Pluviosa Mods (
pluviosamods) wrote in
pluviooc2024-03-18 02:45 pm
Entry tags:
TEST DRIVE 02
TEST DRIVE
Hello, and welcome to the second Pluviosa Test Drive!
This Test Drive corresponds to Days 4-12 in the ship calendar, and will run until around the game's next major event. You can get a better idea what's going on in the most recent Game Update which covers Days 5-8. Currently, character IC housing is not in operation yet; it is expected to open on Day 9 (part of the way through the Test Drive period). Otherwise, the ship is largely in the state described on the Setting page and in other game information.
Test Drive threads involving characters who are accepted are considered canon to the events of the game unless otherwise agreed by players/mods. Pluviosa does not do welcome mingle logs nor does it have any kind of in-character welcome information, making your test drive threads your character's arrival to the game setting. That said, mod-run interactions such as formal exploration and/or interactions with the Ship as an NPC are not available on the Test Drive.
It is advised that potential players familiarize themselves with the Premise page, the Rules/Session Zero page, and at least the first few paragraphs of the Setting page. As Pluviosa is a horror game, we especially encourage players to be aware of the content warnings that will be major themes of the game. If you have any further questions, you can ask them on the QUESTIONS header in the comments!
If you're test driving a character, you're welcome to join the game Discord and hang out and meet your fellow players!
You wake up. You remember waking up, right? In another place, another time...
There's blood running down your fingers. Outside, the rain isn't pounding, yet, just a gentle patter...
Or is it?
As characters gain fuller awareness of their surroundings, they will realize that there is, in fact, no blood on their hands (save any that might have already been there). It feels as though they lost focus for a moment and hallucinated, but the hallucination ended with them somewhere else entirely.
There is not actually the sound of rain. If characters are near enough to a window, balcony, or even a hole in the ceiling, they will find that it is cloudless, beaming sunlight outside. The emptiness in the distance rolls on and on, completely absent any signs of life.
That being, of course, because the signs of life are all in here. Characters might wake up on any of the decks on the upper side of the ship - anywhere that isn't the cafeteria or lounge where previous arrivals spend most of their time is free game. This also means, of course, that they have the jungle of plants to contend with...
Most areas in the ship are dark when characters arrive. That doesn't mean that they stay dark. Occasionally, lights overhead flicker on and off for a few minutes at a time.
The problem with this isn't the lights themselves (cool white and kind of industrial). It's the reaction that the addition of the extra light causes the plants in the dark areas of the ship that's cause for alarm. To describe the growth as explosive isn't an understatement - vines, saplings, and even thicker branches surge with growth, pushing outwards towards the distant sunlight and upwards towards the flickering bulbs.
The growth is sudden enough to take all but the most aware characters by surprise, and if they're in the wrong corner of the room, it's very easy to get tangled up, wedged in by a tree trunk, or otherwise trapped against some corner or wall. If you're lucky and skilled, you might be able to cut yourself out from there (or break down the wall you're shoved up against), but otherwise, there's only one solution left.
Yell like your life depends on it, and hope somebody out there can hear you. And that whoever hears is someone who is inclined to help, rather than leaving you there. Or worse.
Oh, and the lights flicker back off after a few minutes, of course. Hopefully you're not waiting for rescue in the dark (with the smell of mold and the general faint dampness of the forest) for too long.
Occasionally, the whole ship tilts.
This is not simply the side to side motion of a ship on the water (or the equivalent motion brought on by the way this particular ship moves); it's an extremely forward or backward tilt that sends things sliding across the floor if they aren't secured by roots or something else. Unlike storm-tossed ships, the tilt is somewhat prolonged - rather than everything sliding back and forth a couple times a minute, the tilt lasts for five, ten, maybe as much as twenty minutes.
Although it's not enough to knock a well-balanced character off their feet, it's quite likely that new arrivals will not be particularly on-balance. And attempting to traverse the ship with the tilt is a tall order... especially when the ship's angle does unexpectedly change... to the exact opposite direction. All that goes up the mountain must go back down, and a glance out the windows reveals that that's exactly what's going on, as the ship progresses across a mountainous landscape without real regard for the concept of mountain passes.
And for characters who have managed to make their way to the "civilized" parts of the ship, namely the cafeteria and the lounge above it... None of the furniture in these areas is secured. The cafeteria carts under the direct control of the Ship don't seem as inclined to go anywhere, but the tables and chairs in the cafeteria and the couches and armchairs upstairs... Well, it's a good thing both spaces are surrounded by railings. Large chunks of tree trunk also still littler the lounge, sliding back and forth and occasionally rolling with great force across the floor.
