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ɴᴀᴛʜᴀ orbiters ❰ mod collective ❱ ([personal profile] natha) wrote in [community profile] nysalogs2018-07-16 04:47 pm
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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!

hedonistic: (pic#11568020)

Shuusei Kagari | Psycho-Pass | OTA

[personal profile] hedonistic 2018-07-17 11:32 am (UTC)(link)
i. do you want to build a snowman

[It's cold. Bitterly, miserably cold. Kagari certainly makes no secret of his displeasure during the times the group is on the move--bitching and groaning and muttering all the while they trudge through the blizzard--but the times when they stop to rest, his attitude shifts a bit. Maybe it's the warmth of a fire that perks him up, or the simple fact of no longer being buffeted by freezing winds, buuuut the snow starts seeming a bit more like fun than nonstop misery.

Perhaps you'll find yourself pelted by a snowball? Or, perhaps, quite literally invited to build a snowman. If only there was a carrot for the nose.....]


ii. area man argues with mirror

[One would think a person like Kagari would be thrilled by having a "helpful" AI in his living space. They were commonplace back in Japan, of course, but he'd never gotten a chance to experience them for himself. And he does enjoy it, at first. Even laughs at some of Ralf's quips here and there, playfully calls it an asshole, the works.

...But maybe that sass gets a little too sassy, because at some point he can be heard exclaiming, through a door he accidentally left open:]


--It's an aesthetic, okay??

[Yeah, if 'edgy tryhard' is what you're going for. You look like a hamster fell into a tub of orange soda and spent too long in a dryer.]

Shut up!

[someone save him from this savage roasting. or laugh at him, that's good too.]

iii. you just lost the Game [ frosty cantina ]

a.
[The Nadril colonists truly are Kagari's people. Betting in dares is an utterly inspired idea, and he gets really into it--taking it as a personal challenge to both give and take on the silliest and craziest dares possible. Join him in some terrible karaoke (extra terrible if he needs to sing in English), or in doing some kind of ridiculous or ill-advised stunt? Or maybe you're the winner of a bet against him, in which case he'll grin brightly, practically sparkling in anticipation of the upcoming challenge:]

C'mon, hit me with your best shot.

b.
[Maybe he's won the bet against you, though. And while you're awaiting your next dare, Kagari picks up a breadstick from some kind of snack being shared while betting on the sports going on around here, and twirls it in his fingers, eyes glittering with mischief.]

You ever hear of something called the Pocky Game?

iv. paws-itively amazing

[Did Kagari ever mention how much he missed technology in Wyver? He really, really missed technology. When he hears about the store of robot pets, he pretty much immediately goes to check it out. Robot animals were actually more common than live ones, back in Japan, but it's still something of a novelty to get to walk into a store and look around inside just because you want to.

True to form, he finds himself almost immediately in the section of the store with the mythological animals and unique ones from other worlds. The dragons, the werewolves, the kitsune. Maybe he's playing with a robotic replica creature from your universe whenever you cross his path?]


Man, aren't these so cool? I need like, ten of them yesterday.

v. home is where the heart is

a.

[There's two photographs that emerge from the insect-like bots when Kagari passes by them. One is of his younger self, about fourteen or fifteen, sitting in an empty cell, staring at nothing. He stuffs that one in his pocket angrily before looking at the other one. The second is completely different. Kagari is older in it, approximately his current age, and surrounded by a group of others he's clearly close to.

This one, Kagari lingers on a few moments, smiling a little in fond nostalgia. Unfortunately, being distracted means he doesn't quite look at where he's going, and he soon bumps into another person and falls backwards on his ass--both the photo in his hands and the crumpled one in his pocket falling to the ground. Are you nosy enough to look...?]


b.

[Of course Kagari's going to explore Central at some point or another. He doesn't bother much with the history section of the research lab, but he does make his way to the various technologies on display. It's all pretty fascinating, and Kagari has a great time poking and prodding at the items that he's allowed to touch...until he comes upon one particular display case, which houses a futuristic-looking gun. Kagari's expression sours, suddenly.]

What the fuck?

[Where the hell did these people get a Dominator? Sybil was supposed to be gone forever.]
Edited 2018-07-17 22:32 (UTC)
icingonthecake: (card)

it doesn't have to be a snowman!

[personal profile] icingonthecake 2018-07-17 10:34 pm (UTC)(link)
Axel doesn't mind helping keep the fires going when the group stops to take the occasional break. He's not really known for his philanthropy, but there are kids traveling with them, and he doesn't want to arrive at their destination to learn that any of them had been lost along the way. It isn't like it's hard for him to keep an eye on the flames and give them a bit of a boost if the wind picks up and threatens to blow them out, anyway.

As he bites into a bit of jerky from one of the ration packs, he is struck sharply from behind and whirls, not sure if he should be startled and on guard or angry. When he sees Kagari there with more ammunition in his arms, though, the annoyance quickly turns to good old-fashioned Oh No You Didn't.

"Oh, now you've gone and done it," he says, adjusting his gloves and scooping up a bit of snow himself. He warms it just a little with a bit of magic to make sure it packs extra tight, then sends it flying, right toward Kagari's chest.
hedonistic: (pic#11971738)

rolls back in five centuries later with starbucks

[personal profile] hedonistic 2018-07-31 10:33 pm (UTC)(link)
[Heh heh heh. Kagari's expression sparks with mischief as Axel starts packing snow himself, letting out a little yelp as the ball comes at him. He doesn't duck quite fast enough, the snowball breaking apart at his shoulder.]

Not too shabby. Buuut are you ready for this?

[He tosses another snowball in Axel's direction but ... it's loosely packed, and falls apart in midair. Tough luck ..... OR IS IT. because that was a feint, and now there's a second snowball coming for Axel's face ho ho ho.]
sheriffing: (🌟 _0318)

iii.a.

[personal profile] sheriffing 2018-07-28 06:47 pm (UTC)(link)
[ if anyone ever thought Emma Swan was too much of a grownup to enjoy a game of dares, they're wrong. she's not ready to subject anyone to her singing, but she isn't afraid to bet against Kagari. it's even better when she wins, Emma grinning as she scans the room to sort out a good challenge for him.

there's a person sulking in the corner who she's had her eye on. and maybe that works for now.]
Him. Make him laugh.

[ to be fair, the guy looks like he could use something to laugh at.]
hedonistic: (pic#11568107)

[personal profile] hedonistic 2018-07-31 11:05 pm (UTC)(link)
[In Kagari's completely biased opinion, one could never be too much of a grownup for a dare game. And surprisingly, he's not a sore loser, either--he grins when Emma gives him her challenge, sizing up the sulking wallflower for the best approach to making them laugh.]

Hard mode right out the gate, huh? Challenge accepted.

[He says that in terribly accented English, even though everything translates anyway.

And then he walks over there before standing up on the table in nearest view of said wallflower, doing some kind of embarrassing little dance until everyone in that corner is looking at him, and then "tripping" and falling off said table. There's a wave of uproarious laughter in his wake, including from the sulker. Schadenfreude is hilarious, after all.

He catches Emma's eye and gives her a cheeky grin, triumphant, before he picks himself back up and heads back over to the bar.]


Next game's mine, for sure.