
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.
Not long after, you'll wake at Thesa Station. Your body is still cold; it all felt like a dream, but somehow, you knew it wasn't — Regardless of your will, you find your body doesn’t respond to you immediately. Instead, you hear a voice begin to resonate deep within you.
 I have seen much... But what I am not accustomed to, is being unable to see.
It was never our wish for those we saved to go through such an ordeal. People... are unpredictable. And you, Refugee, still continue to surprise us. That is why we cannot allow you to die just yet.
Refugee, I no longer have plans to intervene with this world — I have already done too much. Here on out, what happens below... must be resolved by you, its people, and fate. You and your friends before you have proven yourselves. Our eyes are upon you, and our hearts with you.
The Natha have become aware of how ill-prepared many of their new refugees are for the hardships below. While Darma has decided against direct intervention, the other Orbiters echo the opposite sentiment. With their homes destroyed and the ongoing trials that await them planetside imminent, they do not want refugees to descend without knowing exactly what they're getting into. Therefore, Roman and Zasere have set out to host a workshop in order to train the refugees for complex environment of El Nysa.
A new area has opened in Thesa Station: the Exhibition Hall. This vast open space has been configured to rival the size of the Hangar Station, with the north and south ends decorated accordingly. Refugees that have managed to return to Thesa will notice that the north end strongly resembles Olympia, while the south is a near replica of Wyver. Upon entering, you're given a goodie bag containing some postcards from either cities. There will be a variety of workshops available throughout this area. Each workshop is held in its own unique training room, separated only by high-durability glass for individual demonstrations to be observable to all in the vicinity. Workshops will focus on a few major topics that refugees should keep in mind when they reach land.
I — A HALL DIVIDED
The north side of the Exhibition Hall is fashioned to look exactly like a small section of Olympia. There are ghost-like projections of its people, seemingly going about their businesses as if to demonstrate their everyday living. There is even enough space for them to setup an example of a typical starter dormitory, and it wouldn't be a coincidence if it reminds you of room displays of the furniture stores back in your homeworld; Roman has been particularly inspired by magazines of various worlds.
Refugees who have been living or have visited Olympia will be highly encouraged to "sell" the Empire to the newly awoken. Until you find someone who is willing to do that, you'll find a fancy brochure inside your goodie bag, highlighting the benefits of choosing Olympia... however, there seems to be an earlier draft of it floating around, also.
Over on the south side is decorated will all kinds of tropical plant-life. Strangely enough, crossing the threshold of north and south, you'll also get a taste of the jungle heat, or is that only your imagination? Regardless, the presentation is to mirror the north: the Wyver people are shown as projections, making the space feel as populated as the canyons of Wyver. The sample living space is quite different here; all around, tents and wooden shacks are built to demonstrate what refugees might expect when living here. Similarly, refugee who are currently residing in the jungle city are also encouraged to talk about life there. The same brochure highlights this for the newly awoken.
On either side, you will be able to grab small trinkets from either cities; samples of food and wines, stickers, pins and buttons, and even photos of some of the more well-known natives. Wait, are those paintings of older refugees? Weird, but it's supposedly what you would expect from a convention for Darma's planet of El Nysa.
II — BLENDING IN
When you deal with natives, it's normal to feel a bit of anxiety. As far as you're aware, the natives don't know that you not only came from space, but other universes entirely. After this crash course, hopefully you will have the confidence to maintain a sane conversation with a native without getting any strange looks!
- A) One side of the demonstration room shows various scenes from Olympia and Wyver. They seem to be showcasing the day-to-day interactions of regular natives, but you might find that some of the projected individuals in the examples are strangely familiar, even under all the effects and filters. In fact, after taking a closer look, you'll find that these are relatively poor imitations of the refugees that have arrived before you, even though you're assured that they're just a coincidence.
 — This is Focket and Warrior 67. They were both refugees that were exiled from Olympia for a quest that resulted in all those involved being framed for a biological warfare attack! Focket and Warrior 67 decided to run off to Wyver where they currently live a peaceful quiet life allegedly. And that's the beauty of El Nysa! If you accidentally commit treason in one city, you may try your luck in another!
