Entry tags:
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❪ introlog: #6 ❫ city of secrets
You've spent the last few days on Thesa Station, taking in the knowledge that your world is no more. Now, the time to put all your survival training into practice has arrived: El Nysa needs you, and you're here to help the planet thrive. Are you ready?
THE DESCENT All refugees on the station are called to the hangar, where a large-scale teleporter awaits. Simply step onto the space between the arrays and wait; everyone will be sent down to the planet together. Before they depart, all refugees will be given a cold weather survival kit with warm clothing, rations, and bedding.
The arrays build into a brilliant wash of light, creating a column that travels all the way from Thesa Station to the surface of El Nysa, teleporting the refugees to the planet on an aurora. Once on the planet's surface, refugees receive one last message from Darma. It has been a long, perilous year for you, refugees. And yet we must ask you to brave further peril. Within Nadril are the secrets to how poor Ysverai's revival was hidden from our sight and how this disaster has come to our star. Find the first refugee from beyond this planet, a man named Magda. He will not speak to us, for much has come between us, but to you… If you prove yourselves, he may be willing to answer your questions. We beseech you, for there is a veil over Nadril that hides all within from us. There may yet be more untold dangers waiting to befall this planet. For the good of all who make this world home, we ask you to lend us your aid. There is yet one more favor we would ask of you. In warding off the Storm's encroachment, the physical aspect of ourselves that you call Thesa Station was damaged. We must remain to continue repairs to El Nysa and to deal with Ysverai, but there should be suitable technology within Nadril that could be used for spare parts. If you have the chance to find it and can return it to us, it would hasten— Darma's message crackles with static, another image overlaying hers — her broadcast is cut off and replaced with another. A more sullen and alien voice takes Darma’s place, overlapping on itself in an ominous reveal. It has been a long, perilous year for you, refugees. And yet you’ve only just arrived here. To say I’m not disappointed in your… generation would be to lie, and I am nothing if not an honest creature. But I suppose these have been unusual circumstances. You must ask yourself this — are you only here as Darma's lapdogs? I can assure you, it's not worth being on the Natha's leash. With time, that will be something you'll have to learn for yourself. If you're so determined to come find Nadril, then follow the path north, and you'll find the border. What awaits you is revelation, if you're up to the challenge. A FROZEN LAND ![]()
The refugees land on a literally frozen world, both in temperature and time. Curls of icy wind hold swirls of snow aloft and an uncanny silence is broken only by the crunch of hoarfrost underfoot. Only Darma's protection allows the refugees to move through this frozen world — and movement is very necessary. Bitter cold sneaks through even the thickest clothing and without warning, a snowstorm rises: unnaturally quickly, a wall of white howls directly in the refugee's path. Bizarrely, the way back is perfectly calm; it's obvious that this storm is no product of nature.
Magda's challenge becomes clear: the only way to Nadril lies through this storm. Visibility within the storm is near zero, the whiteout hiding any landmarks from view and making navigation near impossible. The only guidance refugees have is a sporadic path of faint, greenish lights, easily lost in the raging storm. Refugees need all the survival skills they practiced on Thesa Station to survive, for getting lost alone is a death sentence. Luckily, those separated from the group can happen upon guiding lights Magda has planted throughout the tundra. These blue-white sparks cause frostbite if handled recklessly, but they also serve as directional anchors, turning into ghostly flames that lead lost souls back to the path to Nadril. The trek through the storm will be no mean feat and will last for the better part of three days. By the time the refugees reach Nadril's gate, most will find themselves exhausted and running on fumes. As the snowstorm dies away and a gap in the glittering forcefield around the city opens to usher the refugees inside, it's clear that Nadril is a different beast. A WARM(?) WELCOME ![]()
I. Despite the unforgiving journey, entering Nadril is painless. Once inside, characters will be greeted by their predecessors: the original refugees who made this advanced city. They'll immediately be offered medical attention, as well as warm cider and blankets. But it's obvious that the Nadril citizens prefer higher tech to fend off the weather: they also offer wristlets and ear cuffs that that double as mittens and earmuffs by creating warm bubbles of air. The earrings also feature a few quality of life programs, such as timed alarms and thought-to-speech messaging. However, both programs are in beta stages so it's not unusual for a stray thought to accidentally slip through or an alarm to accidentally ring at an inopportune time.
