
Silence on the Natha Orbiter's side is now a precedent up on Thesa, and it seems that as a result, the stasis chambers remain mostly undisturbed. Those that woke earlier find themselves back in deep slumber, perhaps in wait for a better time in the future. Luckily, Thesa has found itself with much backup. Yppilc, though they can't provide as much aid as the Natha would have, have proven themselves apt enough. They've multiplied in numbers and have set out to fix any and all errors that plagued Thesa Station in the past.
This of course is also with the help of Nadril's commander, Nurray. After all the problems in the stasis chambers have been dealt with, Nurray appears once again in broadcast.
 Greetings, Thesaens. I've heard it said that your descents to the planet have been… Less than pleasant, in some cases. Well, no longer. We have prepared a landing zone for you and have made a connection with the station — you should find your trips down here much easier, moving forward. Although, I'm surprised we've heard no complaints regarding this from Magda's tower… Ah, well. I'm sure it is of no consequence.
Now, to business. We do not mind your visits to this area, but we simply do not have the resources to host you indefinitely. If you would like to make Nadril your permanent residence, you must earn your place among us — though our hotels are certainly open to you, and to your new arrivals, in the short term.
When you have decided where you would like to go, you need only take the trains. I'm sure as time passes, more destinations will present themselves to you… though for the moment, we can only promise safe passage to Olympia and Wyver. Lastly, if you would prefer not to be refugees… We could, if you wished it, prepare documents of citizenship in either Olympia or Wyver for you. However, I think you will find that now that Darma has shown her face, stone though she may have become, there will be certain benefits that come with being recognized as one "blessed by Thesa's light"...
That is all. Safe travels, and may you quickly find your place on the isles of El Nysa.
SMOOTH SAILING —
With the help of Natha technology and Nurray's expert engineering skills, creating a portal from Thesa to Nadril is a quick and painless task. Although zapping from the orbit to the gravity of the planet is still quite a feat on the body; after being beamed down, the seconds it takes for you to get there will feel like an eternity on your body. For one, the process requires the machine to disassemble your body's molecules to the atom, then reassembling them once again at the destination — which, conceptually, isn't new to the typical Thesaen, but to new refugees, it may be still too much to bear. Thus, it is recommended that you travel in pairs.
Emerging from the teleportation platform, you might feel unease down to your core, be it of flesh or machine. Your skin might not feel like your own, like you've swapped bodies with your partner. In fact, you and your partner might be absolutely convinced that you've switched bodies, but to others, you would be seen as the same.
At least the effects won't last long — within a few hours, it should wear off...
Well, unfortunately for Thesaens and Nysans alike, that won't be the weirdest thing that happens to them this month.
BLESSED BY THESA'S LIGHT —
It is a strange time in El Nysa. Stories of a goddess that came from the moon was always just that: folktales passed down from generations to generations with no real truth or value to those that disbelieve. This is especially true with the people of Olympia. The rise of Ysverai shocked the people, but it wasn't as though they weren't in some ways prepared for it. After all, it was long prophesied that the Great Dragon may rise again. What the people of Olympia never expected is that Darma would descend from the moon to stop this dragon.
Worship of the Goddess Thesa has been a long-standing practice with Olympians - with their goddess set in stone and now overlooking the city, they are no less motivated to do what they've always done in her honor.
For this, the Red Light District, though partially destroyed, has been especially festive. With Empress Simwe's blessing, the district has been nonstop with its festivities even through reconstruction. Stepping into this district is akin to stepping to another realm: loud music, scantily clad men and women and others, wine, confetti — it's as boisterous as ever. The air is heavy with perfume, as though to inspire... certain behaviors. These days, even Wyvers have found their way to this particular district to worship the goddess — after all, seeing is truly believing.
In Wyver, the people remains humbled by the sight of Great Ysverai before their city. The crimes were largely pinned on King Shanrian, especially now that his son Rasyc is no longer alive for people to place blame on... but Wyver's King stays seeded in his throne, working tirelessly to reform the kingdom. The young dragons tended by Thali are restless still, and residents are desperate to find new ways to regain their reputation as the strength of El Nysa.
