rush of air. The train you disembarked will stay there as long as you do, its doors still open, until you finally decide to venture up into this new locale.
As you make your way up the stairs to your left, you find yourself in the belly of City Hall station. The station is large, a sprawling underground mini-metropolis of corridors and storefronts. Here, you may find others like you, freshly-arrived city residents from other realms (or even your own). There is also a subway map, which will give you an idea of the layout of the neighborhood, and ticketing machines, which can currently only be used to buy tickets to a handful of stations located on lines 1, 2, and 9.
If you're hungry or in need of any kind of supplies, there are plenty of storefronts inside the subway station as well—snack stands, convenience stores, restaurants, clothing stores, a pharmacy, and a variety of empty shops that may or may not have ever been in use. Everything is unlocked, and you can take whatever you need.
Characters may stay on the train platform indefinitely, and may re-board and re-disembark from the subway as many times as they like, but the train will not depart nor will the doors close. Once they go up the stairs into the train station, they may hear the train doors closing and the train departing. Another train will not arrive, no matter how long the character waits. Only once they come up the stairs into the station itself may characters encounter their fellow newly-arrived residents and take advantage of what the city has to offer.
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WELCOME TO THE NEIGHBORHOOD.
The station is located in the city center. It has three major exits that lead to areas of interest in the district, but there are several other smaller exits that lead in other directions around the neighborhood. You are welcome to use any of them, but may find the north, southwest, and east exits to be the most welcoming.
TO THE NORTH
The northern entrance to the station leads up into the sunlight and puts you out in a brickwork plaza. There's a modest building in front of you, three or four stories of stone with a welcoming facade. There's a sign above the entryway—it says City Hall. You may be tempted to explore, if you're interested in learning more about the city and how it functions, but prepare to find yourself disappointed—the folders in the records rooms are full of empty, blank sheets of paper, and the logbooks and balance sheets are similarly devoid of information.
Immediately to the southwest of City Hall, you will find a small building that houses the tourist information kiosk. It looks welcoming, with an inviting glass facade and a sign above the entryway announcing it as the "TOURIST CENTER." It's a humble building with a receptionist's desk on the back wall opposite the entrance, empty magazine shelves lining the side walls, and a few spinning brochure racks full of blank pamphlets. Anyone is welcome to peruse the tourist literature, though they won't offer much information, being primarily filled with pictures of the surrounding area—City Hall, the park, a statue garden, and the surprisingly heavily-featured cemetery. There are a few sentences sprinkled throughout about basic offerings of the city, such as apartment complexes and office buildings, as well as a few maps with the same limited scope as the larger version on the wall behind the receptionist's desk.
The main feature of the tourist center is the interactive kiosk installed dead in the center, right in the middle of a few rows of uncomfortable chairs that fill the small room. It's noticeably in the way of any would-be foot traffic through the tourist center, and something about the technology seems a little more modern than the computer behind the desk or the landline phone on the wall. The kiosk is a tall silver rectangle, about average adult height, and the upper half is a screen welcoming visitors to touch it to activate the kiosk. If you were to touch it, the screen would come to life with simple dialogue inviting visitors to ask it their questions.
However, residents should note that the kiosk is only programmed to assist with exploration within the available areas of the city. It may not be able to answer every question, and tampering with the kiosk may result in unreliable or inaccurate answers!
TO THE SOUTHWEST
The western exit of the station takes you up into a city park, lush and green with a very light fog still hanging about the trees. There are lampposts on the walkways and benches where you could rest, and plenty of flora, although you can neither see nor hear any signs of animal life. You walk the paths that meander idly through the verdant grass and you feel a sense of peace, some of your unease about this place easing into a pleasant calm. The air smells fresh, like it's recently rained, and you'll find the grass ever so slightly damp should you decide to take a seat.
As you make your way deeper into the park, the trees grow denser and the smell of soil and plant life grows stronger. This is the older part of the park, very nearly a forest, with ivy climbing the trunks of the trees and plants and shrubs growing riotously around their bases. As you turn a corner, you find yourself first in the statue garden, although the statues are harder to see now, choked as they are with ivy. There are many statues, some partially obscured, some fully—very few of them still stand free of the vines and clinging roots. (It doesn't feel quite as peaceful here.) If a statue's face looks a little bit familiar, you may not want to look at it too long.
Continue down the path and you will find yourself in a graveyard, one that seems centuries old. Most of the headstones are worn away by time and covered in moss, rendering them impossible to read. The few that are free of moss are blank, or bear only suggestions of names too faint to be understood. (Was that the name of—no, it couldn't have been. Could it?) Many of the headstones stand at an angle or are toppled over completely, having been subjected to either strong winds or the roots of the trees that grow up from some of the graves, spreading branches toward the sky.
TO THE EAST
The final exit of the station, to the east, puts you out on a quiet surface street. Are you hungry? Or are you paralyzed by choice? There are plenty of restaurants, offering options of almost any food you can imagine. You could try a convenience store—it's well stocked, and the items there seem free for the taking. How about a restaurant? There's no one to take your order, but when you look in the kitchen, there's something on the stove, and it's just what you've been craving. Imagine that.