II. Refugees are offered free lodging in a large, crystalline building crafted from ice. Despite the coarse building material, the ice is unmelting and surprisingly well-insulated, and the beds are as warm and cozy. The rooms are, however, small. The sleeping quarters house two people, and are some cross between an igloo and a capsule hotel. Though built for efficiency over comfort, all rooms are also outfitted with the latest Nadril AI, RoboAlfred, or Ralf for short. This helpful program is installed in practically all the furnishings: the closet tells guests to bundle up, the bathroom sink reminds them to brush their teeth, and the mirror offers helpful fashion tips. Ralf's personality matrix still needs polish, though: it may very well insult your clothes and passively-aggressively question your lifestyle choices for the entire stay. III. Though not as advanced as Thesa Station, the colony has technology far beyond the rest of the continent, such as rudimentary AIs and mechanical transportation. Nadril's skyline is a point of pride — refugees can take a (literal) lightrail that gives an aerial view of the colony, which is hewn almost entirely from ice and rock. Despite its tech, Nadril is much more sparsely populated than Olympia and Wyver, and its residents stay near a central hub: a Natha refugee drop ship, Central, which has crashed and long embedded itself into the earth. Central is similar to an older, smaller, grounded model of Thesa Station, in functional order with round-the-clock solar power. Within Central are lounges similar to ones on the Station, though many of the damaged areas have been converted. They include repair stations, different wings dedicated to science, botany, astrology, and mechanics, and a research and history facility, which has a smattering of technology from planets beyond El Nysa — including your own. The staff here don't mind if anything is sampled and studied, but objects cannot be taken from the labs. IV. On the outskirts of the central hub, many will find several curious looking bots with insect-like wings perched about high traffic walkways. Simply passing the bots will cause a dizzying flash before a series of photos print out. Upon closer inspection, people will find that these images reflect stills taken from their home worlds as they remember it. Unfortunately, these photos only last a couple of hours at best. At that time, they will revert back to regular pictures of the refugees. People will be encouraged to share these images of their worlds. The residents of Nadril comprehend the value of remembering one's origins, and will be pleased to see that people still hold memories of old homes close to them. RECREATION IN NADRIL ![]()
I. Small, mechanical creatures scampering through the city are a common sight. Ask anyone, and they’ll tell you that they come from a shop called Paws About Town. They’re very useful, as companions, gophers, and couriers (though the more mischievous will note that they’re just small enough to keep tabs on people without being noticed).
Premade robotic pets are available on display inside the shop. They come in all shapes, but small sizes; one may be able to find robots that even look like miniature creatures from their homeworld. These are a part of a new, highly customizable line with programmable personalities. Customers have the chance to take pets for a one-day trial run. Those who don’t know how to program may want to enlist more knowledgeable aid, but the pets come with instructional pamphlets for basic personality traits such as obedience, helpfulness, playfulness, and bloodthirst. For returns, the switch to wipe the robot's personality to a blank slate is on the back of its neck, right between a switch to invert all traits, and a switch to have them learn by observing. Try not to press the wrong switch — you might wind up with a pet with a mind of its own! II. A. The Frosty Tap Cantina is a thriving hub of activity, but one of the major draws is the self-service bar: molecular mixology is wildly popular here. Playing with drink compositions can be a game in and of itself, and newcomers to the cantina will find that the bartender — a cheerful woman with lilac skin and three eyes — is always happy to give them a few tips on how to use the wide array of tools within reach of the barstools. All manner of drinks are possible — from glowing, layered cocktails, to clear drinks with colored, spherical bubbles and vividly-colored shots that give off their own smoke. There's a nightly contest in the cantina for the most creative drink created by a team — this may be as good a time as any to partner up with someone and see what can you come up with. Winner gets all their drinks for the night free! And, hey, even if you don't win, you get to drink whatever you make. The well-lubricated patrons of the bar are eager to challenge anyone nearby to a different sort of drinking game… Just how well can you hold your liquor? B. Holo-screens in the cantina are nearly always broadcasting some match or another of a game that looks very much like hockey, albeit played with sticks that light up and a puck that changes shape from time to time. Colonists here merely refer to the game as "the sport," and one of their favored pastimes is betting. However, they don't use currency — they wager dares. Nadril colonists are a tough, weathered lot, and they prefer to speak with actions over silver. Colonists will urge the refugees to take part as well. Common dares range from the ridiculous (lead a sing-a-long, attempt to make someone with a poker face smile) to the suggestive (kiss the person in the cantina you find most attractive, strip off a piece of clothing), to the outright reckless (venture out into the snow for a certain amount of time, and no one will judge if you find some company to keep warm). The colonists are unfazed by even the most insane or tawdry of dares — but you'll certainly be called a killjoy for refusing too often! Why not grab a friend and give it a whirl, or challenge a rival to a dare yourself? THE MISSION ![]()
I. On the outskirts of Nadril is the communications tower of the old refugees. This is where Magda resides, monitoring Nadril's technological protections, the extent of the Natha’s influence, and running his own personal projects for El Nysa’s technological advancement. It is isolated, filled with research labs and relics of the past refugees who have come to El Nysa — a living mausoleum of worlds swallowed up by the Storm whose peoples have refused to forget where they came from.