One thing is for sure, though — in both cities, Thesaens are easily identified by their looks and attitude, and they're treated like celebrities. Often, they will be asked for guidance and penance — will they be forgiven by Darma? Will she rise again? Are we truly free from Ysverai's wrath? ...Will you have the answers?
SOMETHING STRANGE IN THE NEIGHBORHOOD

They arise at dusk, as the twilight sun sinks slowly beneath the horizon.
At first, it seems benign enough — a glimpse of a glowing crimson butterfly, just out of the corner of your eye. Perhaps it was merely your imagination. But then the humming starts. It's a low hum, one that resonates deep within your soul. It sounds almost like a woman working through a melody, except for when it sounds like sobs. Rumors make their way through Olympia and Wyver alike — "It's Thesa," say some, while others insist that the sound comes from Ysverai.
The truth is, it comes from neither. Rather, it is a direct result of the destruction left in the wake of their imprisonment.
In Olympia, the ghostly figures appear wherever there is light. They emerge from the flames of candles and lanterns, wispy, incorporeal figures that almost seem to be made of flame before they settle into a form almost normal enough to be mistaken for a living person. In Wyver, they congregate in the shadows. The deep, dark shade of the jungle gives rise to figures seemingly made of darkness itself, though they slowly begin to look more like the draconian people you have come to know.
It isn't until the natives begin to recognize some of them as those who once lived among them, lost to the battle with the great dragon, that anyone truly realizes that the dead have begun to walk the earth once more. These spirits appear in Olympia, in Wyver, and everywhere in between... including the subway tunnels.
I. REST IN PIECES —
Apparitions in the street beckon, their coaxing voices or outstretched hands begging to be acknowledged. Some remain whole enough to enunciate their pleas, but others are fragmented. They may repeat a single sentence, or offer nothing but a guiding motion. These drifting spirits seek something they've left behind. Artifacts lost to the calamity.
Bones littered over the still rotting battlefield. Jewelry, twice pilfered now displayed on a table of fine wares. Their weapon, passed down for generations. For each, the object to be reclaimed will be different. A request follows reclamation: bury bones, return treasure to a living family member, or bring an heirloom to a family's grave. Others simply seek destruction, wishing any memory of their mortal lives to leave the world with them. For these, a pyre that reduces their remains to ash will enough to guide them away.
II. ONE LAST ADVENTURE —
Tucked away in the corner of a bar, a man speaks to anyone near him of a treasure deep in the jungle of Wyver. Sitting alone on a bench in Olympia, a little girl wears a look of distress, but refuses to weep. Muttering under her breath, an elderly woman paces the street late in the morning. At a glance, these people are no more than regular citizens of the great cities, but there's something odd about them. Incredibly single minded, their final regret has grown into an obsession. One last adventure, a search for lost loved ones, or the simple desire for company through the day - each of these corporeal spirits beseeches anyone they meet to join them for the moments they lost to the calamity.
Though these remnants each have their own, unique desires, they share a limited time on this plane. Once their request has been satisfied, these specters will fade, incorporeal at first before disappearing entirely. In this bittersweet transition, some recognize their state, while others simply carry on as normal until they vanish.
III. BEGRUDGING SOULS —
Their sudden death does not sit well for most of the spirits wandering the land. Sorrow and anger rest within these ghosts in equal measure. For every wail, there is a grudge. Confusion breeds bitterness, intense enough to bind these displaced souls to the mortal world. Rarely able to communicate their rage, the anguished spectres seek revenge themselves.
Incorporeal, spirits cannot interact with the world around them beyond their cries of rage. However, those desperate enough for resolution can overtake the body of one still living. Luckily, the grip these phantoms command isn't all consuming. Some claim command of a body entirely, leaving you nothing more than an observer to the destruction your hands will bring. Some simply fill your mind with hatred for the source of their rage.
