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monstertruckers ([personal profile] monstertruckers) wrote2024-01-23 12:19 am

GAME LOCATIONS

ROUTE 666
LOCATIONS


CONVOY 1
CONVOY: The Convoy is the main base of the game; it is a massive road train made up of semitrucks towing multiple trailers, each one designed to house the newcomers and give them a place to lay their heads each time the Convoy stops for the day and makes camp. Convoy 1 is the first part of this arrangement and is the residential/bedroom train. It houses rooms for sleeping, washing, healing, and generally unwinding. Somehow it always has just enough bedrooms and bathrooms available to house all current Drifters. Odd that; one might even suspect that it is larger on the inside than on the outside. Along with that, Convoy 1 is fairly well furnished with lights, beds, a small chair and foldable table, etc.
CONVOY 1
SMALL BEDROOMS: The bedrooms of Convoy 1 are basic but comfortable enough. Drifters who desire larger bedrooms or wish to share their beds will need to speak with their bunk and roommates; it's possible to detatch the walls in a cubby and reshuffle the layout, though it's difficult to have more than three people share a single bedroom. While cramped during the drives, the bedrooms fold out as the convoy folds out, allowing for more spacious bedrooms.
CONVOY 1
LARGE BEDROOMS: There are a handful of larger bedrooms located in Convoy 1 for those who wish to share a bed or a living space. Be advised however that these bedrooms are only fully accessible when the Convoy is parked. When on the move, they are folded up and very cramped indeed. The large bedrooms are mostly taken up by the larger double bed, and small nightstands on either side.
CONVOY 1
WASHROOMS: The washrooms of Train 1 are small, but somehow kept immaculately clean. Whether that's through magic or high-tech, it's hard to say exactly. There's also no shortage of water in them. And it can run hot... Most of the time. There may be a few isolated, mandatory cold showers until the pipes can get fixed. Other than that, soap is always in supply, as are basic shampoo and the like. There's nothing too fancy, but still enough to help Drifters clean off after a long day or night on the road.
CONVOY 1
COMMON ROOM: A common room is located between the various bedrooms and washrooms. It's a bit cramped while the convoy is in motion, but opens up when making camp and can easily hold a number of Drifters wishing to unwind indoors. Assorted old and worn but still comfy furniture, such as wall mounted couches, fold out arm chairs, and the like all take up the common room with just enough space to walk between. Or sit on the floor if so desired. The common room can also serve as a bedroom in a pinch, if someone really needs to crash on the couches instead of a bed. But be advised that it might not be a very peaceful rest, given the amount of lantern light that always seems to be on.
CONVOY 1
SICK BAY: Located at the very end of Convoy 1 is a rudimentary sick bay. The medical supplies are limited to things like bandages and basic antitoxins and injections; things that can cure poisons/venom from the local wildlife or give a Drifter just enough help to recover from a moderate injury or illness. But there is nothing to cure monster transformations, or more serious wounds. Rather worryingly, there is also no automation here; Drifters who are injured or sick will need to rely on each other for help, or be very skilled at administering self care.
CONVOY 2
CONVOY: Convoy 2 is amenities spread across five truck trailers. Contents include a fully equipped dining car and kitchen, along with three cars that can hold various Traveler businesses, in the form of small shops. (Be advised that an auto repair business might be more viable than a landscaping business.) If Convoy 1 is the bedroom and relaxing part of the truck train, then Convoy 2 is where the day-to-day activities happen.
CONVOY 2
DINING: The Convoy dining hall is surprisingly well stocked and decorated, enough to be a comfortable place for a relaxed dinner. It can host 30 or more Drifters at a time with ease. There are always clean plates, utensils, and glasses available, likely through some form of automated washing. And likewise, food can be ordered with a few button presses at the table or doorway. This said, the automated food leaves a lot to be desired, and tends to be fairly bland and straightforward food. Those who want better fare will need to use the kitchen, and possibly go out to harvest their own ingredients.
CONVOY 2
KITCHEN: The kitchen is right next to the dining hall, and puts out basic food thanks to the well maintained and automated equipment... Though the key word here is 'basic.' Bland porridge, pancakes, and the like is all the kitchen seems to know how to make. But the equipment can easily be utilized by Drifters to make something more savory. (Note: Chef not included in the kitchen. But there are a few aprons and hats nearby for any Drifters to try on.)