A few blocks down, you come in through the lobby of a tall building and find yourself in a corporate office. The fluorescent lights are steady and unforgiving, and the cubicles and offices are empty. There are a few pieces of paper on desks, a few folders left in organizers, but everything is perfectly blank. Despite how empty and quiet the office is, it nonetheless gives you the feeling that just a few minutes ago, this place was bustling with workers going about their daily business.
You enter another building and find yourself in the lobby of an apartment complex—finally, a place to rest. The first door you try opens easily into a completely empty living room, freshly vacuumed but without a single piece of furniture. It's a nice apartment, quiet, but with a little too much echo for your taste, maybe. Still, and perhaps oddly, you have no trouble envisioning what life here would be like.
The second door you open leads to an apartment that feels lived-in. Why does it feel lived-in? It's fully furnished with items that seem to go together perfectly, true, but the feeling is more than that—the room feels like someone was just here, maybe standing right in the kitchen only moments before you swung the door open. The air is a perfectly comfortable temperature, and it somehow smells like home despite that you've never once set foot here before. The refrigerator is stocked, and the cabinets are full of spices and flatware and kitchen utensils.
As you look around the living room, you find that there are pictures in frames on the walls and some of the flat surfaces—a seascape, a field, a shot of a city park bench. In each of the photos there's something just slightly wrong with the angle, as though the photographer were aiming for a subject that can no longer be seen.
Characters are welcome to explore the district around the City Hall subway station to their heart's content. The City Hall building itself contains several floors of offices and file rooms, but none of them contain any particularly interesting information. Nonetheless, characters may wish to team up with other newcomers and try to find some hints about the nature of the city. They can also spend a while in the park, the statue garden, or the graveyard. In the blocks surrounding the station there are plenty of options for food and housing, as well as office buildings, storefronts, and alleyways to look around. There are no workers in any of the buildings, and there does not seem to be an honor system for payment, nor any consequences for taking food from the stores or setting up camp in an apartment or office building.
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SO A TURKEY WALKS INTO A BOWLING ALLEY...
There's a bowling alley open in the newly-accessible district, and you're invited to come test your mettle!
Walking into the lobby, you're struck by a peculiar combination of scents—shoe polish, floor wax, pretzels and nachos, and something pungent and a little oily. On the wall behind the desk is a shelf full of pair after pair of shoes, in every size you could possibly imagine, and there's a low rack filled with brightly-colored, heavy bowling balls that are ready for the taking. You can also hear the low hum of machinery and the rattle of pins being reset every time someone knocks them down, the bowling alley a well-oiled machine despite the fact that no one seems to be manning it.
You can bowl alone, start a match play (1-v-1), or bowl as a team, but you'll quickly find that bowling is much more fun (and somehow easier) when you're playing with others. Maybe it's because being around other people raises your spirits, but you feel more confident when you step up to bowl, and you find that when you're playing as part of a team, the bowling ball travels faster and in a straighter line, and you seem to be making strikes and spares with much greater frequency. Teamwork really does make the dream work!
If you occasionally see what you think might be the shadow of someone passing behind the machinery at the far end of the lane, don't worry about it—that's probably just your imagination.
If you stop by the bowling alley at night, you will find the place totally transformed. There's a disco ball hanging from the ceiling and brightly-colored lights flashing and dancing around the floor and walls. Any white parts of your clothing glow a delightful blueish color, and you find that you're illuminated in all kinds of interesting shades by the blacklight bulbs glowing in the ceiling. This is cosmic bowling, truly not for the faint of heart!
When you've finished bowling, you may want to stop by the snack area for a pretzel or hot dog, a soda, or—if you're there for cosmic bowling—maybe even a more adult beverage from the food counter on the far end of the building.
There isn't anything especially spooky about the bowling alley—except, of course, being forced to wear shoes that have been worn by a hundred strangers before. Characters are welcome to find their shoe size, grab a bowling ball, and go to town! Characters who come during the day will encounter a normal bowling alley, but they can always come back at night to get the full cosmic bowling experience. There will always be shoes in their sizes, the pins will reset themselves, and the balls will always be returned. Just be careful, those ball chutes can crush your fingers if you're not careful!
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WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.
If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations.
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no subject
Oh dear me this man is coming terribly close. Oh, I recognize him, that's a relief. Wait, is that a relief, knowing how many of my fellow operators insist on sending me flying from the landship roof? Nice shoulders, he really works out. Oh wait, he does arm day the same day as I do sometimes— ]
Operator, I assure you this isn't what this looks like.
[ Midnight says this while backing up into the counter behind him and having absolutely no idea what this looks like. Really. He was just standing around, waiting for a cashier. ]
Please, slow down, there's enough of me for everyone—
[ Not helping!!!!! ]
no subject
It's just... it's just that Broca's resting face is a sight to behold, and not exactly in a positive way. It makes him come off more intense than he necessarily intends, and the way he's moving right now doesn't help.
