actual tsundere chrysos kineas (
devotedtothecore) wrote in
exsiliumooc2014-01-10 11:40 pm
Entry tags:
(re) construction, the sequel, now with revised briefing note edition
APOLOGIES FOR SPAM but it seemed better to make a new post for this than update the old one.
In the light of things discussed in the IC network post on Jan 7, the project plans have been updated, and Chrys's promised extended briefing (offscreened) to the volunteers before the Jan 10 log post goes over the following:
General Overview
- There are five locations to work on! Some in need of far more manpower than others.
- Not all jobs are on-site, though (like supply runs and harvesting and buying things etc.)
- Apart from the Clinic, everywhere else involves renovating-extending existing structures rather than building from scratch.
- The places being built are more practical/functional with very little room for luxury. This isn't the Hold and its luxurious Initiative-sponsored apartments; this is making as much use of as little as possible.
- All related activity has to be with discretion. Whether by conducting it at night, or devising agreed cover stories for it, and generally keeping things on as much of a low profile as possible (or hiding it in plain sight).
- Assigned "contacts of interest" for each site are characters that might be worth getting in touch with/are leading work in that area. (If your character's name isn't listed, and you think they'd be managing or directing or pointing people at something or other, feel free to play it so! Specialist characters (e.g. Tony Stark, Billy Cranston, Noh-Varr etc.) will likely be needed in more than one location, after all.
OOC Notes: The tasks mentioned here aren't exhaustive, but it would take too long to list all the potential things to do; feel free to get creative. Work takes place over a long period of time, too, so if you wanna make your own posts related to this, go ahead!
Project Sites and Objectives
i. Transporter Building/New Initiative Facility
Workload: 2/5 (due to limited crew, otherwise 1/5)
Description: A large, multi-roomed warehouse granted by the New Initiative. Has the armory and some basic amenities-- rudimentary plumbing, heating, a semi-decent power supply to keep the Transporter going-- and little much else. The N.I. are highly suspicious of any newcomers apart from the ones they've already had some dealings with, though, and no more than a skeleton crew is likely to be allowed in to install things. (And they'll be grilled thoroughly at that. Just making sure they're not spies.)
Intended Functions: Houses the Transporter and the Old Initiative staff, as well as temporarily accommodating new Transports, so best at least make it more habitable.
Relevant Tasks:
- upgrading the heating and plumbing, minor reinforcement work
- bringing in bunk beds
- possibly upgrading the Transporter's power supply/figuring out a way to get it mobile in the event of an emergency relocation
Character Contacts of Interest:
- Chrysos (
devotedtothecore), Old Initiative NPCs, possibly DITR members(?)
ii. City Warehouses
Workload: 4/5
Description: A few semi-underground multi-roomed old warehouses of various sizes, close to the River Thames, and in the (relatively) densely populated city area. Of all the sites, located closest to the Transporter Facility. Connected by tunnels to surrounding districts of the city-state, on top of aboveground entrances. The basic framework's sturdy, but stability needs working on, and some ceilings have caved in here and there.
Intended Functions: Emergency shelters in the event of large-scale attack. Ideally able to house hundreds for a short term; it's implied that locals should be able use it as well in such an event. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- repairing and strengthening the walls and ceilings
- setting up infrastructure that can run independent of the city's supply - power, water, heat, local agro-dome, etc.
- devising cover for the work going on here; shenanigans of a new mercantile business, or an extension of an existing one, etc.
Character Contacts of Interest:
Chrysos, Celena (
curiousredsoul), Kate Kane (
gevurah)
iii. Museum of Old and New Art
Workload: 3/5
Description: An eccentric billionaire’s 27th century medieval-replica castle/art museum/hotel on the outskirts of the city, still holding a decent collection of bizarre artworks. The museum portion is completely underground, and extensive (with confusing architecture in places); the creepy castle-hotel aboveground and a few stories high. Already refurbished enough by some Transports as to be livable. Has an unfortunately territorial colony of penguins occupying some spaces. Power comes from a nearby small-scale deep-geothermal well dedicated to the place. The closest village is about half an hour or more on skis.
Intended Functions: A shelter and activity center disguised as a museum. Planned to be eventually "opened" to the public as a source of income, to cover for hidden activities. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- repairing and strengthening the building itself, disguising the entrances to some sections, making it look as museum-like as possible
- restoring some of the art pieces for display/creating new artwork
- a stabling point for animal transportation
- possible moderate-scale agrodome/workshop/lab setup here, a training room or two
Character Contacts of Interest:
- Chrysos (
devotedtothecore), Break (
maddeninghatter)
iv. New Transport Clinic
Workload: 4/5
Description: A (to-be) newly constructed building on the outskirts of the city, though still within reasonable access; aboveground, and on the outskirts, close to some small villages in the area. The exact size and complexity is up to the Clinic team's specifications.