CONVOY 2
SHOPS: Various shop spaces are set up in several truck trailers. While nothing inhabits them for now, Drifters are welcome to settle in and open up their own trades and businesses. A scant amount of basic supplies (scrap metal, glue, rivets, fabric, basically things you would find in a hardware store or a crafts store.) takes up a few slots in the trucks to help Drifters get started. The shop spaces are small and just big enough for one or two people to run a store, plus having plenty of supplies on hand. It's a little cramped but still can be navigated with minimum jostling or bumping into store signs.
CONVOY 2
HUBCAP BAR: On top of the dining and businesses, there is one bar located in Convoy 2. A faded neon sign reads "The Hubcap." There's also a small note fixed to the bar that notes bartenders are wanted, though in absence of a Drifter bartender, drinks can be ordered with a button press system similar to the dining hall. While of decent quality, the liquor is in short supply. It's advised to visit various truck stops in order to keep the bar well supplied.
TRUCK STOPS
STOPS: Every few weeks, the Convoy stops for an extended time, for multiple days at a time. This is to give the vehicles and the Drifters time to rest and recover from time on the road. And the Convoy always stops at what looks like an abandoned gas station and travel center. Despite being abandoned, the stops do seem to be oddly well furnished. And often, there's a few new faces at the stops. Though they clearly don't belong there, anymore than the other Drifters; they've been pulled across worlds and ended up here, ready to be picked up by the Convoy.
TRUCK STOPS
GARAGE: All Drifters find themselves inside an abandoned garage with the Convoy parked outside. The garage itself has seen better days with broken glass, scattered equipment, and all sorts of sharp edges lingering on the floor and the walls. Equally concerning is the summoning circle that has been painted on the ground, right where they've arrived. Summoning circles may be surrounded by burnt out candles, broken gas lights, or have what looks unnervingly like a dagger used for blood letting close by or similar occult instruments. Regardless, it's an inhospitable and confining place. Most Drifters will likely want to get out of this space as quickly as possible.
TRUCK STOPS
OLD SHOPS: The truck stops/travel centers often vary in how abandoned and run down they are. Some are overgrown with vegetation, others have little more than a few cracked windows. But all of these places have one thing: supplies. Most truck stops contain some form of food, whether that's snacks or well preserved meal kits. Or even produce that has grown out of control and formed an odd garden. There is also water and various other drinks available. Some travel centers even doubled as multi-purpose shops, in better times. Clothing, repair kits, auto maintenance, blankets, and the like can all be found on the shelves. Some of it may be a bit on the tacky side, but is still functional. On the whole, the truck stops act as a way to restock on supplies for both the Convoy and newly arrived Drifters.
WILDS
SEEKER’S FOREST:
A collection of marsh and wetland trees which frame a long and twisting road. This is where the Convoy begins its journey. Drifters are advised to be careful when wandering the forest roads and paths; go too far off the road and the trees begin to have a life and will of their own, and various traps and haunted ruins still linger along with the husk-monsters.
WILDS
SORIL GRASSLANDS:
The Soril Grassland stretches for miles in rolling hills, with just about every color of grass dotting the landscape somewhere. Flowers occasionally bloom, and ruins become more frequent… As do the remains of people seeking shelter. Husks seem all the more frequent here, and just as dangerous as in the forest. Storms also have a habit of brewing up, and then unleashing rain and wind on the land.
WILDS
VIKAL WASTELAND:
A twisted and hostile region, full of rough and sharp edged plants, curious rock formations, and cracked dry earth. Water is in short supply here, and the stuff that is present often has an unnerving red tinge to it. (Though is still safe to drink.) The landscape twists between flat and arid land, and sharp rock spires and daunting gorges. The remnants of a strange tower now dot the landscape.
WILDS
GAROV VALLEY:
Surreal lands where gravity can’t seem to decide on how it works. Floating rock formations, inverted trees, and even upside down ruins all dominate the landscape here. It’s advised not to wander too high up any rock spires or mountains, lest you join the floating features. Ruins frequently take the form of hospitals and research facilities, and the vegetation frequently has odd, psionic properties.
NAVIGATION