...Let's just use the powered, open door.
You have plenty of choices, all of them with potential risks and benefits, some more obvious than others. In the end you decide to go with the one that is easiest to reach. With a few flaps of your wings you get up to the maintenance hatch. You smell around, trying to determine if anything was there, but once again you can't detect anything.
You very carefully reach out and press the button. For a moment there's nothing. Then there's a clang as something in the door unlocks. The door starts sliding open with the clicking of gears and the screeching of metal being dragged against metal. There's a hiss as the airtight seal breaks, letting fresh air in. Through the crack you can see only darkness. Shining the flashlight in, you see this is a rather small room, just enough to hold four or five people comfortably. It's empty save for a damaged control panel and another door leading further into the ship with a flashing yellow button next to it..
The door stops opening with a loud clang, stopping halfway before it is completely open. You wait a few seconds to see if anything else is going to happen and then, when nothing does, you take a few steps into the chamber. You shine your light at the sign over the panel. "airlock control." You look at the sign below it. "loɹʇuoɔ ʞɔolɹᴉɐ". The strange letters confuse you for a second until you realize what you're looking at. Huh. The same thing but upside down. Why would they do that? And what a strange name. It's probably not about a lock made of air, and yet... You lock rooms. You lock doors. You lock boxes. How can someone lock air? Does it somehow keep people from getting their air? Or maybe it keeps their air from getting out?
Well, either way, there's not much here except the pieces of the broken panel strewn all over the place. You see that the button for the other door has stopped flashing and is now a steady green. You go and press it, eager to find more. The button turns yellow and starts flashing again and then the door behind you starts sliding again. But it's not sliding open the rest of the way. It's closing. What? Why is it closing? You press the button again but they don't stop. They're already halfway closed. You swish your tail nervously and lower your body, getting ready to jump out. It's already halfway closed. If you're lucky you could make it. But what if you get trapped? What if the door crushes you? What if you have to leave your pack behind to fit? No. It's safest to wait. You'll just open the doors again if you have to.
As the door closes completely, it takes away all the noise and what little light came from outside, making the small room appear even smaller. The clang of the door locking into place echoes for a moment before it too is gone. You're left in near-total silence, with only the sound of your breathing echoing in this small chamber. It's disconcerting. You think this might be the first time you've ever felt such utter silence and desolation since you left the dark and silent confines of your egg. But unlike the egg it's cold and scary. There's no comfort here.
You're almost glad when another loud clang scares you out of your thoughts. The inner door starts sliding open, this one moving a bit more smoothly than the outer one. The first thing that hits you is the stench carried by the opening door. It's the stench of something rotten, something long dead. Then you see something moving on the other side. It's coming right at you! You dodge out of the way and the thing falls on the floor with a splat. It's a corpse. Must have been leaning against the door. Humanoid, looks like one of the ones that have the fleshy things hanging from their heads, though it's hard to tell due to how deteriorated it is. You think you can see things crawling inside the corpse, feeding on it. Some instinct fills you with disgust, tells you to stay away from it.
Further back you can see another body lying upside down through the broken door of a transparent closet. This one is weird in that it is not fleshy, at least not from what your can see. It's like a humanoid thing made of fabric and metal. And then there's just a transparent hole where the face would be, from which you can see its empty insides. Could this be some sort of clothing? You remember seeing people wear weird things like this in holovids about spaceships.
The door finishes opening and locks into place with another clang that echoes though the hallway beyond. There's one more of these transparent closets here, this one also broken but with nothing inside. Other than that, this section of the hallway is dark and barren.
Age: some months (wyrmling)
Size: about the size of a human (if bipedal)
Status: dirty dragon
Health: fine
Weapons: claws and teeth
Armor: scales
Abilities:
- Flight: You can glide in order to survive falls and quickly move great distances. You can even fly upwards, though not for very long distances. You can use favorable winds and updrafts to increase your flight time.
- Basic Human Language: You are able to understand many of the most common words of the human language, including some that express more abstract things, though there are still a great many words and expressions that you have yet to learn. You can also read, though it takes you some time to understand the words. You can also speak, though it's sometimes hard for others to understand you.
