natha: (Default)
ɴᴀᴛʜᴀ orbiters ❰ mod collective ❱ ([personal profile] natha) wrote in [community profile] elnyan2018-12-25 07:15 pm
Entry tags:

❪ test drive #9 ❫

YOUR STORY BEGINS    

The Storm came. You remember darkness, but you don't remember much after that.

You don't know how long you slept, but the dreams were short. You remember the expanse of stars and galaxies in your direct view. Every world and solar system ever known to man was present in your dreams in careful, pristine detail. You also witnessed the Storm, which has devoured a fair portion of these galaxies. Your Earth and similar planets were assimilated by the Storm. Somehow, you knew it would be the last you'd see of your world. That was when she told you what happened. You knew that you'd be living somewhere new. The details weren't clear, but you knew it was a part of a deal with the entity known as Darma - once, you might have been able to speak to her, but now you are only met with silence.

When you awake, you will find yourself in Thesa Station. Your body is still cold, you're hungry, and the halls seem frighteningly bare somehow. Exploring the halls brings you to the transporter room, which will give you easy access to and from Nadril... Getting there is a quick process that leaves you feeling vaguely nauseous and out of your own body, and you can’t travel to the rest of the planet just yet, but the space station and the icy colony are yours to explore.

A FORCED AWAKENING (THESA STATION)    

... But that is, of course, assuming that your awakening was a smooth one. In the best case scenario, nausea might be the worst you'd feel. For many others, the newly awakened won't be a pleasant one.

In the past, the refugees will only wake when they are mentally and physically prepared for it. After all, they are in a whole new galaxy, and dimensions and time were trampled with to make the Intervention possible. Those who witnessed the storm before it devoured their own world would know as well that the Intervention hadn't been a graceful one, and it's exemplified by the way you wake.

Alarms on the station will be blaring when you finally come to, siren calls and flashing light invade your already disoriented senses. You'll find yourself face-planted on the cool metallic floor among many others with you. Some, just as confused and unstable as you; others, still sleeping — they're alive, but no matter how much you try to wake them, they will not gain consciousness. Or maybe some will. It seems the best way to approach those in stasis is to put them back into their chambers in hopes that the glitch hadn't disrupted their recovery.

Thesa Station has changed though, seemingly overnight. The space that surrounds the station is now in near-total darkness. Where there were once stars across billions of lightyears, it appears as though they're fading — some would flash right before your eyes. This is especially true for those with access to the Observation Room. Alarms will continue to ring as you find your way there. Once inside, you will see visible glitches in the hologram of the multiverses as a ghostly, dark fabric begins to blanket over the shining dots that represents the many stars across many galaxies. As it gathers the stars, it moves even faster. Somehow, you may feel that it's getting closer now. The impending doom of the Storm is now upon the little corner of the universes where Darma found her planet.

It's only a matter of time now before the Storm finally, finally, finds El Nysa.
THE BUTTERFLY EFFECT    
Nadril will remain accessible once you've established footing — it may seem like a welcome change to the steel, alarms, and artificial gravity. Once you've teleported down, your devices will pick up the message from the one and only Nurray, the leader of Nadril.
The sensors we enhanced with Natha technology are picking up on some... rather confounding readings coming from the edges of the galaxy. I've checked the archives, and it seems similar readings have been detected at five different points in this planet's history, since the Natha began observing it. We have loaded these virtual reality consoles with data corresponding to those points in history, but there are only so many of us, and there is a lot to look through. If you could assist us in examining these events in more detail, perhaps we can figure out what exactly it is that caused it and how the Natha were able to repel whatever is responsible for these readings in the past.

True to her words, the city square where you've teleported will have been furnished with a new piece of technology. Those who are familiar with Thesa's ins and outs would recognize it as a version of the Virtual Reality machines that can be found up there, but it is made for far more people. This foreboding machine has a shining gate that allows users to simply step through it and disappear into space.

However, what you're really doing, is stepping right into the past.


I. Burning Dawn —
You can hear the piercing screams even before your surroundings finish rendering. Once they do, searing heat, choking smoke, and flickering flames greet you — you find yourself in the midst of a burning village, at the center of the town square. The streets are swarming with people, both peasants who seem to live here fleeing for their lives and the heavily armored troops who have fanned out throughout the village, armed with torches and spears.