Better hold on tight.
While wandering around the ship's interior, characters might occasionally hear a person whistling.
The sound always seems to be coming from just around the corner, but it sounds alive in a way that other sounds don't. Maybe more alive, even, than the rustle of leaves, the occasional drip of water, and the sounds of things sliding back and forth across the grimy, leaf-covered floors. The whistler, whoever they are, doesn't actively respond if called out to - but the whistling does pause, as though indicating that the call was heard, before starting up again.
If characters choose to follow the whistling, they're inevitably led to the same place - somewhere overlooking the great gap down the middle of the ship, whether an internal suite's balcony, one of the bridges crossing between the two halves, or one of the hallways that runs alongside it. Once they're there, there's no whistler in sight; however, characters will be filled with the overwhelming urge to look over the edge of the railing and down into the lower parts of the ship.
Exactly what they experience after looking down varies. Some will hallucinate that they've fallen over the side, feeling their balance go haywire and seeing the floor rushing up to them right up until the moment of "impact," at which everything returns to normal. Some will feel a stranger's hands on their shoulders, threatening to push them over with a great shove that goes through them with incorporeal fingers. Some will just hear unidentifiable laughter right up close to their ears, and experience the distinct sensation that there's someone laughing at them, in a haha-made-you-look kind of way.
But whatever happens, when they look up, there's no one there - or at least not anyone that physically close to them. The one good thing about being drawn to the middle section of the ship by whatever prankster this is is that it makes it a lot easier to run into people if you're all drawn to the same, highly visible place.
And at least the other person is flesh and blood, right? Probably.
This Test Drive corresponds to Days 4-12 in the ship calendar, and will run until around the game's next major event. You can get a better idea what's going on in the most recent Game Update which covers Days 5-8. Currently, character IC housing is not in operation yet; it is expected to open on Day 9 (part of the way through the Test Drive period). Otherwise, the ship is largely in the state described on the Setting page and in other game information.
Test Drive threads involving characters who are accepted are considered canon to the events of the game unless otherwise agreed by players/mods. Pluviosa does not do welcome mingle logs nor does it have any kind of in-character welcome information, making your test drive threads your character's arrival to the game setting. That said, mod-run interactions such as formal exploration and/or interactions with the Ship as an NPC are not available on the Test Drive.
It is advised that potential players familiarize themselves with the Premise page, the Rules/Session Zero page, and at least the first few paragraphs of the Setting page. As Pluviosa is a horror game, we especially encourage players to be aware of the content warnings that will be major themes of the game. If you have any further questions, you can ask them on the QUESTIONS header in the comments!
If you're test driving a character, you're welcome to join the game Discord and hang out and meet your fellow players!
ARRIVAL - LIKE THE RAIN
You wake up. You remember waking up, right? In another place, another time...
There's blood running down your fingers. Outside, the rain isn't pounding, yet, just a gentle patter...
Or is it?
As characters gain fuller awareness of their surroundings, they will realize that there is, in fact, no blood on their hands (save any that might have already been there). It feels as though they lost focus for a moment and hallucinated, but the hallucination ended with them somewhere else entirely.
There is not actually the sound of rain. If characters are near enough to a window, balcony, or even a hole in the ceiling, they will find that it is cloudless, beaming sunlight outside. The emptiness in the distance rolls on and on, completely absent any signs of life.
That being, of course, because the signs of life are all in here. Characters might wake up on any of the decks on the upper side of the ship - anywhere that isn't the cafeteria or lounge where previous arrivals spend most of their time is free game. This also means, of course, that they have the jungle of plants to contend with...
LIGHTS ON, SHOW START
Most areas in the ship are dark when characters arrive. That doesn't mean that they stay dark. Occasionally, lights overhead flicker on and off for a few minutes at a time.
The problem with this isn't the lights themselves (cool white and kind of industrial). It's the reaction that the addition of the extra light causes the plants in the dark areas of the ship that's cause for alarm. To describe the growth as explosive isn't an understatement - vines, saplings, and even thicker branches surge with growth, pushing outwards towards the distant sunlight and upwards towards the flickering bulbs.
The growth is sudden enough to take all but the most aware characters by surprise, and if they're in the wrong corner of the room, it's very easy to get tangled up, wedged in by a tree trunk, or otherwise trapped against some corner or wall. If you're lucky and skilled, you might be able to cut yourself out from there (or break down the wall you're shoved up against), but otherwise, there's only one solution left.