- Communication: You have a knack for understanding other beings, even those whose language you don't know.
- Basic Nursing: You know the basics of caring for patients and preparing and maintaining equipment used in their care. You can also administer certain simple treatments. However you still lack much of the knowledge necessary for you to be able to determine what said treatment should be.
- Magic: You can cause supernatural effects, though doing so consciously and with any level of control is hard. You know of some of the effects you can cause, but there might be more you have yet to discover or unlock. See Magic section for more details.
Inner Fire: Ashes
- Burn Self: Gain a level in hunger or tiredness and in exchange gain a level of Inner Fire.
- Sense Inner Fire: You can sense the inner fire of other beings, allowing you to detect most living things in your surroundings. This also gives you an indication of the danger they could pose and the amount of fire you could gain from consuming them.
Cost: Minor - Cleansing: Direct your inner fire to a part of your body to cleanse a debilitating status effect.
Cost: Low-Medium - Fiery Strength: Direct your inner fire to your muscles and bones, granting you supernatural strength.
Cost: Medium
- Maintenance Tunnels:
- Large Sonic Rifle covered by old torn clothes
- 2 holdout blaster pistols (roughly 20 shots each, effective range 20m, HSB-200)
- Low quality vibroknife (low battery)
- Eiwhyl's Clinic:
- 576 credits (5 orange, 11 blue, 7 red, 4 grey, 6 cyan, 4 pink)
- 2 packs of smoke sticks
- small can of droid oil
- small metal toolbox
- Warm blanket
- Datacard with human medical information
- Datacard with human language dictionary
- Datacard with dragon info compilation
- Datacard with story about hunter of dragons
- small glass statue of bird
- Large hooded cloak
- 1 bottle with red liquid and unreadable label
- Pack with plastoid tape modifications
- 1 medpack
- 1 half-used medpack
- 2 food packs
- 2 water bottles
- Purse with credit-reader:
- 235 credits (2 orange, 6 blue, 1 red, 1 grey)
- 45 slightly burnt credits (1 blue, 5 grey)
- half-used roll of plastoid tape
- flashlight
- pack of smoke sticks
- lighter
- keycard with symbol
- 2 stun grenades
- 2 fog? grenades
- 1 grenade
- 2 grenade thrower mines
- Basic Datapad (contains datacard with encrypted files)
- Ali's Apartment: A tiny 2 bedroom apartment. The little human Ali lives there with Dad/Jobal and Mom/Ania. Room 327.
- Ali's Apartment Tower: Apartments arranged in a circle. Clean, bright, mostly locked doors, few hiding places. Little traffic during the night.
- Eiwhyl's Clinic (Lair): Sells medpacs and other healing items and provides treatment. Warning: stabby. Room 509.
- Streets: Dirty streets, parked hovercars, shops, building entrances, street vendors, little traffic during the night.
- Maintenance Tunnels: Interconnected tunnels, small and large, going low and high. Connect various streets and buildings. Wires and pipes. Dark, dirty, with old machines constantly rumbling. Scavenger-vermin and hunters-of-vermin.
- Garbage Pit: A large room with mountains of garbage half-submerged in a sea of sludge. More garbage frequently arrives from holes in the ceiling. A monster lurks here, may pull prey underwater.
- Hydroponic Pool: A room with a large pool filled with plants. A ceiling full of bright lamps. A spherical gardener-droid takes care of the plants. Patrolled by hostile gunmen. A corridor leads to other rooms. Storage room. Processing room. Other rooms are unexplored.
- Iyran Grower Shop: A store located deeper into the tower's streets. Operated by a cephalopoid. The grower sells cheap synthetic meat, amongst other things.
- Upscale Cafe: A small place with tasty but somewhat expensive food and hot drinks. The bartender is nice but the waiter droid is annoying.
- Upscale Streets: A section of the tower mimicking a suburban neighborhood, including a fake sun. Most buildings guarded.