Those who are running speak of safety in the forest — a place of refuge, somewhere they can be protected even from these outsiders with their blades and their fire. But reaching the forest means getting past the invaders who are stationed throughout the village and at all the exits.

Fight your way out, sneak your way out, or find some other solution — but to escape this simulation you must find a way out. Should you find yourself killed by the invaders, you will respawn back in the village square again, right where you started. There does not seem to be any other way to end the VR session.

II. The Escape —
It is bitterly cold. You find yourself as part of a caravan — and though no one explicitly says so, you know instinctively that you are traveling north. Snow crunches underneath your feet and soaks through the material of whatever it is you are wearing. There are cliff walls and caverns visible further up ahead, and the path you need to take is a long, winding road that leads to the top of those cliffs.

On the horizon are dark clouds, and murmuring around you makes it clear that you all expect a storm. You have perhaps half an hour before it is expected to hit. What you do with that time is up to you, but should you fail to prepare properly and succumb to exposure, the next thing you know you find yourself within the caravan once more, a chill in your soul as you stare out at the approaching storm. Thirty minutes...

III. Crime —
"Catch!"

Someone calls that word out to you, and a moment later, a small wrapped package is dropped into your arms. There is a flurry of movement from somewhere behind you, and suddenly, men garbed in Olympian insignias — older than the versions worn in Olympia these days, but still recognizable — appear, brandishing swords at you.

"Stop! Thief!"

If the guards catch you, the scenery around you will distort, and you will find yourself back at the start of the simulation, with a package thrown into your arms. But if you flee, if you evade the guards for long enough through the twists and turns of the Olympian markets of hundreds of years ago, and manage to lose them...

When you come out of the VR session, you find yourself gripping a small trinket of some kind — an antique bracelet, or perhaps a goblet, or some other bauble of Olympian make. It is very old, and it is yours to keep.

IV. ...And Punishment —
The rattling of chains fills your ears as the walls of some kind of cell form themselves around you. There are shackles around your wrists, connected to chains which are bolted to the stones hemming you in. There are others chained here with you, and as you begin to process what you're seeing, someone enters the cell.

It's a large, imposing man with scale-like skin, and he takes one of the others in your cell and hauls them away. Minutes later, from outside, you hear screaming — and then utter silence. The man will return in thirty-minute intervals, dragging the inhabitants of the cell away for execution until he gets to you.

If you do nothing, you will meet your end in a variety of ways — beheaded by an axe, perhaps, or drawn and quartered, or boiled alive. Should that happen, you will awake in the cell again, until you find a way to free yourself and escape.

V. Castaways —
The tang of sea salt fills the air as the image of the ocean builds itself around you. You find yourself on the deck of a ship, sailing away from the isles of El Nysa, toward the thick, thick fog that has kept everyone fenced in for so long. "It's never been done before, crew," shouts a man with a thick beard, wearing the clothes of a captain. "But today, we'll be the first! Full speed ahead!"

The ship sails directly into the fog, and it seeps in around you, obscures your vision and becomes so thick that it's almost hard to breathe. But you can hear the waves breaking on the ship's hull, and everything is fine.

Until it's not. Until the sound of the waves breaking is the sound of waves crashing, until the wind whips around you and howls but does not clear away the fog. There's a sickening crunch as the mast cracks and twists and falls, shattering the deck and sending you and everyone around you into the icy cold depths of the sea. The isles are back the way you came, but can you make it? Try — because should you sink to the depths of the sea, you'll only find yourself on the ship's deck again once you open your eyes.
INVISIBLE WIRES    
While there are no apparent seasons in the everwinter of Nadril, the diverse flora is not all year round. Now, with the coming of the most distant moon of the year, there grows a beautiful red vine. It snakes upwards from the ice, bright red against the glowing scenery. Growing along houses, coiled up tree trunks, and spidering over the ground, the plant is resilient and quickly adapts to any terrain.

It's quite the sight to behold, but get close and the veinlike roots fade, becoming entirely invisible. Like this, the vine ensnares its prey. A small tendril wraps around your finger, your neck, or burrows into your chest to entwine your heart. Each plant chooses two hosts in this way, binding them together with a sharp ache that becomes more severe the greater the distance between them grows. You may be alone when afflicted, left to suffer the night wandering to find your other half to soothe the pain. The vine withers after about 24 hours, leaving behind no trace, however, resisting its pull has been known to draw blood from the most stubborn obstinate victims.