Memories addled by the violent transition between life and death, the fixation imposed in your thoughts may bring you to act against the wrong person, someone similar to the spectre's enemy. The connection can as complex as your emotions towards that person overlapping with the spirit's feelings, or as simple as a shared hairstyle. At times, however, their recollections remain sharp, and the fated meeting is inevitable. Rivals, both possessing someone still living, throw themselves wholly into one last fight. A traitor, cornered at the end of a dark street, meets his tortuous end. The spirits care not for the laws of the mortal world, nor for who sees them commit their final acts - take care, or you may suffer the consequences of an ill-gained vengeance.
Fortunately, not all of these wayward souls seek the death of their enemies. While many yearn for attrition, others simply wish to show their strength - a decisive victory will be enough to satisfy their anger. Once sated, through death or spilled blood, these apparitions will dissipate, leaving the ones they possessed feeling disconnected, hollow, for the next several hours.
IV. IRON, SALT, AND HOLY WATER —
Unsurprisingly, there are quite a few who are not on board with letting the ghosts stick around indefinitely. Almost overnight, stalls peddling materials for exorcisms appear in both Olympia and Wyver... or perhaps, as you pass an alleyway, you're beckoned over by someone wearing a loose cloak, pockets sewn into the lining to carry vials of so-called "holy water," blessed salt, incense sticks, and various other tools that you may or may not recognize. These, the sellers claim, are all you need to banish the spirits of the dead back to where they came from. They insist that so long as you have the proper tools, the exact rites you use don’t matter, and so they’re not including instructions along with all of these… what’s the worst that could happen?
On the other hand, there are some looking to make a quick buck who have compiled books of rites that may or may not be accurate. Some of these rituals do nothing at all, while others have been transcribed improperly — a spell to banish a single ghost may, after being recited, bring forth several more instead… or worse. Of course, you need not stick to Nysan exorcism rites — your own from home may work just as well, provided you follow the steps precisely.
Of course… there is a minority that delights in the hauntings. They disguise themselves as peddlers of exorcismal materials, but instead push chants and components for summoning spells. Even those with the best of intentions may find themselves calling forth a horde of goblins and ghouls instead… and those with less savory intentions could certainly pass it off as an "honest mistake" if they were to call them forth on purpose. Best of luck.
V. GHOST (1990 film) — (18+)
Among the listless procession of spectres are those whose tale is a common tragedy. Lovers, torn from one another, their affection now a curse that cannot be broken but by the touch of their lost darling. They search, in bright dawn and bleary dusk, for their betrothed, yearning for one final moment of passion.
Longing to feel the heat of their encounter, some may ask to borrow a body, while others simply take. Consumed by desire, these wayward souls do little to mitigate the power of their possessions. The thrill of an opportunity to meet their beloved is potent enough to render you rendered nothing but an observer as your body lavishes another. Others, more subtle in their desires, fill your thoughts with affection for anyone similar to their deceased partner. In the most fortunate of cases, two apparitions, having taken hold of living bodies, may find each other.
A night of passion follows, though not all seek to hold hands and whisper sweet affections into their lover's ears. Some have stranger inclinations - from ropes and whips to a public display - equally dedicated to their love, even in its depraved expression. Once the afterglow of consummated devotion fades, so too will the ghosts, fading into the next life together. Those they used as vehicles for their adoration are left with feelings of warmth and comfort that persist for several hours, and may resurface when they meet again.

The days and weeks pass by, and the ghosts continue to haunt El Nysa throughout the month. Slowly, steadily, the people begin to live with the spirits that have not been fully banished. Though Nadril itself is miraculously free of the spirits, the subway lines connecting Olympia, Wyver, and Nadril are not so lucky. The trains continue to run despite the haunted railways — think you managed to snag a whole car to yourself? Think again. In the blink of an eye, you might have some new traveling buddies that almost certainly were not there before. For the most part, it’s benign… though hopefully your conductor won’t wind up possessed and drive the train somewhere you didn’t want it to go.
