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TDM 005: HAPPY SPOOKTEMBER
TDM 005: HAPPY SPOOKTEMBER |
Arrival ![]() This time, you come out of the water, the Nameless Island's own inherent energy drawing people in. It's like being suspended between realities and abruptly pushed from behind through a rift in dimensions. It may make you sick, or that might be the motion of the ocean, lifting you to the surface and carrying you to shore. Waterlogged and covered in sand, new arrivals will be greeted by robots who welcome them with towels and bracelet devices. The A5 card is already loaded up. Feel free to explore the Island, though there isn’t much to see. Most of the buildings are abandoned and in dire need of repair, and beyond the city lingers a thick fog that obscures much of the wilderness from view. Wander too far into this fog, and you will find yourself mysteriously looping back to where you began, your memories of what you were doing and how you got there erased. With that in mind, it may be wise to stake your claim on a rundown apartment, a tent on the beach, or a bed in the "comfortable" new barracks. Your inventory will be found a day later, wrapped up haphazardly and delivered to each person's makeshift home. I. Harvest Hunt ![]() As the daylight grows shorter and the muggy heat of the island’s summer gradually shifts to temperate days and chilly nights, Erku’s accessible wilderness explodes with a colorful collection of tempting fruits, fragrant-smelling herbs, and nuts and seeds plumped and ready for harvest. With warnings to beware of monsters, the robots of Erku encourage Islanders to take advantage of the land’s bounty by distributing basic camping supplies to those who are interested in exploring, hunting, and harvesting. They strongly encourage making the journey with a friend! Any surplus foods that Islanders bring home with them can be exchanged for credits with cafeteria robots! Just be careful out there - some of these fruits have strange effects once consumed. For extra protection out there in the wilds, the robots have fashioned crowns of flowers or foliage to wear on their adventures. The sweet and herbal smells from the crowns will discourage most Erku-native monsters from approaching, they assure - this is ancient knowledge from the planet’s long-gone civilization, so it can’t be wrong! What the robots don’t know is that the crowns have a deeper, more ritualistic purpose: after a few hours, the scent of flowers or herbs begins to awaken primal instincts within the wearer. Those who are wearing the foliage crowns feel overwhelmed by an urge to hunt, while those who wear the flower crowns delight in every opportunity to tease, outrun, and outwit the hunters. What happens when the chase ends? Well, that depends on the personalities and the chemistry between the hunters and their prey. While the robots are very insistent on placing crowns atop the heads of any Islander they see, they aren’t stuck on in any way and they are easy to remove, which can prevent or break the hunting trance. II. seeds and sap ![]() Of particularly high credit value, the robots explain, is an elusive flower known as the skull sunflower. It appears exactly as one might imagine: at the center of an otherwise innocuous, towering sunflower is the gruesome visage of an open-mouthed skull. Don’t worry, the flowers are harmless! Even if it’s strange how the empty-socketed eyes seem to follow your every move. And why is it that the teeth - which, on closer inspection, are actually the seeds of the flower - only seem to chatter when your back is turned? Any Islander who can withstand their heebie-jeebies long enough to collect the petals and seeds from the flowers will fetch a handsome reward in credits upon exchange with the robots. Beware the sticky, blood-red sap that seeps from the eyes of each skull, however. Those who absorb too much through their skin will begin to hallucinate, visions of frightening or emotional events from their past dancing in the shadows. One might even mistakenly imagine that another Islander is someone they recognize from their past, someone who meant something to them - no matter whether that person is alive or dead in the present. The hallucinogenic effects of the sap can last for hours, or they can be shortened by a dip in the public baths. III. Tarot ![]() Night comes, and in the darkness, a robot sets up a table by the beach. A solitary candle sits in the center, illuminating a deck of cards. F̶i̴n̵d̸ ̸y̶o̸u̸r̵ ̵f̵o̸r̷t̵u̶n̶e̷?̴ The robot reveals tarot cards and will do a variety of spreads to tell your fortune. Each fortune can be distilled into one central theme, which characters will find pervades their life for the next 24 hours. There is magic afoot: it can be sensed, and perhaps even dispelled, if luck is on your side. Though most robots on the island show a capacity for greater-than-average artificial intelligence, this pseudo-psychic 'bot -- M.S. Cl30 -- is less advanced. It only has six interpretations prepared:
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Such as?
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[Cruel honesty indeed.]
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Not a perk from where I'm standing.
[ As if that wasn't incredibly obvious. ]
So I'm not leaving you to your thoughts again.
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Really? Seems like you might struggle a bit with enforcement, sir.
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Death changes people. Who knows, you might yet end up surprised.
[ He doesn't believe this banter himself, it's nothing but posturing, but that he even has the fortitude to still posture is something to be proud of right now. What a sad state of affairs. ]
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[It's not even being mean, not really. Just as blunt as ever.]
Consider it a lasting reminder of who you always were and who you will always be.
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[ He is a very changed man!!
And in some ways, maybe that is not entirely untrue. There are a great many things about Garma that will never be quite the same. He certainly doesn't know if he'll ever sleep peacefully again. Trusting others might be harder. He's angrier, maybe, entertaining violent thoughts he'd never even been able to imagine before.
But then, in most other ways, Char is right. Garma will always be Garma, a hopeless romantic yearning for worlds out of his reach. ]
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Don't worry, Garma. There's a special place in hell reserved for people like me.
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I should send you there myself, for all you've done.
[ But he won't. ]
Was there more you needed to know about this Island?
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[A stark reminder aimed just as much at Garma and his twisted siblings as it was at himself. Strangely accountable with not even a whiff of denial; Char knows exactly what he has done and exactly what awaits him at the end of his perilous road. Arguably he has always known, which somehow makes it even more tragic.]
And I can't say I particularly care about it. I don't have time to play stupid games for stupid prizes, so I'll simply be on my way as soon as possible.
[...he sounds distinctly annoyed, another chip in that flawless mask.]
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But that is not a conversation to have with Char, ever. ]
And here I thought assessing your situation was a fundamental part of escaping it.
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[Icily:]
And I'm already done with it. There's too much at stake to screw around.
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So your plan is... what exactly?
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[So much for accountability. The brilliant Red Comet was halfway to mad, after all.]
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You think the Federation is interested in... what? Making an adult feature film of you?
[ I mean, who knows, but. ]
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[Look, the brilliant Red Comet was no stranger to lucrative movie deals. He's a cultural icon, don't be jealous.]
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[ Motivate the troops with your booty!!
What are the Feds going to do with it? Having their army fall in love with Char seems counterproductive. ]
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[Oof.]
The redhead was particularly cute. What was her name again, uh...
[Double oof.]
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A-and you have the nerve to call anyone else a slut?!
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[That was barely even an excuse...!]
Besides, it's called "leave" for a reason, right? So I can just do whatever I want, right?
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I'm not saying you can't, I'm--
[ Alright, deep breath. Do not imagine Char with the redhead ensign who you've unfortunately remembered by now. Do not. ]
Either way, the point is, this is real, even if my presence might feel like evidence to the contrary.
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...are you jealous?
[ABORT, ABORT, ABORT.]
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Don't ask such stupid questions.
[ ........... ]
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[Woe be to Garma Zabi, crushing on his super hot killer who also happens to be super shrewd.]
I'm not going to shove you in a locker, Garma. You're still allowed to feel things.
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[ That's snapped a little too harshly to be conversational, yet part of his anger is directed at himself. How could he still be so easy to play, responding to Char's every bait with foolish honesty? How could he still be exactly as jealous as Char has accused him of being? It's insane, he's going to run just as insane as Char already is, trying to grab a hold of him. ]
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