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annexedlogs2022-08-27 09:00 pm
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Relief Log #1

I. In The Aftermath
After the mission is complete, the new recruits are invited back to Central Command for a patch-up and celebration to let loose and socialize a little bit.
The first order of business is the patching up. Anyone who was injured is welcome to go to the Hospital, if the injuries are more serious. Everyone else, those with smaller injuries like scrapes and bruises, minor cuts or burns or abrasions, are welcome to come to the Infirmary in Central Command. There will also be attendants that tell returning new recruits that if they'd like to learn a little first aid and tend to their comrades, they can also head to the Infirmary.
In the Infirmary, anyone who's not injured but shows up will be instructed in basic first aid so they can tend to their teammates and friends. Nurses will be rotating around to check in on people and make sure nothing is more serious than it looks, but generally, the new recruits will be encouraged to tend to their teammates in order to encourage group bonding.
II. Pool Party
The celebration itself, which happens after the the initial patching-up exercise, will be happening in three large conference rooms adjacent to the swimming pool. In one of the conference rooms, a large buffet will be set up, catered by food trucks and restaurants in the area, with a variety of food. Some of it will be familiar to characters in the game, with a wide array of food from Earth and any other planet or locale that the new recruits might be from. Some of it will be unfamiliar, local cuisines that are heavy on mushrooms, insects, and root vegetables - stews and flatbreads full of fillings and a lot of varieties of meat on a stick. There's also an extensive dessert bar with cakes, cookies, tarts, donuts, bars, and a soft-serve ice cream machine with a lot of different mix-ins and toppings.
The main focus of the party is on the pool, where characters are encouraged to put on a swimsuit and lounge in the pool on a bunch of assorted pool floats, swim laps, or play in the small children's pool where there are fountains. The pool also sports a small waterslide with three intertwining slides that range from extreme speed to slow speed. Through speakers in the area, music is playing that's suitable for dancing or just listening to while characters enjoy the pool.
III. For The Extroverts
In another of the conference rooms, an extrovert's dream is set up. The door is kept closed because the music inside is loud, and the atmosphere is that of a club. There's a small bar area where a bartender serves drinks. While most of the drinks are regular alcoholic beverages that are both familiar and unfamiliar, there is a selection of drinks catered by Robin's, which is known for their specialty cocktails which have a variety of effects - specifically, euphoria, relaxation, and energy - available in a variety of flavors. Servers move through the room with trays of snacks ranging from nuts and olives to bowls of chips and popcorn, free for the taking by anyone feeling peckish.
There is a nice dance floor set up and the lights are low except for fluorescents and spotlights that bathe the room in bright color, and the DJ is playing a mix of techno, rave music, and danceable oldies remixes. Along the back wall there are several booths set up for karaoke, where groups of characters can go and sing their hearts out and/or laugh at their friends who are singing their hearts out.
Did that mission leave you wanting to get wasted and dance the night away? Then this is the party for you.
IV. For The Introverts
Not everyone is cut out for a rave, though, especially not after a tiring and draining mission, and the rebels have prepared for that too.
In the other conference room, just on the other side of the buffet room, there is a party set up for the more sort of person who finds solace in quiet and peace. In the corner of the room there's a lovely tea and coffee bar set up, with an espresso and latte machine, coffee, and a truly expansive variety of teas - white, green, black, rooiboos, herbal, and some local varieties that are made specifically to relieve tension and relax the mind. These local varieties can produce a state of utter relaxation and mental calm that is beyond what normal tea could provide, perfect to drink before going to sleep for the night, or right before a calming nap.
Speaking of naps, for those who don't want to be alone but would like a bit of shut-eye, there are soft bean bag loungers where people can retire to for naps. The music playing in the room is quiet and soothing, lyrical ballads or instrumental easy listening, easy to nap through and no barrier to quiet conversation over a cup of tea. The library has also provided a large shelf of readable popular novels, non-fiction, and other books that might interest the new arrivals - there are novels of most genres that are unique to the Broken World, and research materials for anyone looking to exercise the mind or learn a little about the culture of their new world.
Besides that, there are also a cluster of small tables where games are set up. There are board games, decks of cards with printed sheets of common game rules from the Broken World, and a type of chess-like game that is played frequently on the Broken World, complete with instructions.
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"A puzzle," Link answers, gesturing towards the coffee table he's been working on. He's only been able to piece together about a quarter of it so far, but it's enough that Steven will be able to tell that the picture is of several horses, majestically running into the sea.
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Honestly, all of this debate was flying right over Link's head. He barely had a grasp on the concept of 'planets'. He had thought that planets were a star thing. But now they seemed to be maybe be like kingdoms, except a hell of a lot bigger. Universes? No idea.
"Why wouldn't other planets have horses?"
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Now he's looking back at Link. "I guess you have horses wherever you come, yeah?" Or he wouldn't think this discussion was confusing.
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And, feeling the odd need to prove this fact, he opens up the Sheikah Slate and flicks through the images until he finds one of a horse to show Steven.
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It's also technology that doesn't match at all with what's visible in the image Link shared earlier, which is decided far less high tech.
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Well, except for Purah and Robbie. But they weren't exactly representative.
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Of course, that didn't mean the technology was gone. As evident by Link's Slate.
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"He didn't get to have any to use. They buried all of it. Until it was dug up." And hence, how Link has the Slate now, all this time later.
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At the same time, however, it's in Link's nature to want to be helpful. "You can look," he relents. Look, but not touch. He holds the Slate so that Steven can see the screen, but not so that he could take or operate it.t
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He leans over, when it's tilted his way. "Can you show me what kinds of things it can do, then?"
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"You saw the Camera rune," he says. "The other runes are Magnesis, Stasis, and Cryosis, and Remote bomb."
Link starts off with an easy option: Magnesis. Link's been carrying around on his back his current weaponry - a spear and of all things, a trash can lid - so he pulls off the trash can lid and tosses it on the ground.
Then, tapping onto one of the rune's on the Sheikah Slate, a giant, glowing magnet appears in Link's hands. Pointing it at the trash can lid, the magnet connects to it, and lifts it up high into the air.
"Magnesis," Link says.