Before long, it becomes very clear that the instructional examples are meant to be the pre-existing refugees that arrived on the station to greet you. After all, there aren't many talking raccoons or white-haired soldiers with visors. Perhaps they're an early-riser from home, or a stranger that you met in the Mess Hall, or even in this very room with you. Makes you wonder where they got this from, doesn't it? At the very least, one thing becomes very clear: The Natha Orbiters weren't lying when they said they were watching.
- B) While there are ample 3D renders and projections all around the floor that anyone can have access to, you will immediately notice that there is an excess of them in the corner. These are renders that were wrongly coded or mistakenly conjured up, hence... you might notice "Koralle" is looking a little furry, or that one of the Wyvern Shamans look a little more fish-like. Either way, these renders still manage to serve a purpose.
In this corner you will be paired up with someone. Either you or them will be given a "role," and you must convincingly act and converse as such. For example, if one of you are given the role of "Wyver King," one of you must act accordingly, and the other must treat them with the proper respect. From there, the renders will judge.
If they give you a pass, you'll be allowed to the exit. If you don't, then you might be here for a while. As a general hint, things that seem to give people extra "performance points" are: mentioning certain landmarks, figures, or other key details relating to El Nysa (see: the brochure). This is a workshop for this purpose, after all.
III — PLANET NYSA EXHIBITION
Perhaps you've heard of this prior to opening your eyes here on Thesa Station: a promise of power in exchange for diligence and loyalty. Show them you are capable of "earning your keep," and the Natha Orbiters may bestow you with powers of your own.
In this workshop, the Orbiters are now allowing refugees to physically test these powers; this time, outside of the comfort of the virtual reality modules. From healing spells to the ability of flight, the sky is almost the limit with these newfound abilities. These powers are temporary, however, and do not last any longer than an hour. You're free to sample as many abilities as you'd like. But, once one is in effect, you cannot gain another without the first one running out its course.
Closest to the exit was the wildlife exhibition, summoning renders of both flora and fauna of Olympia and Wyver. This was meant to showcase the types of wildlife those heading planetside could expect. Don't let the promise of "projections" fool you! These renders are as poisonous, as dangerous, and as realistic as you might expect if you were seeing the real thing. In fact, they have become so unruly that some may have escaped their stations and are running amok, terrorizing everyone (Especially Zasere, who prepared them himself). On the bright side, you've still got those nifty borrowed powers, right?
Monsters aren't the only things you should be worried about. All over, the plantlife that found exposure from the chaos. From the broken glass that once contained them, some flora will have effects that may temporarily ail refugees in its vicinity. Be sure to check their labels if you are caught! Roman has begun handing out gloves and gas masks for this special occasion, being unwilling to destroy the specimen himself. He encourages all to contain them rather than kill!
While most of the flora and fauna have been handled rather quickly, the more agile ones can be seen around the station. One may have found its way to your meal in the Mess Hall, another may be hiding in the bathroom facilities. Wherever they are, it never hurts to practice some caution. Hopefully this gets cleared up before Darma catches wind... but even she would admit this is the most lively Thesa Station has been since that July many months ago.
IV — SOCIAL-LINKED(in)
By miracle, there are still some quieter parts of the hall. This may be an appropriate time to check out your smart phone. Aside from the expected "Omage" app, there seems to be a new one called Social-Linked. There, you may find a profile waiting to be posted. The app allows for the user to fill it in, but there is also an auto-function! upon pressing it, it will generate a shockingly-honest answer based on the Natha's observation of your history. Roman will be your only friend in this app, with his very own profile:
●●●●○ THESA |
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ROMAN
@romannoodles (∞), Thesa
I WAS A: Butler! I still am, and I'm happy to serve all of the new arrivals!
I'M SKILLED IN: Cooking, cleaning, anything that involves making your life better!
I'M LOOKING FOR: Consistency!
ALSO, I'M: Not entirely certain if the "auto" profile function is to your liking. Feel free to edit if it is not to taste!
So, have you decided on making your own profile? Perhaps you used the "auto" function on accident? Regardless, once your profile is out there, it's out there. And like the Omage app, it will match you with someone. NOTE: Please use the form below to fill out a profile! Whether it's auto-generated or filled by the character is up to you!

