There is a calm serenity to be found on this deck. The visitor will immediately be taken by the expanse of water stretching off into simulated horizons, with the occasional brief rainstorm breaking the monotony. Islands can be seen scattered about, with seabirds wheeling about them. Midway through the deck, a great transparent partition separates the deck into two lakes; even now, holo-infographics label one half as the freshwater preserve, the other being for saltwater. Below the surface, the partition simulates upthrust subaquatic mountains, designed to keep the inhabitants from swimming into the partition. Above, a simulated blue sky delivers gentle breezes that caress the peaceful-seeming islands. There is a calm about the place that evokes a feeling of eternity, as though a part of the primal ocean of Earth has been sent out among the stars.
When Warden was still fully operational, deck four was among the most popular recreation areas on the ship. The islands were sculpted to resemble various Earthly islands in miniature, from Hawaii to the windswept, cool isles of the northern latitudes. Resorts and small harbors drew the majority of the visitors. The flora and fauna of the islands was varied, with their main similarity being their attractiveness to human sensibilities. Below the waves, the ecosystem was even more diverse, attracting divers. It was Warden's permanent vacation spot.
Yet deck four was not only for fun. It was the ship's main water reservoir, with great pumps providing water when and where it was needed. Fortunately, each deck was designed to be self-sufficient, so while deck four saw its reserves tapped occasionally, it was mostly intended as a wildlife preserve and basis for planetside aquatic ecoforming. Robotic mining shuttles would explore surrounding space to find sources of water ice, or hydrogen and oxygen, to replenish any water that was lost due to unforeseen emergencies. The great war that raged across all decks of the ship saw all manner of violence, including the flushing of huge amounts of water from decks in order to break sieges or punish enemies, so Warden's mining shuttles saw more use than their builders ever imagined. In fact, even now they are still trying to bring the water content of the ship back to its initial levels. Still, deck four remained serene and timeless, its waters so vast that even the losses could not truly be felt here.
The radiation that engulfed the ship did little obvious damage here. Water absorbed and blocked much of it. Still, enough of it was strong enough to penetrate deep within the lakes, subtly mutating a number of species. The jetpikes streak through the depths, staying well clear of the massive philosopher-sharks. Lullaby coral sends out its gentle susurration, luring in prey to be absorbed, while the hula-kelp entrances viewers with its hypnotic subsurface dance. From somewhere within the unlighted depths, a strange keening song can be heard, the source ever-elusive, with the voice burrowing into the mind of the listener. The song causes an emotional void to be felt in the victim, pulling them ever deeper. The radiation did not create the bizarre menagerie of other decks, but there seems to be a waiting intelligence here, cold, new, and curious.
Next: Part 13: Deck 3: Cargo Deck
Tuesday, August 30, 2016
Sunday, August 14, 2016
Metamorphosis Alpha to Omega: Part 11: Deck 5: Ranch Deck
Dusty prairies, sprawling ranches, and the distant lowing murmur of cattle all form the first impressions of visitors to deck five. Herds of what appear to be cattle, sheep, bison, and other, less-easily identifiable creatures blanket swathes of the deck's grasslands. Riding herd upon these great throngs are what seem to be riders of the ancient cowboy mold. But the closer a stranger gets to these herds and their tenders, the less familiar they become.
An array of mankind's domesticated animals was brought aboard Warden to provide a genetic pool from which to draw the DNA necessary to replicate meat.The plan was to select from these herds and flocks to supplement the stored genetic material, to provide variety in bloodlines and to ensure healthy, viable stock. Numbers were kept low, relative to the vast swarms of the ancient slaughterhouse days. A spectrum of non-domesticated animals, including predators, was carefully constructed to provide a sustainable ecosystem. The crew and passengers with an interest in animal husbandry and ranching found the deck to be an idyllic, if sleepy, place.
And then the radiation disaster struck Warden.
Gripped in the throes of accelerated mutation and made a battleground between mutants and crew, deck five became anything but sleepy. Factions formed among the inhabitants of the ranch deck, absorbing those mutants and crew who decided to take a stand.