Intended Functions: A medical facility! Conspicuous to and serving locals as well as Transports. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- gathering wood, stone, and other materials, building the thing from the ground up
- local PR; engaging with the local Exiles as to the services to be provided by the Clinic
- general medical supply-getting, either from Transporter jaunts or local sources
Character Contacts of Interest:
- Adrasteius (
hymnals), other Clinic team members
v. Highland Castle
Workload: 4.5/5
Description: Formerly claimed by (previous) Loki in the previous timeline, an ancient fort still standing in the northern highlands, far from any human settlement. In some state of disrepair, but much of the old stone is still intact; the only reason it isn't already occupied by the locals is the amount of work it would take to make it proof against the current climate. It is also, due to altitude, extra bloody cold.
Intended Functions: A backup fortified location to retreat to in the event of an emergency/a forced evacuation from populated areas. Also a secure site for non-humans who might want or need more legroom than the city and villages might offer. The focus of construction is primarily underground; maintaining a facade of "abandoned fort" might help deter investigators.
Relevant Tasks:
- digging underground to extend available shelter
- weatherproofing, setting up heat
- enhancing defenses and (hidden) access routes to the place
- discreetly quarrying rocks, cutting trees, gathering building materials in general from the surrounding area
- a stabling point for animal transportation
- possible moderate-scale workshop/lab setup here, a training room or two
Character Contacts of Interest:
- Kang (
governorkang)
Last and most importantly, thank you everyone for jumping into these shenanigans!! The response has been way more fantastic than I could've expected (how do I hold all these limes), and for the tl;dr this has become, I apologize. I meant to do this more in an IC format but energy and time constraints are murder.
Links to older relevant posts:
- Previous construction plotting/signups post
- General what-to-do-in-Winter-Wonderland discussion post
- Winter Wonderland mod info post
In the light of things discussed in the IC network post on Jan 7, the project plans have been updated, and Chrys's promised extended briefing (offscreened) to the volunteers before the Jan 10 log post goes over the following:
General Overview
- There are five locations to work on! Some in need of far more manpower than others.
- Not all jobs are on-site, though (like supply runs and harvesting and buying things etc.)
- Apart from the Clinic, everywhere else involves renovating-extending existing structures rather than building from scratch.
- The places being built are more practical/functional with very little room for luxury. This isn't the Hold and its luxurious Initiative-sponsored apartments; this is making as much use of as little as possible.
- All related activity has to be with discretion. Whether by conducting it at night, or devising agreed cover stories for it, and generally keeping things on as much of a low profile as possible (or hiding it in plain sight).
- Assigned "contacts of interest" for each site are characters that might be worth getting in touch with/are leading work in that area. (If your character's name isn't listed, and you think they'd be managing or directing or pointing people at something or other, feel free to play it so! Specialist characters (e.g. Tony Stark, Billy Cranston, Noh-Varr etc.) will likely be needed in more than one location, after all.
OOC Notes: The tasks mentioned here aren't exhaustive, but it would take too long to list all the potential things to do; feel free to get creative. Work takes place over a long period of time, too, so if you wanna make your own posts related to this, go ahead!
Project Sites and Objectives
i. Transporter Building/New Initiative Facility
Workload: 2/5 (due to limited crew, otherwise 1/5)
Description: A large, multi-roomed warehouse granted by the New Initiative. Has the armory and some basic amenities-- rudimentary plumbing, heating, a semi-decent power supply to keep the Transporter going-- and little much else. The N.I. are highly suspicious of any newcomers apart from the ones they've already had some dealings with, though, and no more than a skeleton crew is likely to be allowed in to install things. (And they'll be grilled thoroughly at that. Just making sure they're not spies.)
Intended Functions: Houses the Transporter and the Old Initiative staff, as well as temporarily accommodating new Transports, so best at least make it more habitable.
Relevant Tasks:
- upgrading the heating and plumbing, minor reinforcement work
- bringing in bunk beds
- possibly upgrading the Transporter's power supply/figuring out a way to get it mobile in the event of an emergency relocation
Character Contacts of Interest:
- Chrysos (
ii. City Warehouses
Workload: 4/5
Description: A few semi-underground multi-roomed old warehouses of various sizes, close to the River Thames, and in the (relatively) densely populated city area. Of all the sites, located closest to the Transporter Facility. Connected by tunnels to surrounding districts of the city-state, on top of aboveground entrances. The basic framework's sturdy, but stability needs working on, and some ceilings have caved in here and there.