Far away from the chaos, you managed to find the massive section on the station known as the Stasis Unit. There’s no special access required to enter this part of Thesa Station, but refugees are warned that it may not be for the faint of heart. Here, in large pods that nearly cover every square inch of the space, are all of the people the Orbiters have managed to rescue. Your loved ones, your greatest enemy, your next door neighbor — you might find them here. These people are in a state of deep cryosleep. Due to the damaging effects of The Storm, their bodies are not yet ready to be awoken.
Feel free to wildcard prompts within Thesa Station!
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. An AC-length thread may be submitted for THREE (3) NATHA ORBITER REPUTATION POINTS after acceptance here. Please submit by April 17th. Network threads are not eligible.
We will no longer be providing overflow posts. In an event where the post hits CAPTCHA, players are advised to move threads to an overflow post on their character journals or create their own catch-all post. These threads remain eligible for REP.
There will be an application cap of 60, and no reserves. Please read here for more information.
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i, but please hold 8)
( Beside the brochures of Wyver is a smaller, handmade one that reads The Traveler is with you. The buttons have been collected in a jar with a greenish tint that honestly looks like it should smell briny. There's a half-eaten doughnut sitting on top of the Olympia brochures, which a miniature dragon seems to be lording over. A leather pouch sits at the edge, worn down at the edges but still keeping its shape. ) ]
Your things are very pretty! [ She comes with a strange, exotic accent and everything, too. ] You know, I don't normally trade my things, not technically, but ...
[ A solid three second pause, as she narrows her eyes and examines the goods — and then. ] Oh, oh! Okay. Okay okay okay — we will trade. [ Looking at Mabel straight in the eyes, while her hand slowly inches toward the aforementioned leather pouch. ] But! [ There's a quiet ha ha!, flashing the pouch in front of the two of them. ] First we have to play cards. Deal?
someone didn't give me enough warning to double-team in a timely manner
There's at least one neglected brochure tucked behind his ear carelessly, and at least one half-empty drink on the table in front of him. But he seems to be idly busying his hands by shuffling a large deck of brightly-colored cards between them—too long in proportion and too elaborately designed just to be normal playing cards.
Hearing Mabel and Jester hit it off, his attention shifts away from the crowd, head canted just enough to flash a glimpse of blue-green pattern crawling up the side of his face. Helpfully—]
She's very good, you know.
[She cheats. But Molly's a (surprisingly) fair person, in his own way. The odds of Mabel walking away from this hustle entirely empty-handed are slim. So, with all the air of a practiced charlatan—]
In fact, she's so very good, that I'm going to offer you some assistance just to even the odds. One-time offer. Cards— [He holds one up between his fingers, as if to punctuate it. Clear enough now—it looks more like a tarot card than a poker deck.]—quite literally on the table.
[What do you say?]
you're both so embarrassing
Which means she's gasped in delight right back when the pair are revealed to her, cupping her mouth as her eyes flick between their curling horns.] Wow! Are you real? [She'll reach up to try patting at the set on the blue girl's head.] I can't tell, the hologram stuff is so crazy. It's like they cloned everything instead.
[But yes, there's more important things. At the mention of cards, she gets a wicked gleam in her eye. Mabel's braces are on full display, grinning broad as she slams a hand down to the table.]
I'm in! I'll take you on! What are we playing? Go fish? Thirty one? Blackjack? [Thanks Grunkle Stan for that last one. She's rolling up her sleeves, primed to go.] And thank you for your offer, sir, but I'm something of a card-playing exper— oh.
[She looks down at the cards spread before here. Mabel picks one up, frowning.] What are these? Are you going to tell my fortune?
*the best you mean
[ Because who needs card games when you have horns to show off, or something. And Jester would have definitely spent more time explaining tiefling anatomy ( they have tails too!! ) to the girl, except — ah. Yes. Molly's got her attention now, hasn't he?
All traces of dramatics are gone in a flash. ] Oh! Yeah! Tell her fortune! [ Once again: who needs card games when you have cards to show off. Card games are fun, but watching fortunes get told are just as fun, probably.
Jester leans over to the girl, hand up to her mouth as if she's telling some dramatic secret ( a loud, stage whisper to go along with the entire act— ). ] He's really good at it, you know. Everything he told me came true! [ And in case Mabel doubts that, here's a very, very slow and deliberate nod. One that seems to hold the understanding of the universe itself. ]
debatable.