Yell like your life depends on it, and hope somebody out there can hear you. And that whoever hears is someone who is inclined to help, rather than leaving you there. Or worse.
Oh, and the lights flicker back off after a few minutes, of course. Hopefully you're not waiting for rescue in the dark (with the smell of mold and the general faint dampness of the forest) for too long.
TILT-A-WORLD
Occasionally, the whole ship tilts.
This is not simply the side to side motion of a ship on the water (or the equivalent motion brought on by the way this particular ship moves); it's an extremely forward or backward tilt that sends things sliding across the floor if they aren't secured by roots or something else. Unlike storm-tossed ships, the tilt is somewhat prolonged - rather than everything sliding back and forth a couple times a minute, the tilt lasts for five, ten, maybe as much as twenty minutes.
Although it's not enough to knock a well-balanced character off their feet, it's quite likely that new arrivals will not be particularly on-balance. And attempting to traverse the ship with the tilt is a tall order... especially when the ship's angle does unexpectedly change... to the exact opposite direction. All that goes up the mountain must go back down, and a glance out the windows reveals that that's exactly what's going on, as the ship progresses across a mountainous landscape without real regard for the concept of mountain passes.
And for characters who have managed to make their way to the "civilized" parts of the ship, namely the cafeteria and the lounge above it... None of the furniture in these areas is secured. The cafeteria carts under the direct control of the Ship don't seem as inclined to go anywhere, but the tables and chairs in the cafeteria and the couches and armchairs upstairs... Well, it's a good thing both spaces are surrounded by railings. Large chunks of tree trunk also still littler the lounge, sliding back and forth and occasionally rolling with great force across the floor.
Better hold on tight.
SOMETHING WHISTLING
While wandering around the ship's interior, characters might occasionally hear a person whistling.
The sound always seems to be coming from just around the corner, but it sounds alive in a way that other sounds don't. Maybe more alive, even, than the rustle of leaves, the occasional drip of water, and the sounds of things sliding back and forth across the grimy, leaf-covered floors. The whistler, whoever they are, doesn't actively respond if called out to - but the whistling does pause, as though indicating that the call was heard, before starting up again.
If characters choose to follow the whistling, they're inevitably led to the same place - somewhere overlooking the great gap down the middle of the ship, whether an internal suite's balcony, one of the bridges crossing between the two halves, or one of the hallways that runs alongside it. Once they're there, there's no whistler in sight; however, characters will be filled with the overwhelming urge to look over the edge of the railing and down into the lower parts of the ship.
Exactly what they experience after looking down varies. Some will hallucinate that they've fallen over the side, feeling their balance go haywire and seeing the floor rushing up to them right up until the moment of "impact," at which everything returns to normal. Some will feel a stranger's hands on their shoulders, threatening to push them over with a great shove that goes through them with incorporeal fingers. Some will just hear unidentifiable laughter right up close to their ears, and experience the distinct sensation that there's someone laughing at them, in a haha-made-you-look kind of way.
But whatever happens, when they look up, there's no one there - or at least not anyone that physically close to them. The one good thing about being drawn to the middle section of the ship by whatever prankster this is is that it makes it a lot easier to run into people if you're all drawn to the same, highly visible place.
And at least the other person is flesh and blood, right? Probably.

Aurelia sharr - Arrival
You wake up. You remember waking up, right? In another place, another time...
There's blood running down your fingers. Outside, the rain isn't pounding, yet, just a gentle patter...
Or is it?
One breath. (arrival) Aurelia's eyes snap up to take in her surroundings, a fluttering echo of panic taking over her thoughts, the red pulse of her heritage pushing at carefully constructed walls of ice in her thoughts. She's not had that fantasy in years, not since she graduated, not since she left for ... she bites her reactions down. Emotions fading rapidly as she stills her thoughts and pushes herself up. Where is she?
This isn't her lab. This isn't Drezen. This isn't the worldwound. None of those places have the air itself stained gold and blue, none of them have this much green. Under her feet a plush carpet of moss and rotting leaves, and all around her a tangled growth of vines and trees. A flick of the wrist, a careful incantation, a spell to tell her where she is and how much time she's lost. A spark of light at her fingertips, than nothing. A failure. A mystery.
Problematic.