The major problem isn't the spirits, however — it’s the demonic creatures that some people have summoned in botched exorcisms. They are corporeal, violent beyond all measure, and roam the subway tunnels, looking for their next meal. When a group of them bars the way, an announcement plays over the train's speakers: "We apologize for the inconvenience. All riders capable of combat, please disembark from the train. All riders incapable of combat, please remain where you are. Service to your destination will resume once the railways are clear."
Apparently your fare has only purchased you passage to your destination — the “safe” part, you will have to provide yourselves.
No REP is available for this log. REP will now be primarily available through achieving NPC quests, which will be available on the 20th! Please keep an eye out for that!
If you have not been contacted by us about requested powers, it means it has been approved. Feel free to use your nifty powers as you see fit here!
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So... um. Which way?
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She did just leave the 1960s not too long ago.]
This way. It's near.
[She touches her hand to his back to steer him along at a quick pace. While she's calm enough, she's not particularly eager to stick around and see how friendly all these spirits are.]
Don't slow down.
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But — the moment she's steering him away, and starts at a quick and urgent pace, Jesse does as he's told. Soggy socks, somewhat grimy pyjama pants, rumpled pumpkin t-shirt, he moves quickly, throwing spooked glances over his shoulder every now and again while sticking close to her side. And his damn sleeping bag, which is trailing along the ground —
His foot hooks into it at one point, causing Jesse to go stumbling forward, a whoa, shit! just about to leap out of his mouth, which he only just manages to bite back with a grunt. ]
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Careful! For God's sake, Jesse.
[Claire doesn't know it yet, but she's probably going to be saying that phrase a lot.]
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[ Babbling that quickly, keeping his voice hushed to avoid attracting ghosts, while he's grabbing handfuls of his sleeping bag and trying to haul it all up into a rumpled, balled heap in his arm. Underneath his hair-prickling fear, he's embarrassed. Making a total fool of himself in front of this nice lady. ]
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Claire might be a surgeon, but she seems to take a rather earthy approach. The main room is warm, dried herbs hanging over a worktable set before a wall of jars and bags of things she's collected here. Beds line the sides of the room, walled in with curtains, and there's no shortage of candles in addition to the overhead lights.]
You can have one of those beds tonight. They're not the most comfortable, but it's better than sleeping on the streets.
[He might notice that some of the walls look mismatched. That's because of the whole dragon incident. Most of the furniture's been replaced or repaired, though one corner of the room has a few broken chairs and boxes of shattered glass. It's still a bit of a work in progress, this place.]
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Whoa... [ As he steps inside, he gazes all around him at his unexpected surroundings. The strong pungent smell of herbs, the flickering glow of candles, the warm, earthy scent of the place. ] Man, it's like... medieval all up in here.
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Though these days she is capable of a little magic. Thanks, Natha.
Claire gives Jesse a wry smile as she lights a candle and uses it to light some of the others dotting the room.]
We have all the modern conveniences, don't worry.
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What happened over there?
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[She glances back at him. The clinic had only just been in her hands when that terrifying day fell upon them. It had already been in shambles, so a crumbled wall and part of the ceiling didn't really hurt it too much. The place still stood, at least.]
It's safe.
[She says, heading to that side of the room to light it.
Don't mind the ghost that's decided to appear on the side of the room she was just in, simply standing there, waiting to be noticed. Claire, oblivious, keeps chatting.]
I think I have something clean for you to wear.
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The dra —? [ Looking back towards the section of patched up wall, and he makes a choked noise of fright as his eyes land on someone standing in the room. His whole body clams up, his arms gripping the sleeping bag like it's some kind of protective shield. Jesse stares at the person - ghost? - staring back at him. The hairs on the back of his neck stand on end. ]
C... Claire?
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[She doesn't bother to spare him a glance, crouching do dig through the linens in one of the stands next to the beds. Surely there has to be some sort of shirt she tucked away somewhere...]
That giant statue looming over the city isn't just for decoration.
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Claire...
[ Still staring at the person - ghost? - staring back at him. He cuts a quick glance over to Claire, and notices she's not even paying attention. ]
Claire —!