Crew photos line the walls of the tower: pictures of alien families and friends, the refugees who came to Nadril before you. Each group of photos gradually becomes smaller in number, and the most recent of the pictures are from half a century ago. Magda's picture can be found among the first group of refugees, an unusually small cluster of photos dating back centuries in El Nysa's past. I have been on this planet for nearly two centuries. Life has come, evolved, and collided in an ever expanding culture. But Darma fears interference, and made this place a prison, with she our warden, stifling the growth of the creatures native to this world rather than encouraging them to flourish. She sent you here for answers in her stead because she knows I'll spurn her, and after seeing what that fool Raysc has wrought, I'll give you them — not for Darma's sake, but because I trust after all the Natha have done to you, you'll understand my decision. Mistakes were made, and I won't hide them. You've made it here so there's some mettle to you, and unlike the Orbiters, I'm not interested in hiding the secrets of the dangers we face. I gave Raysc what he needed to keep his actions hidden from Darma's eyes — what he needed to advance the primitive magics the Natha had doomed him to. It was old Natha tech, Darma's very own used against her. Hilarious, isn't it? Raysc learned of Nadril, and like you, braved the snow to find his way here. He proved his worth and his determination, and he spoke of a brighter future, El Nysa coming into its own, its people realizing their true potential, unhindered by the shackles that had been put upon them. I believed him. He had vision — or so I thought. In truth, he was a fool. A madman. He wasted the opportunity I gave him on his petty vengeance. But not everyone on this planet is such an idiot. Surely you lot aren't. The Natha are hiding things from us — about the Storm, about everything. And here in Nadril, we're going to find all those secrets. What's it going to be? Will you help us, or are you going to stay obedient dogs on Darma's leash? Magda isn't too talkative yet; after all, the new flock of refugees may just be here as eyes and ears for the Orbiters. But what he has said leaves you with plenty to talk about, and if you can earn his trust by helping out around Nadril, he doubtless has a great deal more to reveal. II. Central isn't the only Natha ship that made its way to El Nysa — another, crashed just outside Nadril's borders, is little more than a junk heap. It's here that you'll find the spare parts Darma asked you to retrieve for Thesa Station. What remains of the ship's hull serves as a windbreak, and snow has built up against it, turning the piles of old Natha tech inside into something of a snowy morass. Holes in the deck offer would-be scavengers passage to the ship's innards, barely illuminated with flickering lights — the tech is old, but hardy enough to withstand a crash landing, the severe weather, and the passage of centuries. Deep in the wreck are the remains of living quarters, research labs, VR arenas, mecha bays, cafeterias, and a host of other rooms, many of which may seem familiar from Thesa Station, albeit with a decidedly older feel to what remains of the smooth curves and sleek surfaces of the Natha architecture. Most of the ship's systems are damaged and the technology is nonfunctional, but that just means there's plenty of spare parts to be found. The wreck isn't in the best shape, its structural integrity damaged, and the drifting snow threatens to block off exit routes. Be careful while exploring and be sure to bring a partner. As it turns out, Darma isn't the only one interested in the wreck — Magda is also eager to get his hands on Natha technology. In his own way of taking some responsibility for Raysc, he's asking scavengers to bring him parts, muttering about seeing what he can do about Ysverai's curse. Bring him anything that looks useful, and he may have a chance to succeed, though whether he'll be more effective than the Natha Orbiters is up for debate... FINAL OOC NOTES
An AC-eligible thread with a new character as a participant for 2 NADRIL REP POINTS may be submitted from this log. SUBMIT THE THREAD HERE BY AUGUST 5TH, 11:59 PM EST.
As always, feel free to create your own prompts and explore the Nadril location page! There are a variety of activities made available, including fishing and cave exploration! Please direct questions to the questions thread below! Thank you! |
montgomery scott. star trek aos.
