Player Plot Suggestion & Adventure Request

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Player Plot Suggestion
& Adventure Request
Do you have something in mind you want to play out? Maybe you want to do a little player plot, have an idea for a fun event or just want to go and explore a certain place on the map? Then this is the page for you to head to for quick and easy contact to your modly lot.
Just let us know what you have in mind and we will be happy to work with you by offering input, additional information and potential discoveries for your characters to make.
Comments on this page will be screened in case you want your plot be a surprise for your fellow He-Rows ;)
Barry/Funfrond Contact Request
Starting in August 2021, The Revival Project provided more information upon the Barry ad Funfrond peoples as part of an event. While the initial catalyst for attempting to speak to these peoples has passed, they are still available for He Rows to seek out and attempt to interact with, in both positive and negative manners.
Both the Barry and Funfrond interactions are done through NPC interactions, and as such we require players request contact by filling out the form below and labeling your subject line as 'Barry/Funfrond Contact Request'.
Intervention Request
Starting in October 2021, The Revival Project introduced its death mechanic as part of an event. The Agrii care very much for their He Rows and have been doing their best to watch over and protect them. In cases of serious, life threatening danger, the Agrii will intervene. One cannot die or be at high risk in secret, given the Agrii really are always watching.
Using the form below you can report a character's impending death (or severe injury) and you'll receive an Agrii NPC ensuring you don't catch that bullet, aren't hit by that fatal blow, or buried under the building crumbling right above you. Sounds agreeable? Yes, this means you won't actually die. This can also be used if a character is about to become seriously maimed, but a player does not wish for that to happen.
Please comment using the form below and label your subject line as 'Death Intervention Request'. Mods will get back to you as quickly as possible.
Lethe's Balm Notification
Starting in October 2021, The Revival Project introduced a fully optional memory removal mechanic part of an event. This is in the form of a tea that can only be accessed and administered by someone with the medical datapoint. More information is available on the linked event post.
While there is no need for mods to confirm/permit consumption of this option, it is required that you inform us of this decision by commenting with the form below and labeling your subject line as 'Lethe's Balm Notification'.
Starting in April 2024, He Rows gained access to The Smooolsher as part of an event. This is a device of limited charges that will allow He Rows to bypass forcefields (in all but a few specific circumstances).
The Smooolsher currently has
Once this is all met, the Mods will make an OOC comm post with your suggested usage location and your argument, and will open screened comment section that will run for one week. We will allow one vote per player, not character. Majority result among those submitted will determine if the charge is used or not. If it is, we will then provide information as to what happens to the original requester to make use of.
If your character would not normally have access to the Smooolsher, we will help you find a way to 'acquire it'. Please note: all Smooolsher usage requires an Engineer. The character presenting the idea does not have to be an engineer though. Please note who will be serving as designated Engineer when filling out the form below. Please label your subject line as 'Smooolsher Usage Request'.
code bases by tricklet
Unscreened For Reference By All Involved - Regarding Green 24
Once one makes it past the external fences, one enters a building with a large entrance area in the front, while the back half of the first floor includes apparent office space, with one larger office than the others, with a smaller one between it and the rest of the office space. There are also off to the sides a room filled with metal storage lockers and places where metal benches might once have been anchored to the floor. A locker room? Possibly. The lockers remain (and the metal can be salvaged for other uses), but there is nothing in them. On this level there is a small area that has two surviving walls, and too open sides with remains of metal bars or holes in the ground where bars should have gone. Someone familiar with police stations might recognize this as temporary holding cells like drunk tanks.
Near the west side of the first floor is a stair well, leading to a hard to access second floor (the stairs seem to have broken away, but they are not impassable). On this level there is more space that almost gives a vibe like offices missing their cubicles. Some metal desks remain, but no electronics, though there are a number of places where one could theoretically hook in for power. None of these work.
In fact, one will find that while power has been restored to the majority of Temba, power is not reliable in this building. Lights function, but it's not possible to plug in anywhere and receive power. And even the lights flicker, sometimes causing the most unnerving shadows to dance over walls.
