I guess I'll go with this one.
Since there was someone living here, there has to be clean(er) water around somewhere. Go do some more exploring.
I think we should go towards the generators, because if they were living in here they'd probably have tried to get power back on.
You reason that if anyone was living here, they would have tried to get the power back on, so that should be the first place you should look for any signs of life and supplies you can use. Even if you don't find anything of the sort, turning the power back on would make your exploration a lot easier. You'd have light instead of having to rely on your flashlight, doors would open automatically instead of you having to force them open, you could try using computer consoles for information...
Your start climbing up the hallway towards the back of the ship. Your claws give you a good enough grip to allow you to climb while the various seams, nooks, lights and grates you occasionally encounter give you places where you can rest and catch your breath (and scratch yourself). The few doors you encounter along the way are small things that remind you of the maintenance hatches that can be found in the tunnels near your home. They're all closed, all labeled only with a combination of a letter and a number.
It takes several minutes to reach an intersection. One side leads to a closed door that says "Inertial Compensator Control" while the other leads to an open door labeled "Fuel Bunkering". Hmm. You don't know what either of those mean. You know fuel is what engines burn but that's it. It's probably not what you're looking for right now, but it might be an interesting place to explore.
You keep going. The next intersection has signs for "Hyperdrive" and "Generator". Looking up, you see that the hallway keeps going for a while longer until it reaches another door. You can't make out the sign but it probably leads to the engines.
You climb up to the door that says "Generator". It's been left open. You walk through it and take a look around. It's a circular room, built around what looks like a transparent tube. The room extends both above and below your current location, with ladders leading to small platforms spread around the walls, most of them holding machines pointing towards the central tube or thick bundles of cables. The wide open space makes it easy for you to navigate, you can easily get from place to place with a flap of your wings, though it would probably be very dangerous for humans, a fall from here would be deadly. Then again, maybe falling wasn't a problem for them, since many of the platforms look like they're upside down, including the one you're standing on.
You're currently on the largest platform, this one being some sort of enclosed control room for the generator, full of consoles, gauges and switches. You notice that one of the control panels has been opened, its wires spilling out of it. Though at first it looks damaged, closer examination shows that whatever happened here is deliberate. Someone has rearranged the wiring and inserted more machines into the panel, making it so that it can't close properly, leaving its surface dangling from a bundle of wires. Checking the panel, you notice someone has scratched "THIS ONE" next to a lever. The label reads "Auxiliary Power".
So that must mean you were right. Someone did try to get the power back on. Might even be they succeeded and simply turned it off again to conserve power. Judging from the dust that has accumulated, they haven't been here in a while. Sniffing around reveals nothing but stale air, no trace of anything living.
You fly around for a while, exploring the platforms, but don't find anything interesting. You find a dented toolbox down at the bottom of the shaft, probably dropped by someone working here, some of the tools spilled around it broken from the fall. You also find a couple of broken droids, large ball-shaped things similar to the floating gardening droid you encountered in the past. They also look like they fell, their shells cracked and dented, their fluids, their wires and their internal components spilled all around them. No food or water though.
Age: some months (wyrmling)
Size: about the size of a human (if bipedal)
Status: dirty dragon, scale itch, satiated
Health: somewhat bruised
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
- 1 food pack
- 2 water bottles
- Organic-looking stabby device
- Hot-burst stick (unknown power cell charge)
- 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)
- Workshop Datapad (broken?)
- Various Tools
- Shiny Electronics
- 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.