[ well, it's not delta vega.
that thought runs through scotty's mind more than once but it's little comfort when you're on the move in a frozen, unforgiving environment. he's not alone here - was never alone on delta vega either, but things with keenser still got lonely, just the two of them. and now keenser is in a tube. here he sticks by jim a lot, making sure to not lose track of him for very long at a time. he's not always a part of away teams and this is a lot: still, he manages.
he complains a lot, but he manages.
if you're lost, maybe he happens upon you. hell, maybe he got separated and is in the middle of swearing at one of the guiding lights that's bringing him back to the main way. maybe you just pass each other on the trail. no matter what the situation, he's bundled up and grumpy. ]
a warm welcome (iii)
[ now this? this is scotty's jam. he's holed himself away in the research facility, looking though tech samples and picking at them thoroughly. he wants to know this place like the back of his hand and even though that's not going to happen any time soon he's going to give it the old academy try.
if he's allowed he'll pick apart the more interesting items up for research, fiddling with them and putting them back together. if he's not allowed he's still going to examine them as closely as possible, working out some kinks and taking stock of what kinds of tech come from which place.
sitting at a research station he's taken interest in a bit of tech from a world not entirely unlike his own and turns the small sphere over in his hands, thoughtful with his brows furrowed. ] Aye, you're a beauty, but what do you do?
recreation in nadril (ii.a)
[ you wanna fuckin go? this is scotty's comfort zone; drinking in a bar and being allowed to make his own zany alcohol experiments. he's been at it a while, taking helpful hints from the bartender every so often to help him utilize the unfamiliar tools and ingredients better. he's not smashed by any means but he is pleasantly buzzed as he carefully concocts a drink: a deep purple, glittering in the low light, and he pauses to eye it a moment before picking it up and offering it out. to you? sure. ]
Here, try this.
[ just... fuckin' go for it, i guess. he looks trustworthy, right? ]
the mission (ii)
[ while he thankfully doesn't often (anymore) have to go scrapping, scotty knows what he's doing. he's good and he's quick, picking through parts and tucking them away with a kind of ruthless efficiency. he's not here alone - he's not stupid - but perhaps he's currently on his own in his exploration, doing his best to make sure he doesn't miss anything useful.
who is he picking for? himself, probably. he's currently not really trusting anyone involved with this whole debacle, so really that's what you get: a dude picking parts so he can work out what they do and build something useful. he's not happy to be trudging around in the snow when it encroaches on the wreck, and he seems to be using a highly-specialized tool that's not of natha origin as he goes through the motions. ]
Hell, poor thing's long past a deft touch.
[ he thinks about the enterprise, and then he doesn't. ]
wildcard
[ you have your own idea? come at me! i'll match any style you choose. :] ]
mission!!
she leans back against the cold wall, arms crossed in casual comfort (not irritation) as she watches him work. every creak warrants her attention, eyes flickering about the space. ]
You don't think a fresh coat of paint will do the trick?
no subject
he's pretty sure she's joking, but you never know with people around here. ] As much as I would love to pull it back together from the ground up, it's not happening.
[ watch, now someone will fucking fix it and he'll be annoyed and impressed all in one. ]
no subject
You're kidding.
[ her little smile confirms that she's joking, this time. ]
[ canting her head. ] What's worth salvaging?
[ she can see the loose parts, but she doesn't know what they signify. scrap metal? ]
recreation
So when the man with the unrecognizable accent offers him a drink, Anders smiles and takes it. )
It's not poisoned, is it? ( He's teasing, mostly. )
no subject
Well, I've only used the ingredients provided so if it is it's not my fault.
[ that is... probably not comforting, actually, in retrospect, but he does kinda laugh about it. ]
I can make another and we can go down together if you like.
no subject
That would be ideal.
( They may end up going down together anyway, depending how strong these drinks are. He can feel the disapproval swirling around in the back of his mind, at that, but Anders chooses to ignore it. )
Drinking isn't as much fun if you're doing it by yourself. I'm Anders, by the way. ( He keeps smiling, and leans against the bar. )
☇ hit me, barkeep.
will she take the drink? sure. will she drink it? unsure. )
... only if you tell me what's in it, dude. I might be in space, but I don't have a death wish.
no subject
Nothing too bad, as you can see. I'm saving a real show-stopper for later.
[ you probably won't want to drink that one. ]
no subject
I hope the show-stopper explodes. ( bottoms up? her drink, unfortunately, does not explode. it does tickle a bit going down, though, which earns a pulled face of slight distaste as she swallows. ) Shit, that was weird.
( hand her an empty glass, won't you? )
But not the worst thing I've ever drank, actually. Can I make you one?
( she's going to, either way. )
Frozen Land
Either way, they giggle when they approach Scotty and hear the grumbling and grumping, their smile amused] Are you still cold? Do you want some extra? [The clothing provided to them might not fit scotty very well though, since Diamond is rail-thin and all but. They're trying?]
no subject
except this being actually fits that bill and scotty peers at them openly for a moment, eyebrows lost beneath his hat because he's lofted them so high. ] I'll be fine, [ he starts it slowly, like he's not sure how to begin, but man how are you wearing like NOTHING? ] you aren't cold?