There's light here, a source somewhere. Plant growth means that there's a source of water. The tunnel here leads in two directions, the plants are growing in one direction. One of the two is in that direction.
Carefully, she begins to advance. And spares a single thought to hope her companions are okay without her.
Without it, what am I? (lights on, show start)
The lights shine, just as she's begin to grow lax in her investigations, drifting through one hallway nearly identical to all the others. The sudden illumination blinds her light-sensitive eyes and startles a screech out of her, echoing across the rooms around her before even that is swallowed by the growth of vines. Surging around her and binding her in place, clinging here and there such that movement only tightens their grip on her.
The lights fall again, and in the gloom Aurelia's eyes slowly adjust back to normal, still half blind as she tests her restraints. The sharp thorns scraping at the thick cloth of her robes, pricking exposed skin. She knows a dozen spells to release her from this predicament. Spells to rot and decay, to burn and slash, to teleport or command.
Without them, with the way things are, does she dare even try? The only safe thing to do is wait and hope the gods are kind enough to guide another lost soul to her.
But when has that ever happened?
The void is home to her kind (something whistling) The whistling on the wind carries with it a color she should be familiar with. A blend of gold and pink that catches her eyes before her ears. A trail that leads her around a corner. A good adventurer should know better than to follow so obvious a hint, for that way always leads to traps, monsters, danger.
Aurelia is not a good adventurer, sadly. And curiosity might kill her, but a necromancer always comes back.
She chases it around the corner, following it's guiding song in silence. Eyes peeled for any hint of a trap, for the flicker of the lights. Checking every corner twice for an ambush. She finds none, and this odder to her than the idea that there's a mysterious disembodied whistling in the first place. What sort of being builds what is clearly a dungeon with only one trap?
Stepping out of the hallways, she finds a bridge stretching across a void. The trail ends here, but still she intends to simply hurry across. And yet. The void calls to her, just over the edge. Stepping up to the railing, she peers over the edge, red eyes glowing in the dim lights.
She should be able to see through the darkness, she's always been able to, shadows have never hidden their secrets. But her gaze can not pierce the darkness beneath her, which seems to rush towards her. To stretch out to grab her and swallow her whole, drag her into the depths. Hands pressed to her shoulder, a sudden inexplicable feeling since no one is there. She knows this, doesn't she?
Someone is laughing at her.
She whirls, to see just who would dare.
Re: Aurelia sharr - Arrival
Hearing the whistling though... was the opposite of a comforting feeling. He had met up with a few “passengers”, that was most likely the best phrasing for it. He still kept up his guard as he got his barrings around the place, following it but carefully assessing the area just in case.
It was times like this that reminded him of how uncomplicated Mondstadt was, perhaps simply because he lived there for so long. This place felt like a maze and a half.
As he slipping through the hallways up to the higher decks, he spied another guest peering over the railing. He glanced down into the dark, not exactly sure what she was looking at. He takes a moment to at least ensure there’s nothing down there before slowly approaching.
Before he has time to speak, she beats him to it by whirling around. He grins and says, “Anything interesting down there? Perhaps the owner of that odd whistling?”
Re: Aurelia sharr - Arrival
She relaxes a fraction, and realizes belatedly that she's been staring at him in silence for an uncomfortably long moment and shakes her head, considering his question. "No."
The silence stretches on again as she flicks her gaze back to the abyss, than back to him. "Are you friend or foe? If this is your dungeon I would advise against making a game out of it." Her voice lacks any real affect, a monotone that precludes threats or innuendos, or any subtext of any kind.
Re: Aurelia sharr - Arrival
Kaeya was mentally asking the very same question about her. Well, it made sense given the circumstances that there may be a possibility of some kind of hostility. She is much more guarded than others he has met, a stark reminder of how he felt. “Well now... I can assure that if this was my dungeon, I wouldn’t be wandering aimlessly around it. So no, it’s not mine.” he speaks. Planets? People owning dungeons? It truly was one thing after the other. At least her confusion allowed him to pluck some information out of her.
“I’d like to say that I am a friend,” he adds. “And I take it that you are a new passenger aboard this ship?”
Re: Aurelia sharr - Arrival
She trails off, looking around once more, keeping him in her peripheral at all times. "New passenger?" She queries, focusing once more. "There are others?"
Re: Aurelia sharr - Arrival
Interesting that she focused less on the location and more on the people. “I simply mean if you just found yourself here all of the sudden recently is all,” he lets the information slip past his lips. “And yes, I’ve met a few passengers myself.” Normally, Kaeya would want to keep some information close to his chest, but feeding a little information may allow her to relax around him just a little bit.
