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! |
1.a.
It brightens up a lot at how the fire is started, though. Ren's fond of unusual powers and powerful people in general, and so the spark of lightning that ignites the wood has him looking much more enthused and engaged than he did a moment ago.]
Oh, that's a useful power. But you look like a thundery sort of guy, so I guess I shouldn't be surprised.
[His tone is very upbeat and rather high, matching the simplicity of the observation. A big man with a big presence seems to fit lightning and thunder just fine (and lightning-y doesn't roll off the tongue quite as well).]
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( and, the fire beginning to catch properly, crackling along the log thor sent the lightning into, he holds out his hand. ) I am Thor. God of Thunder. ( a beat. ) Hi.
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So I was right, huh? I'm Suzugamori Ren, but just Ren is fine. I left most of my fancy titles behind back home.
[The upbeatness of his tone wavers very slightly in those last few words, and he's acutely aware of the fact, reaching for a topic change. That Thor is the second god he's met here so far says a lot - that maybe he shouldn't feel so bad himself for not being able to do anything about the Storm when even gods apparently couldn't - but he doesn't want to open himself to that kind of vulnerable discussion just yet.]
I guess this kind of big march must be easy for you, then. [Ren rests his chin on one hand, watching the larger man. His expression is still benign and lighthearted, but again, his attentiveness and interest seem to have sharpened a little.]
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Ren it is. [ thor smiles, matching ren's upbeat tone easily enough. ]
Easier than for most, I'd say. [ is it easy? no. he doesn't tire as quickly and he doesn't suffer the cold as much, but the snow and the storm bring a particular kind of solitude. he could be walking next to someone and would be unable to speak to them.
it leaves too much time for thought, and thor's thoughts are heavy these days. ]
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It tilts down a little at the reply he gets to his question, though, because he has a feeling he knows what might be making it hard. Having just woken up himself, the bitterness of losing his world after they'd just saved it from something like the fifth attempt by a higher power to destroy it, and the loneliness of having his friends in stasis has had ample opportunity to catch up with Ren in the harsh conditions. That it serves as a reminder of his own weakness doesn't help either, but he'd rather not get into that.
He brings his legs close to himself, crossing his arms over them as he tilts his head.]
Well, I guess something like this is more than just physically wearing. I wonder if they thought about that before they sent newly awakened people down here.
[Ren glances up towards the sky, where somewhere above, Thesa Station must still lie. His tone hasn't quite lost the upbeat air, but it's somewhat more grounded and knowing now than it has been up to this point.]
But getting stuck in our own heads probably isn't going to help us or anyone else make it to the other side, right?
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[ at least that's what thor got from their message. he hasn't quite managed to make sense of everything yet, but he's getting there. everything he learns makes him realise that there's a need for heroes here, too. it's something he'll gladly take upon himself — even if only part of his motivation is selfless. it's a distraction from everything else, too, and helping others makes him feel good about himself, too.
a beat, and he nods at ren's next statement. ]
You're right. We definitely shouldn't be doing that.
[ the fire is crackling now and thor stretches out his hands toward it. ] You didn't bring beer, by any chance, did you?
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The question seems to start Ren out of thought - or possibly just inattentiveness, it's hard to tell - and he gives a slight laugh.]
I don't think I would've been able to carry it even if I'd wanted to. Though...did they even have it on the space station...? I didn't really check for it myself...
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the orbiters saved him from what he thinks would have been his death. even an asgardian can only survive in space for so long. ]
I did have ale in their cafeteria. I should have thought to bring some.
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He offers a slightly apologetic smile, that somehow at the same time doesn't look all that apologetic.] I don't think I'd make much of a drinking companion, though. I can't hold it even as well as most humans, let alone gods.
[That, and he's pretty sure from infrequent party experience with his friends that he's a sleepy drunk.]
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[ thor offers a grin. ]
I'd be happy to drink for two.
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Though I guess we'll at least have to wait until we get to this place we're heading for...
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[ here's hoping the place they go to has beer! and bars! and drinking contests and wagers. which it will have, but they don't know that yet.
even with that uncertainty, it's something to look forward to, at least. ]
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Oh, I'm really good at things like that. I wonder if they have things like poker on this planet as well. It wouldn't be a bar without people who think they're better at cards than they really are~
[Ren says that as someone almost supernaturally excellent at cards. Even normal cards, because he's distressingly intuitive about that sort of thing even without the general card-related skills he's learnt from experience.]
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[ thor is pretty adept at midgardian terminology by now, but he's not sure on this one. is it a card game or is it a thing you poke people with? is it both? who knows. ]
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You don't know poker? [Clearly this is a terrible crying shame that needs to be rectified...whenever he actually has cards to rectify it with, because the ones he has with him right now aren't any use at all for that.
He does huff out a sigh and explain after a few moments, though, rubbing a hand through his hair.] It's a card game, you're right. One of those things people like to call a game of chance, but it's really about skill once you're good enough at it. And a lot of people think they're good at it when they're actually not.
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[ ren's tone is one of - not quite shock, but implying that it's a shame. thor's tone, meanwhile, is closer to casual indifference. ]
And you are really good at it?
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I'm definitely pretty good at it...a lot of the players who think they're good couldn't bluff their way out of a paper bag, and I'm great at that~
[Considering bluffing involves wearing a different face for the situation...]
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[ thor doesn't just sound like he's pouting, he's - well, he's doing something halfway between a frown and a pout, really. ]
Just not poker.
[ rude!! ]
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Poker's not even obscure, though... [It's one of the most common card games humans have, come on.] You know this means I'll have to teach you now, right, whenever I can find a deck of playing cards.
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I am willing to learn.
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So that gets him smiling again, and he nods as if he's just made it official.] Well, how about if we run into each other in a bar after I've managed to find some cards, I'll teach you how to play. That way we can both be doing something we like there~
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[ and with the plan made (even though they have no idea how likely or unlikely it'll be that the conditions for their plan are met), thor slaps ren on the shoulder — gently, by thor's standards — and stands. ]
For now, we must rest.
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I guess...I need all the advantage I can get out there...
[Being built like a noodle continues to not do him a lot of favours when it comes to physical problems.]
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[ thor nods, expression vaguely apologetic for a moment because he didn't mean to hurt or unbalance ren. ]
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Well, good night, then~ [As tempting as it is to just roll over and sleep on his bag, Ren's going to actually do things properly and unpack the appropriate supplies before he goes to bed.
He'll be out like a light when he does, though.]