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[Oh. Oh, Christ. Claire turns, gasps, and immediately jumps back into the stand so hard that it knocks against the wall with a loud thud. It hurts, but she's too startled to register what will leave a bruise right now.]
Jesus! Christ.
[Not the first ghost she's seen, but she's not pleased to have one in her clinic. And she's still not sure if these things can hurt them. So far, he seems to be content to stand near the candles, watching.]
Christ...
[He looks familiar.]
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Jesse, very nervously, slowly, edging towards Claire, sleeping bag hugged to his chest. If he moves like he's trying not to be noticed, maybe the ghost thing will stay there and not move. ]
Yo... [ Hiss-whispering in Claire's direction. ] D-D'you... D'you know them?
[ Glancing nervously back to the ghost. Still edging his way towards Claire. ]
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[Claire doesn't often lose patients, but a handful of Olympian natives that were pulled into her crumbling clinic in the aftermath of the dragon's attack simply couldn't be saved, if they even had a pulse when someone pulled them out of rubble somewhere.
Without taking her eyes off the ghost, as if he might move if she might, she holds a shaky hand out towards Jesse. She'll keep him safe. If she can, anyway.]
I think he's one of the people that died here. Some were... too far gone. But he was buried. The people here were buried.
[So, why the hell is he here? Claire supposes she should ask, but she's never approached a ghost before. It's usually the other way around, but he's still standing there, watching. Waiting?]
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D'you... D'you think we should, like... t-talk to it? Ask it stuff?
[ Whispered at Claire. ]
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I will. Stay.
[Like a dog. Claire glances back at him before approaching the ghost, voice soft as she speaks to him. I remember you.
Best to start out on the right foot. The ghost responds, voice so soft and quiet that Claire has to lean in to properly hear.
It's probably fine.]
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With shaky hands, Jesse sets down his bong on the nearest surface, and his sleeping bag is discarded in a heap on the floor. He braves a step forward, and says to Claire in an urgent stage whisper meant only for her: ]
D-Don't get too close, yo! Could be like... tr-tryna lure you to it!
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Jesse. Quiet. Please.
[She's yet to hear of any possessions going on (but hey, it's still early), and so she's not worried about him... leaping into her body, or whatever. She goes back to listening, nodding, though the ghost remains rather expressionless even as he continues to talk. Eventually, though, he stops and Claire straightens.]
All right.
[Turning back to Jesse, she gives him a helpless smile.]
He's looking for a ring his lover gave him.
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When she finally turns to inform him what the ghost wants, Jesse stares blankly at her for a moment. Then cranes his head slightly to peer at the ghost. Then back to Claire, and he whispers, mystified: ]
And what if he can't find it? What's he gonna do then?
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Do you think I asked that?
[Her turn for a stage whisper.]
Look. I have... things, from the people that were brought in, but it's all in the back office and it's a bloody mess. Some people came and collected the belongings from their loved ones, or if they walked out of here themselves they took their things, but there's still a lot of stuff that just ended up in here in the chaos.
[Help, Jesse.]
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[A tiny metal thing thrown in with God knows what.]
I've got two, three sacks of things. Mostly dirty [bloodied] clothing, shoes, and purses. I'm sure he'll be on his way much faster if there's two of us digging through it. Or do you want a roommate for your stay here tonight?
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[ Sacks like giant potato sacks?? Jesse cuts his attention back onto the ghost, and eyes it warily for a nervous second. Then returns his attention back onto Claire. He opens his mouth like he's going to argue, but changes his mind, running his tongue along the inside of his mouth in apprehension instead. Then, reaching a hand out, he snatches hold of one of Claire's hands and urges her closer.
At the same time, Jesse cranes his head again, looking back to the ghost. ]
H-Hey. Yo. We're just gonna go look for your ring, okay, man? So, just... be chill and stuff, yeah? Like, just... hang. Right where you are. [ Although... Attention whipping back onto Claire, returning to the stage whispering again. ] Wait, did he even say what it looks like?
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