FINAL OOC NOTES    
As always, feel free to wildcard prompts within Thesa Station and Nadril!

These threads may be carried over as game canon if players choose. Players are encouraged to submit TDM threads as application samples, but they are not required. Please direct any OOC questions to the questions thread below.

Players may submit an AC-length thread HERE from this TDM for two (2) Natha REP. The due date for submission is January 20th, 11:59 PM EST. Due to the plot-relevancy of this TDM, current players are able to play these prompts in-game in their own logs. However, only threads involving a perspective player may be used for Natha REP.

For this application cycle, there will be a cap of 60 and no reserves. Applications will be open on January 2nd at 12:01 AM EST and close on January 4th, 11:59 PM EST. Thank you!

mollymocked: (⚔ the brightest colors fill my head)

[personal profile] mollymocked 2018-12-29 11:35 pm (UTC)(link)
[Molly laughs in a way that tells everyone within a fifteen foot radius that he doesn't know shit about shit, and he doesn't have to say it. He's not stupid, but this place is very easy to get turned around in.]

I know how to get out of this room. If that's what you're wanting, then I can do that. Anything in here, I just sort of have to wander a bit and hopefully find what I'm looking for, and that's when it's not a shitshow. But I highly recommend leaving this business to people who actually know what they're doing.

[aka not him. And also not her. He can tell she looks rattled and not all of that is the post-stasis funk.]
christmasmint: (riley3)

[personal profile] christmasmint 2018-12-30 01:58 am (UTC)(link)
[If nothing else Riley appreciates his honesty. There's not enough of that in her world. She nods to show she accepts his advice. Will she actually take it? Nope. Riley continues sweeping the place for more sleeping bodies.] I tried doing that once or twice. It didn't really work out for me.

[So she'll push herself to the brink of destruction. It's a hobby. Riley glances back at him to politely add.] Thank you for the advice.
mollymocked: (⚔ a vision of the world i see)

[personal profile] mollymocked 2018-12-31 06:58 pm (UTC)(link)
[Appreciate the honesty while it lasts, Riley. It's like a rare unicorn in the kaleidoscope that is Molly.]

It rarely works out for anyone, but it makes you feel less awful when you realize you're in over your head and- oh fuck me. [He realizes then, that she's doing the opposite.

Gods help him he can't just leave her to do this alone. She's gonna collapse and then he'll feel responsible and it'll just be not good. And part of him says he can't leave anyway. If it were Yasha and everyone else like so much dying trout on the floor, he'd want someone else to get them back, and the only reason he's sure they're not is because he already checked. You protect your own.

But what's the harm in protecting other people. Leave a place better than you found it when you can, when it's reasonable, after all.]
You're welcome, for what good it'll do. [He falls into step just behind her.] I'm Molly.
christmasmint: (riley10)

[personal profile] christmasmint 2019-01-01 06:50 am (UTC)(link)
[She's actually surprised to hear him come up behind her. It isn't unwelcome. She could use some help lifting bodies. It is unsurprisingly hard given the way her vision swims in and out.

She catches his name a second later, another surprise, that gets her to glance back at him.]
Riley. [Her eyes fall ahead.] You don't really look like a Molly.

[No judgment. It just doesn't fit her mental image of a Molly.]
mollymocked: (⚔ you'd want a piece of all the action)

[personal profile] mollymocked 2019-01-01 10:35 pm (UTC)(link)
[He snorts.] Now I'm curious as to what I look like instead. It's short for Mollymauk, but that's a mouthful for most people, and things are a bit dire, so yelling "Oi! Mollymauk!" to get my attention is just one syllable extra too many.

[Yes, just keep fast-talking. Don't let anyone see you sweat or know that you hate being up here. For all the world- at this moment- he's an overzealous horned puppy dog with a lot of tattoos trying to be helpful, as he nudges her in the direction of bodies half-covered in shadow that are more more visible with his dark vision and might have been missed otherwise. His strength isn't impressive, but between the two of them, it's doable.]
Edited 2019-01-01 22:36 (UTC)