ironwood: (MALICANT / chain)
ɪʀᴏɴᴡᴏᴏᴅ ᴇᴍᴘᴇʀᴏʀ ᴇsʜᴀɪ ([personal profile] ironwood) wrote in [community profile] tushanshu_logs 2014-09-30 09:26 pm (UTC)

STORAGE ARMORY - [content warning: drug references]

Buried in a long and otherwise empty hallway is a large and thick door comprised only of solid iron and thick wood. The ornamentation on the door, constructed entirely in gold, is now tarnished and flaking. If any barrier was protecting the door in the past, it has long since disappeared.

The room itself is nearly as long as the Throne Room, stretching far beyond what one can see from the doorway. Its ceilings, however, are considerably low - only twelve feet high at most, with some areas dipping down to only eight feet. The ceiling and walls are carved out of stone, uneven and rough to the touch. There is no other entrance or exit. Filling the room are enormous assortments of crates, sacks, and other such storage containers.

A selection of storage cabinets meant for weaponry is tucked off to the right. Characters who investigate this area will find a selection of purely energy-based weapons (no actual projectiles involved) which emit a blast with a wide range of results. One weapon may fire a narrow beam that burns through the nearest wall (somewhere outside of this cave), while another shoots a golf ball sized lightning orb that bounces around the room until it hits a target, friend or foe. These weapons can be identified as being a result of the satellite debris that fell on Keeliai some time ago from the ARSHEPELIOS orbital defense platform, including being constructed of salvaged pieces and offering energy signatures close to those of the spectres from the satellite. [If your character would like to take one of the handgun, shotgun, or long gun style weapons, please note it in the subject line as a limited number are available.]

To the left are rows and stacks of well crafted, wooden barrels. All of the barrels are empty, yet most are stained with a reddish liquid; whether that is wine or blood is impossible to tell in the dark; perhaps a mixture of the two. Beside the barrels are crates of Dust, packaged neatly in small pouches for distribution. It will be impossible for characters to accidentally take a hit of the drug in these conditions, but the bags are easy to pocket for those looking to score. As a reminder, Dust is a hallucinogenic drug which causes increased violence, disorientation, reduced inhibitions, and makes one generally more susceptible to Malicant.

Also accessible, down a clear path in the middle of the room and given space in what would suggest importance, are a few crates of a new discovery. These crystals are beautiful, comprised of small and mostly transparent formations which catch the light and come in a variety of colors (not unlike rock candy or some precious gems). No one could blame someone for confusing the crystals for valuables. Be careful though! Every crystal has one protrusion longer than the others which is sharp enough to draw blood. When it does, the color drains from the crystal, injected into the affected bloodstream.

Which means your character just took a hit of the hottest new drug. Known as “Lucid” (or “Crystal” for those who don’t know better), these little babies cause an extreme increase in emotion, though which emotion that is relates to the color of the Crystal: red affects anger, blue sadness, green jealousy, yellow happiness, purple love/lust, orange fear, black hatred, and white calm. Though a few hits of yellow might seem like a good idea of the time, too much of any one emotion will lead to clouded thinking and make one more susceptible to outside influence. The effects of this drug will last up to 24 hours, with newer users lasting longer on a single hit than repeat offenders -- and, like all the best drugs, it comes with an addiction and withdrawals.

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