Also by the staircase leading up to the second floor is a wider staircase leading down, wide enough for two people to walk abreast down them with a touch of space between. At the bottom of this stairway is what is far more clearly a proper holding area with individual cells. There are approximately ten cells, each easily sized to hold anywhere from one to four people, as there are metal bunks in them, two on each wall. In the back corner there is a partially obscured 'bathroom' area that makes it possible to use the facilities in privacy behind a low wall, and has a small metal sink securely sunk into the wall. All of these water features function, as do the lights in these rooms.
Of all of these cells, only the two furthest back in the hallway are not in some major way damaged. Most have breaks in the walls or door frames, or are missing the needed 'furniture'. The two in the back are mostly functional, with one seemingly intact (as far as you can see), and one missing the two bunks on one side, having broken and been hauled away at some point.
None of these rooms have doors at first inspection. But with work the team can find that there is an office at the very front of the hall, that seems to be a monitoring station. Power is properly lacking here beyond lights, and while there are monitors in the room that likely go to cameras meant for watching the cells, none are functioning. There is a command board, though, which seems to have a map that matches the cells on this level. Each has little indicator lights that are not lit up. One can pry open a panel under this and find that some fuses are blown out, and while external power is not coming into this display, there are places to input pairs of charged crystal rods. In all but the final two paired slots (the two corresponding to the mostly intact rooms), these will turn on indicator lights, marking the rooms as 'active'.
This activation means it is now possible to use the access buttons outside of the rooms to activate force fields. There are two fields per room. One covers the doorway into the cell. The other creates a 3x3 box just inside the door. These two fields work together like an airlock. When the outer field is off (and the door open), the inner fields are on, enabling someone to put a person, food, or other supplies into the area (demarcated by a line cut into the floor). When the outer field is on (sealing the cell), the inner field is open, allowing people to access that inner area to take supplies, or be released into the rest of the cell. So long as the pair of crystal rods are powering the force fields of the cell, they can function for 48 hours without a new pair of rods needing input (until such time as power is fully restored to the building, which a cursory examination will reveal should take weeks because the damaged line is subterranean).
These cells are inescapable from inside. Attempts to tunnel will yield no escape. If one wishes to tunnel out, please advise the mods, so results can be shared. However, it is simple to release a prisoner through the control panel at the doors, and they can be disabled completely by breaking open the fuse panel in the office and removing the crystal rods. One can also damage that fuse panel to remove the ability to active the cells at all until repairs are made.
At this point mods are happy to allow you to come up with your own adventure about the place, provided you do not involve murderous plants. This place will be surprisingly devoid of plant-life inside. It will not be possible to determine why at this time.
If you have further questions/wish to add more ideas you want to run by the mods, please let us know.
no subject
No, there has not been a very in depth exploration of the Memorial before. So everything you are getting is new information. We do ask that the expanded information you're being given today be held until tomorrow before you share anything you wish with other players, or ask further questions for clarification.
While there is no energy readings given off in this area, there is quite a bit to be found when studying the rocks that make up the memorial. The stones that make up the patterns leading down to the memorial are of different sizes, shapes, and colors, all spiraling downward toward the lowest level of the terraced area. These stones clearly serve as something like a path, through what might once have been gardens or picnic areas or other pleasant spots, but it is hard to tell given this area has clearly not been maintained. Many stones seem dislodged or askew thanks to shrubs growing up between them.
The central memorial is a large pillar of irregular shape. It seems that it was mostly intended to be some form of polygonal shape, but age, storms, and plant life has damaged it. Some of the faces of it are covered in vines or moss. Clearing this off will lead to the revelation of engraved markings that were probably once words, but are now too worn to begin to decipher. There are slightly more clear images cut around the edges of the text, which seem to depict the Agrii going about life.
On the western-most of the memorial the vines and moss are not as heavily present, but the rock is most damaged here. In fact, there are notable gaps, like part of the original face of the monument has been broken off. None of these are more than a foot off of the ground, and there are what seems to be nine gaps, eight lower down that are all roughly the same size, and one long strip missing from the top. In the places where the rock face survives in its fully intact, smooth form, are marked with paint. While it's not that large of a space, someone seems to have painted a mural here, after the original monument was made. The places where the paint are present actually look like they've been touched up recently...
And in case you are curious, it is reasonable for Felwinter to have explored this area on his own in the past in a handwaved fashion.