(The flash of blue-green on his face reveals itself to be part of an extensive peacock tattoo that vanishes down into his collar. So, maybe the preening shouldn't be too surprising.)
Since Mabel is such an enthusiastic sport, he's happy to string her along. As sharp an eye as he's developed for the folks who deserve to be cheated out of a little coin, he's got a dab hand at the ones who could use a little thrill to make their day, too. (The poor, the down-on-their-luck, the displaced. ...The refugee.) Both coinflip sides of the carnival life.]
Oh, yes. Yes, see, these— [He trails off a moment, as if lost in somber thought. Gathers the cards in font of him and then shuffles, and continues with good-natured gravity.]
These cards are very special. They were passed down to me by a one-eyed, one-armed seer from the far sands of Marquet, many years ago.
Now, if it's your future that interests you, I could just give you a run-of-the-mill reading. But the secret is that these cards have the ability to pass on a special blessing, once a day, to the worthy.
[He fans them out in front of her. (There is a snake inked around his hand, devouring.)]
It could be a stroke of great luck! Perhaps swiftness, or strength or wealth! [Then, gravely—] ...or disaster, death, ruin. But it all depends on the will of the cards.
[(This is, for the record, complete and utter bullshit.)]
i'm divorcing both of you
She gasps at Jester when she intones her support, card game forgotten.] No way. For real?
[If this were an ordinary carnival set up perhaps she'd be more skeptical. Into it for the fun, but hey, it's a carnival! If you can find a better way to waste your money, show her! Because there's nothing better than corndogs, fortune telling, and cheap rides to empty your pockets.
But! Let us not forget, these are no ordinary fair folk. They're goblin-demon-elves. Gob-de-elves! No. Elf-oblins! Demelblins. Gob...
Nevermind THE POINT IS they're probably magic, so they're probably telling the truth about the cards. Mabel's interest is piqued my friends, positively piqued!]
Okay okay, one! Um, yes, my future does interest me, duh! And two? A blessing would be great! I mean, not the death ones, you can keep that, and I'm pretty sure we've already maxxed out on disaster. Amirite, or amirite? [She'll hold up a hand to hi five to Jester. If Jester fails to reciprocate Mabel will take her hand and force the hi five herself.] Aw yeah! Apocalypse humor.
Anyway, lay it on me, dude! I want to know it all! When do I get married? Who is he! How many babies will I have! Will my promises to reform foreign aid policies ever come to pass in my tenure as future president? Ugh! So much to know, so much to know! [She falls back in her seat, tugging her hair in indecision.]
you wouldn't dare
But as great as apocalypse humor tends to be, she also needs to help Molly some more, so— ] Oh yeah, I remember him!
[ She doesn't remember him. ] He was all like [ And in the world's worst old man voice: ] "Thank you for saving my life, you guys are heroes!" and we were like [ Super high pitched, for some reason?? ] "Yeah, we are!" and then he was like, "I don't have much to give you but here are these magical fortune telling cards!!" And you had just lost your own cards in the fire that happened while we were fighting the monsters. [ What a great story. ]
I'm glad you got these ones, you know. They were much nicer than your old ones. [ But she's done helping now, probably. She takes her pile of souvenirs and pushes it towards the middle of the table so that the fortune telling can actually take place. Elbows off the table and everything, her tail swishing back and forth in excitement. Give it your worst, Molly. ]
no subject
Anyway, they are definitely magic, but they are also definitely full of shit. He nods sagely while Jester helps ("helps....") his story along, chains clinking and flashing quietly. Then, he shifts his posture seriously, leaning forward over the table toward Mabel, one finger on his free hand raised in a mocking-not-mocking scolding. Punctuating his words with a sharp gesture at the end that scoops his cards back up off the table.]
Never claim to be maxed out on disaster. That's just asking for something to come along and prove you wrong.
[Ominously and theatrically certain, if quicksilver quipped. As if this serious fate-tempting ought to be obvious and there's no reason to dwell on it. With that out of the way...on to business. Straightening, his snappy showman's manner returns.]
Now! This isn't a charity, of course. But because we're such good friends already, I'll make you a deal. [Was that part of the agreement before? It is now. Too quickly to be refuted—] What've you got to ante up?
[Lets see the goods, Mabel.]