Re: Aurelia sharr - Arrival
Giving him a shallow curtsy, she says. "My name is Aurelia Sharr", the motion half manners and half an excuse to shake a wand out of her sleeve and into her hand. Perhaps it'll work, perhaps it won't, but if worst comes to worst she'd rather have the chance to roll the dice.
Re: Aurelia sharr - Arrival
Considering the brief moments of seeing her and her rather monochrome outfit, he wouldn’t exactly take her for an expressive one. The fact her expression moved at all was intriguing.
Kaeya keeps the smile up, regardless of the fact he didn’t exactly know where the others were at the moment. The place was nothing short of the jungles not unlike Sumeru, so finding anyone easily was its own skill and not one he had the experience to have. “I guess a tour is in order,” he smiles. A tour for himself and the newcomer.
He still follows up with a bow, careful to place his sword behind him to not appear as threatening, going along with the pleasantries. He is quick shift it to his side, “A lovely name. Where are my manners? My name is Kaeya.”
“Now that introductions are out of the way, let’s be on our way.” He keeps an eye on her, careful to not lose sight of her. Just in case.
“And don’t mind the blade, it’s just in case something else comes out to play. You never know with a place like this.” It’s an honest statement, though a tad unfounded in his shallow experience. It would be best to at least mention the possibility, for both their sakes. Inwardly, he hopes the unfamiliarity of the situation will at least allow them to be temporary allies.
Re: Aurelia sharr - Arrival
Aurelia takes not of the compliment and the strange rigidity of the other mans emotions, and quietly upgrades her threat assessment of him. He's exceptionally controlled, and that makes him one to watch.
But he's also presenting himself as a source of knowledge, even if he seems to be probing her own intentions in vein. Keeping this interaction going could be what saves her, even if the risk of him turning on her isn't zero. Pathfinder axiom thirteen: They who take no risks reaps no reward. So she sweeps up next time and keeps pace to the best of her abilities as she continues to probe.
"Have you fought many of the denizens native to this dungeon?" In her experience, no dungeon ever accumulates so much life as to have both people and and an ecosystem without attracting a wide variety of monsters to inhabit it. "I might be able to determine it's nature with more information." A bold claim, perhaps, but the two of them seem to have entered the 'Flaunting of capabilities' phase of sudden adventuring party formation. (She can never help wondering how often it happens that the Pathfinder society has a special term for it. Surely this isn't a Normal situation for them)
Poking and a prodding with a side of whistling
one breath
"Hello?" she calls. "Are you okay, ma'am?"
NOTE: Miku sounds like Miku! Robo vocaloid fry and all
Re: one breath
Honestly if it wasn't for the blue eye, the two of them could be related she thinks. Stepping closer and realizing that the two of them are nearly of height, the other only a little taller (a welcome change from the norm a bitter voice in the back of her mind thinks before it too is drowned). That similarity encourages her to let her guard down, just a little, as she takes in more details and tries to figure out just who... or what she's talking to.
"I am unharmed" she responds as accurately as she can, voice flat and monotone, as she gestures to her throat. "Are you?"
Re: one breath
Re: one breath
A curtsy, and her name. "My name is Aurelia Sharr." A polite pause to allow the other woman to respond, measured to the slow beat of her heart. "It appears we are both lost in this dungeon, would you like to travel with me?"
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Miku supposes it's as appropriate a moniker as any.
Aurelia-san curtsies, which registers as a little weird, but maybe she just has gotten a bit confused by the Japanese greeting? She doesn't look Japanese after all, and her name is definitely not...Miku bows in response, with a simple please take care of me.
"I am Hatsune Miku," she says. "It is nice to meet you, Aurelia-san." She steps just a little closer to her. "Let's look for our answers together."
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It dawns on her, just as she's peering back over her own shoulder the way she came. The other girl's colors, her emotions, are a color she's never seen before. A strangely accented mix of greys, no being she's met has ever had that sort of coloration to their thoughts... nor distributed so evenly. Her gaze snaps back to the other girl and she considers it more. An outsider? A construct would not have emotions at all. Some form of undead?
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They're almost keeping pace as they walk, but Miku's definitely moving just the slightest bit slower, due to having to take more care with her steps; bare feet make things difficult, alas. Her lagging behind just that little bit, though, means she catches the little glances Aurelia-san keeps throwing back her way...gaze narrowed with focus and thought.