Intended Functions: Emergency shelters in the event of large-scale attack. Ideally able to house hundreds for a short term; it's implied that locals should be able use it as well in such an event. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- repairing and strengthening the walls and ceilings
- setting up infrastructure that can run independent of the city's supply - power, water, heat, local agro-dome, etc.
- devising cover for the work going on here; shenanigans of a new mercantile business, or an extension of an existing one, etc.
Character Contacts of Interest:
Chrysos, Celena (
iii. Museum of Old and New Art
Workload: 3/5
Description: An eccentric billionaire’s 27th century medieval-replica castle/art museum/hotel on the outskirts of the city, still holding a decent collection of bizarre artworks. The museum portion is completely underground, and extensive (with confusing architecture in places); the creepy castle-hotel aboveground and a few stories high. Already refurbished enough by some Transports as to be livable. Has an unfortunately territorial colony of penguins occupying some spaces. Power comes from a nearby small-scale deep-geothermal well dedicated to the place. The closest village is about half an hour or more on skis.
Intended Functions: A shelter and activity center disguised as a museum. Planned to be eventually "opened" to the public as a source of income, to cover for hidden activities. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- repairing and strengthening the building itself, disguising the entrances to some sections, making it look as museum-like as possible
- restoring some of the art pieces for display/creating new artwork
- a stabling point for animal transportation
- possible moderate-scale agrodome/workshop/lab setup here, a training room or two
Character Contacts of Interest:
- Chrysos (
iv. New Transport Clinic
Workload: 4/5
Description: A (to-be) newly constructed building on the outskirts of the city, though still within reasonable access; aboveground, and on the outskirts, close to some small villages in the area. The exact size and complexity is up to the Clinic team's specifications.
Intended Functions: A medical facility! Conspicuous to and serving locals as well as Transports. One of the avenues of Hiding In Plain Sight.
Relevant Tasks:
- gathering wood, stone, and other materials, building the thing from the ground up
- local PR; engaging with the local Exiles as to the services to be provided by the Clinic
- general medical supply-getting, either from Transporter jaunts or local sources
Character Contacts of Interest:
- Adrasteius (
v. Highland Castle
Workload: 4.5/5
Description: Formerly claimed by (previous) Loki in the previous timeline, an ancient fort still standing in the northern highlands, far from any human settlement. In some state of disrepair, but much of the old stone is still intact; the only reason it isn't already occupied by the locals is the amount of work it would take to make it proof against the current climate. It is also, due to altitude, extra bloody cold.
Intended Functions: A backup fortified location to retreat to in the event of an emergency/a forced evacuation from populated areas. Also a secure site for non-humans who might want or need more legroom than the city and villages might offer. The focus of construction is primarily underground; maintaining a facade of "abandoned fort" might help deter investigators.
Relevant Tasks:
- digging underground to extend available shelter
- weatherproofing, setting up heat
- enhancing defenses and (hidden) access routes to the place
- discreetly quarrying rocks, cutting trees, gathering building materials in general from the surrounding area
- a stabling point for animal transportation
- possible moderate-scale workshop/lab setup here, a training room or two
Character Contacts of Interest:
- Kang (
Last and most importantly, thank you everyone for jumping into these shenanigans!! The response has been way more fantastic than I could've expected (how do I hold all these limes), and for the tl;dr this has become, I apologize. I meant to do this more in an IC format but energy and time constraints are murder.
Links to older relevant posts:
- Previous construction plotting/signups post
- General what-to-do-in-Winter-Wonderland discussion post
- Winter Wonderland mod info post

PLOT WITH ME
Like punching yetis.
Incardine's Three
Pidonus is available to help with literally charming the locals and other diplomatic concerns, as needed.
Aaand Rita... Well, frankly, that depends on Estelle and Estelle's mun, since Yuri's mun is on hiatus.
no subject
Highland Castle
First order of business is going to be a heating system and weatherproofing so they don't all freeze to death. Then, it depends on the people and the skills available what gets focused on.
no subject
Re: Highland Castle
Re: Highland Castle
Pascal can definitely help with wiring the place up and getting heat going! She was working on it on a national scale back home, so one castle's easy peasy!
QUESTIONS/SUGGESTIONS
no subject
no subject
He's focusing his own efforts on the museum and the Transporter facility, with some time put into the warehouses. (I'll also be doing a toplevel for him when I've had more sleep...)