The Ranchers are classic cowboys, all spring-steel and rawhide, laconic and respectful to those who show respect in return. Fiercely protective of their chosen herds, they are quick on the draw against any attackers, their "hog-legs" barking out prairie justice. "One riot, one Rancher," a saying goes, dredged up from an ancient past. These throwbacks to a rugged time would be right at home in Texas or Montana, were it not for the fact that they are centaurs. The ultimate melding of man and mount came during the great chaos that overwhelmed Warden, and may well be the result of a shard of Warden's AI being either too literal when directed to create "horsemen" for the deck's security, or having a warped sense of humor when devising guardians for the herds. However they came to be, the Ranchers are generally a force for good on the deck.
The Rustlers are the sworn enemies of the Ranchers. Made up of bizarre mobs of mutant animals, from massive razorback-and-snout hogs and slippery coyotes to the Unhangables and even some non-mutated humans, the backbone of the Rustlers are hulking amalgams of bulls and humans, instantly recognizable as minotaurs as depicted in ancient Greek mythology. Vicious, bullying, evil, and carnivorous, the Rustlers enslave any whom they can steal away from the Ranchers. The Rustlers are nomadic, never settling long in any one area. The more peaceful folk of the deck dread the appearance of a band of Rustlers. But, secretly, the Rustlers dread the appearance of a Rancher.
The Cattle are just that: the herd animals and livestock. But it's not that simple. There are still large numbers of non-mutated stock, but there are increasing numbers of mutants. Hellcows and lightning bulls dominate some herds, while a surprising number of fully sentient animals have grown in prominence over the years. Contemplative ducks, preening chickens, and panic goats cluster in small towns, their courage and resolve in adversity tending to melt without the presence of a Rancher or seven.
Next: Part 12: Deck 4: Water Deck
An array of mankind's domesticated animals was brought aboard Warden to provide a genetic pool from which to draw the DNA necessary to replicate meat.The plan was to select from these herds and flocks to supplement the stored genetic material, to provide variety in bloodlines and to ensure healthy, viable stock. Numbers were kept low, relative to the vast swarms of the ancient slaughterhouse days. A spectrum of non-domesticated animals, including predators, was carefully constructed to provide a sustainable ecosystem. The crew and passengers with an interest in animal husbandry and ranching found the deck to be an idyllic, if sleepy, place.
And then the radiation disaster struck Warden.
Gripped in the throes of accelerated mutation and made a battleground between mutants and crew, deck five became anything but sleepy. Factions formed among the inhabitants of the ranch deck, absorbing those mutants and crew who decided to take a stand.
The Ranchers are classic cowboys, all spring-steel and rawhide, laconic and respectful to those who show respect in return. Fiercely protective of their chosen herds, they are quick on the draw against any attackers, their "hog-legs" barking out prairie justice. "One riot, one Rancher," a saying goes, dredged up from an ancient past. These throwbacks to a rugged time would be right at home in Texas or Montana, were it not for the fact that they are centaurs. The ultimate melding of man and mount came during the great chaos that overwhelmed Warden, and may well be the result of a shard of Warden's AI being either too literal when directed to create "horsemen" for the deck's security, or having a warped sense of humor when devising guardians for the herds. However they came to be, the Ranchers are generally a force for good on the deck.
The Rustlers are the sworn enemies of the Ranchers. Made up of bizarre mobs of mutant animals, from massive razorback-and-snout hogs and slippery coyotes to the Unhangables and even some non-mutated humans, the backbone of the Rustlers are hulking amalgams of bulls and humans, instantly recognizable as minotaurs as depicted in ancient Greek mythology. Vicious, bullying, evil, and carnivorous, the Rustlers enslave any whom they can steal away from the Ranchers. The Rustlers are nomadic, never settling long in any one area. The more peaceful folk of the deck dread the appearance of a band of Rustlers. But, secretly, the Rustlers dread the appearance of a Rancher.
The Cattle are just that: the herd animals and livestock. But it's not that simple. There are still large numbers of non-mutated stock, but there are increasing numbers of mutants. Hellcows and lightning bulls dominate some herds, while a surprising number of fully sentient animals have grown in prominence over the years. Contemplative ducks, preening chickens, and panic goats cluster in small towns, their courage and resolve in adversity tending to melt without the presence of a Rancher or seven.
Next: Part 12: Deck 4: Water Deck
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