At least when he finally comes to a stop, it's a few feet away from Midnight, giving him plenty of wiggle room to step back further if he wants. Broca's not making any aggressive gestures towards him either, though that intense look on his face hasn't disappeared. ]
Are there any others?
[ That's not meant as a response to they last thing Midnight said either. He wants to know if there are other operators, but he's leaving that question hanging in the air without further elaboration.
Nailing this communication business right now. ]
no subject
(A condemnation, probably, given that more than a few of those situations had been self-inflicted. Look, he understands that no means no, and he respects that for some women, a no looks like grabbing him by the throat and throwing him across the mess hall. It's very hot and sexy of them to enforce their boundaries so clearly, honestly.)
No, all he does is put his bag in front of him protectively and clear his throat, glancing around for these hypothetical others. ]
Others...? Are we under attack?
[ Why else would a fellow operator look that intense in his vicinity? Midnight understands there could be several other options here, but he needs to consider any possible danger first. (Probably. That's what the good drill sergeant would say, right? Please be proud of him, Sgt. Dobermann, he needs that validation.) ]
no subject
His expression doesn't change much as he searches Midnight's face for any signs of him catching on to what Broca is really asking here. ]
No. No one has stepped up to take responsibility for this.
[ This very strange situation they find themselves in. ]
no subject
He carefully sets his bag down next to him on the floor, then moves closer to the senior operator, hands out in a placative sort of gesture. ]
Are... Are you all right, Operator?
[ Well, as long as they're not in any danger, right? Might as well figure out what's going on. ]
no subject
His expression turns skeptical at that question though, his head canting just a touch to the side. ]
How much do you understand about this?
[ The situation they find themselves in, and how screwed they really are. ]
no subject
I just arrived on the train a few hours ago. Read up a bit before I started exploring. I do understand that we're trapped here without much recourse, and that this has been happening for about a month now.
[ ... wait. ]
How long have you been here?
no subject
But he doesn't like the last question. It's not that the two of them really know each other. They don't work together directly, after all. But still, at the very least that means there hasn't been much buzz about his sudden disappearance, given the fact that he's been gone for-- ]
A month.
no subject
That's not right. I'd assume that you weren't in the middle of some deployment, but even if you were, if you went missing for that long, there would have been notice. The Doctor would have made sure we all knew.
[ Because that's one thing Midnight made certain about before he made up his mind to go through basic training: no matter how disparate the personnel of Rhodes Island are, the Doctor and Amiya cares for them. All of them. Personally. RI is different because the leadership saw them all than more than a flock of faceless workers to be herded around like meatbeasts. Midnight would have had nothing to do with being employed there otherwise.
Beyond that, though... ]
I... I wouldn't be able to put a precise day to it either, but I'm almost certain I saw you leaving the gym within the last month. Enough that I'd feel safe putting my own LMD to a bet.
no subject
Thing is, Midnight is right that the leadership of Rhodes Island cares about the people who work for them. They're often put in pretty risky situations, but they've shown time and time again that they band together to take care of their own during that time, and Broca fully believes someone would notice he was missing.
Aosta and Chiave obviously, but other operators as well. That doesn't explain this though, because he has been gone for about a month, and no red flag had been raised at large. It's why Midnight's comment has him shaking his head. He knows how long he's been here, but--
He freezes, brow creasing. ]
Arts...
[ Not really going in depth in the way of explanations there, but this whole city has to be run using them to begin with. Something has to be at play that is making it seem to others that Broca never disappeared... or making Broca think he'd been here longer than he had?
Or something else...... ]
no subject
[ Midnight most certainly does not. For all a vampire has in advantages as a Caster, Midnight never cared to look into getting better at his own Arts until this year. He's... pretty sure that a few elite Operators could certainly make some illusions that could make someone believe they've been trapped somewhere else longer than they actually were, but then... ]
For that matter, why this level of Arts to contain someone like me? You I understand, but I'm in the reserve. It seems too elaborate, unless you and I specifically have something in common others would want.
[ Even then, that definitely doesn't explain the other people here. ]
no subject
The world traveling is...
Something he doesn't actually have a good explanation for, nor why the two of them in particular got nabbed. Though he does give Midnight a skeptical look when he says he understands why Broca got taken. He might be important to a handful of friends and coworkers, but he's not some vital linchpin that would make any sense to kidnap. ]
I don't think it matters who they grabbed.
[ At least, he doesn't get the feeling that it was well thought out and planned given the wide assortment of people that ended up here. ]
no subject
Then... This has a feel of an experiment. What advantage would there be to a random sample if not to test something...?
[ ... Eerie. Midnight's pretty sure he's not okay with that idea at all. ]
no subject
What kind of experiment though...?
[ It's not like anything has really happened to them other than being brought here so far, which just opens up a whole plethora of questions with no answers in sight. ]
no subject
[ ... Midnight scratches the back of his head. He went looking for help for his Oripathy specifically because he wasn't a scientist. Doing any more speculation would just send this conversation in circles. ]
The motivations of scientists are a mystery to me. In the meantime, we should keep track of each other.
no subject
He sighs heavily, letting that frustration be known, before at least nodding at what Midnight's suggesting here. ]
Probably a good idea.