[ a beat. ] Like, at all?
no subject
[The question turned around on them is met with surprise and mild confusion, like they don't understand where it might've come from. They look down at themself and then makes a noise of understanding] Oh! No, I'm alright! I don't feel temperature! That's why I'm trying to give these to people who'll need and use them... Since they're just kind of wasted on me!
mission
[ Scrapping -
That's something that Duo Maxwell can get behind, a bit of an old hat at this kind of thing if the way quick, thin fingers dive in to different parts and pluck them free. He's been doing this his entire life, after all - no sense at all in pretending like he hasn't. He keeps that long hair tucked in to his jacket, muffled away from even a hint of the cold that seeps in to the old hull of the ship.
He's thankful that he's slight enough to step on old metal panels with little more than the occasional croak of the material, which is precisely what he's doing to get to a precariously located panel, half laying on a piece of rusted hull, small body tucked away in to the space left, throwing the door as he pulls it free. It's not useful, after all. ]
Shit, this thing needs a complete rebuild. If I found my suit like this I'd just ditch the outer parts and start new.
no subject
Sounds about right, aye. We're lucky there're still useful parts at all at this rate.
[ a beat, as he considers it: ]
What kind of suit?
[ you've got his interest. ]
no subject
Probably not much longer for useful stuff. Water penetration over time and the freezing's already doing a number on a lot of operation parts.
[ A good few boards he's tried to test have been no gos at times, and waffling parts are no good, so they'd been ditched for someone else to maybe try and get scraps off of.
Duo, here? Definitely in it for the cash he can get at something he knows all too acutely how to do. ]
A mobile suit.. also known as a Gundam.. [ Duo pauses long enough to yank parts free, and then elaborates. ] A lot of people have never seen or heard of one so I won't be surprised if you haven't either.
recreation »
( dutch asks because that cocktail looks just about deadly, between the purple and the actual glittering. she asks that question, tone sceptical and eyebrows raised, but she's also already taking a sip, so why did she even bother asking? )
no subject
[ deadpan, completely unhelpfully. he notes that she's already drinking it so it's not like she's THAT worried about it, so like, why ask? (because normal people ask, scotty.) he nods toward the bar though, at the grouping of ingredients he's been dealing with. ]
Little of this, little of that. Had some help from the lassie behind the bar. How is it?
no subject
[ thank you for that, genius. a drink. wow. dutch is in complete awe of your helpfulness. it's good thing she didn't really care about the answer in the first place, because it allows her to sass him right back, eyebrows raised over the rim of the glass.
she doesn't answer his question immediately because with that answer, he deserves to stew a little bit. that, and she uses the time to identify at least most of the ingredients he's been working with. ]
It's not bad. Haven't tried it?
mission
Such as this charmingly-accented fellow, out on his own.
The red mage offers a small wave by way of greeting. Though he’s traded in his usual flamboyant mage’s garb for more practical and far more insulated winter clothing, his rapier and crystal are still obvious at his hips. ]
Do you believe you can still find something of use here?
no subject
Aye, [ it's a start, and he shifts his grip before wrenching a small part free. he holds it up, looking at it with a frown. ] there are some useful bits still around, you just got to know where to look.
[ he sighs, finding the piece useless for some arbitrary reason and setting it aside. ] Most of this is different than I'm used to, so there's a learning curve to deal with.
(no subject)
mission
He's come alone, a satchel at his side spewing wires and maybe... smoking a little bit? Weird.
Intent as he is to enter and exit by himself, Takasugi isn't shy to approaching strangers. Especially ones so laden with supplies as the man cutting deftly through the old ship's units. More like a surgeon than a butcher-]
Who are you going to give all of that to? [Not one for introductions, Takasugi cuts to the point as abruptly as he'd gutted the ship.]
no subject
[ he grins though, crooked, and turns back to pick through the same spot a little more. ] Right now, though? I'm working out what could be useful on my own terms.
[ he's definitely keeping at least most of the rad shit he's found. ]
(no subject)
recreation in nadril.
I'd rather not, if it's all the same to you.
[ maybe she'd give it a shot if she knew who exactly was making the offer, but maybe she wouldn't. sometimes, getting kathryn janeway to change her mind about something was on par with asking earth's sun to move a little to the left to avoid shining directly into one's bedroom window so early in the morning. ]
no subject
[ which is funny, because scotty isn't fond of surprises either, but here he is making weird shit with alien ingredients. but hey' scotty's used to people who won't change their minds for anything. it's just usually he's one of the rare exceptions. ]
(no subject)