seeingyou: (Default)
[personal profile] seeingyou
WHO: OPEN to all passengers.
WHAT: General mingle log for the first part of the month, including new partner pairing stuff.
WHERE: Navi, all over.
WHEN: Now until the next event (Oct. 3-17).
WARNINGS: If things get messy and/or upsetting, please put warnings in your comment subject lines! And if you absolutely can't keep from strangling your new partner, please report it on the death page.

spellbound ... )
seeingyou: (glyph.)
[personal profile] seeingyou
WHO: All y’all
WHAT: A nice vacation to ease everyone in
WHERE: Various locations on Alkonost Island, including Navi
WHEN: Sept 12-30
WARNINGS: Use ‘em in your threads if needed!

Welcome to Alkonost, the beautiful tropical island on the planet Tetagari where you have just made an emergency crash landing! You’ll be here for a while, so settle in and get cozy with your new shipmates until Navi is repaired and ready for takeoff.

and call me in the morning )
seeingyou: (glyph.)
[personal profile] seeingyou
You wake up to the sound of alarms and a distinct sensation of quaking, and you're quite obviously not where you're supposed to be. This room is strangely shaped, nothing you recognize, and you definitely don't remember how you got here. The room is bathed in soft red light, which might look pretty, except it's blinking in a way that you can probably guess signals danger.

There's a symbol on the back of your hand that you don't remember acquiring, either, but that's probably less important at the moment than the sound of the alarms shrieking and the prerecorded voice speaking over the intercom. It's one of those bland, agender voices, entirely too calm in tone for the message it's relaying:

WARNING
WARNING
IMPACT THREAT DETECTED
EVASIVE ACTION REQUIRED


There’s a loud crash and another violent shaking, as that impact threat collides with the ship’s hull. The warning message continues to repeat on a loop amidst the blaring of the alarm. All passengers should be conscious now, with the noise at such a high volume. Opening your cabin door reveals a nondescript hallway, with five cabin doors on each side for a total of ten on each floor; the doors to the empty cabins are unlocked and inside the cabins hold the same plain, basic furnishings as your own. Halfway into the hallway, there is a lift on one side and a set of stairs on the other.