"Aurelia-san," she says, "is there something on your mind?"
Pathinder Axiom #7, Trust with knowledge or be betrayed
Aurelia slows as well, a look of surprise on her face before a brief moment before it flattens out again. "Yes" she admits after a long moment, marshaling her thoughts together before she continues, the silence stretching between them as she does. "I was trying to determine what you are." Again the considering silence after a sentence that would have come out accusatory, if delivered in anything but the idle detachment with which Aurelia seems to approach everything.
"I don't believe you are any more human than I am. There's a number of details that point to this. First, your appearance caught my eye as trustworthy almost immediately. In this environment, doubt and mistrust should thrive but you managed to put yourself forth as a nonthreatening almost immediately, almost as though you were designed to be trusted. Second, your voice is ... the best description is artificial." She trails off there, thoughtful, even as her gaze continues to sweep left and right across the corridor. Analyzing her companion to her companion as though describing someone else entirely. Despite that, her eyes shine with interest, the strongest emotions she's displayed so far, even as she continues to talk... nearly ramble.
"I was considering whether or not you were an outsider of some sort, one of the calmer Azata or an Angel. Or perhaps a nephilim descendant of theirs. But no such being would wander around unarmed. And a construct would not have emotions the way you do, no matter how strange yours are." She pauses again, coming to a full stop in a junction in the hall, two paths before them. A good adventurer always goes left, and Aurelia stops to gesture in that direction before her brain catches up to her. There really is something strange about this Hatsune, a single question enough for her to lower barriers built up over years.
She blinks once, glancing up into the other woman's eyes apologetically before she returns to watching for approaching dangers. "Please forgive the analysis. Solving mysteries is ... a hard habit to break"
miku vc miku is miku
Re: miku vc miku is miku
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Like looking in a mirror
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arrival
Lucia Corina bobs a brief curtesy without thinking about it. "Hello. Have you just found yourself here?"
Re: arrival
"I did" she replies, rising from her crouch and offering the spirit a polite smile that fails to reach her eyes. "Are you the Guardian of this dungeon, or merely trapped here as well?"
There's no reason to be rude yet, after all, even as she reaches into her thoughts for the patterns she'd need for a binding or a banishment.
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Is she even dead at all?
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"There are quite a number of us who have found ourselves brought here somehow. Some dozen during the storm a couple weeks ago, myself included, and there have been scattered arrivals since." She shrugs a little, helplessly. "The Ship itself speaks in some manner, and claimed no knowledge of the method of reason of our arrivals, or how we speak its language."
She is a very impressively solid ghost! You could poke her and she'd feel like a person!
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Inwwardly, Aurelia curses her past self. There was a Pharasmin at college who had a whole list of ways to let gently let a ghost know they were dead and she'd skipped out on the lecture. She's trying to remember what she was doing instead (it was a dissection of a Minotaur wasn't it? Or was it Evocation practice under Grandmother?), but it's too late know.
Not that she's sure this is a ghost. If it is, it's impressively obtuse to it's own nature. Enough to force itself to maintain an illusion of mortality? That must be exhausting.
"Have you been here long?" She asks, hoping to jog the ghost to at least point out it's anchor. "What have you been eating?"
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"Around two weeks now. After the storm, when the Ship awakened, it starts serving food to us? Several different people tested it and concluded it wasn't enchanted or poisoned or in any way malign. I was... hesitant to eat food freely provided while... involuntarily detained, but... the jerky and such I had in my pack would only last so long, and Casper said he was sure it was safe. And it certainly doesn't seem to have enthralled anyone."
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Awakened? Aurelia blinks and turns a hard stare on the nearest wall of the ship, examining it for even a trace of color or energy. Even those constructs gifted with sentience by such a rare ritual have them after all.
Was there a swirl of grey underneath the strange metal? No, just her imagination. Maybe the ghost is just crazy... unless she knows more than Aurelia does. And it would be a strange enthrallment that convinced them the... ship? Is this dungeon a Ship? The ghost had said that earlier hadn't she? "I don't believe the ship is alive miss ... " She runs her mental fingers back over her memories. There had been no introductions. How rude of her, if she's going to speak to something or someone one sentient an introduction is only proper.
"My apologies, the mysteries of this place have lead me to be impolite. My name is Aurelia Sharr." And she drops once more into an abbreviated curtsy, a measured and precise application of manners to match the flat tone of her voice, even when apologizing."
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