Entry tags:
- *event,
- critical role: caleb widogast,
- got: theon greyjoy,
- les miserables: enjolras,
- les miserables: grantaire,
- mcu: bucky barnes,
- mcu: tony stark,
- overwatch: angela ziegler (mercy),
- overwatch: jack morrison (soldier 76),
- penumbra podcast: juno steel,
- peppermint: riley north,
- saiyuki: genjo sanzo,
- the expanse: josephus miller,
- the punisher: frank castle,
- until death do us part: mamoru hijikata
❪ event ❫ what is the storm—?
What is the storm —?
The sky is falling. The moon draws closer, visibly now. Whether you've found out from Nurray, or somewhere else, everyone now knows that in about a week, Thesa will collide with El Nysa. However, not all is lost - Nurray has a plan. Old technology is being powered by the storm somehow, giving the developers in Nadril the means they need to create a device capable of jumping back into the past. The device can only transport to one singular point in time per activation, but passing through is a better chance for safety than remaining. As long as you're in Nadril you'll make it, which is why she'll urge everyone to try to get all their business done and travel back north.
![]() At first, it was a mere atmospheric pressure drop. Headaches, a sense of dread in the gut, and a chill that would not be quelled drifted over all of El Nysa's inhabitants. And then the days grew shorter. By hours at a time, until there was nothing left but night. Still lit with stars, people turned to Thesa, to their scholars, to their shamans for answers. None came, only exploding lights in the sky. One by one, stars began to burst, like the grimmest of fireworks. For one dreadful night, the sky was alight once more with the death of the surrounding galaxy as thousands of stars extinguished in a blaze. And then came the lightning, low hanging clouds and whipping wind that howls at all hours. It brings with it calamity, beasts and fog and a reality shattering effect that progresses ever closer. Against these unstoppable odds, the people of Nysa are finally united - desperate, and determined to preserve their homeland. IN WYVER ![]() The life that imbues the jungle town has gone still. Animals do not seek shelter - they simply lay forlorn, lethargic and unresponsive to even their dearest handlers. The wild creatures are no different, with predator and prey supping from the same stream, seemingly resigned. Once vibrant plant life droops, blotted into obscurity by the darkness that surrounds. Only the people of this great kingdom remain lively, though their actions are fueled by desperation, than valor. A rally cry rings out over Wyver, even to Olympia, begging anyone who is able to fight. Beasts no one has ever seen before have begun to attack, roaming the city and the lands surrounding as if it is their hunting ground. These creatures are cobbled together from the many worlds the storm has consumed - perhaps your own included. They could bear familiar technology, animal features, or even a loved one's visage. No matter their composition, they are always amalgamous, and always crazed. The valiant warriors fighting these creatures have more to worry about than just the monsters. Their own bodies may become entangled and fused - an effect that only wears off when one retreats from the storm's epicenter. Specters also drift through the onslaught, oddly peaceful compared to the frenzy surrounding. They are wholly composed people, memories from planets devoured. Someone you know, perhaps, stuck in a loop - the same five minutes - for hours before fading away. They cannot be killed, doing so will simply reset the loop; they will vanish on their own, as mysteriously as they came. I. THE FRONTLINES IN OLYMPIA ![]() All of Olympia is awash in fog. It creeps in around each and every corner, so thick it is almost difficult to breathe, and even more difficult to see. You can hear the panicked citizens all around you, although through the fog, their shapes are indistinct and almost menacing. A family fleeing from something might look like a quick-moving, multi-headed monster, or perhaps a lone man hauling his belongings to safety on his back might appear to be an imposing creature with wicked claws. And then, of course, there are the figures that look achingly familiar to you, like someone you've lost or care for deeply… but then, when you catch up to them, they vanish, only to call out for you from somewhere further in the city. Tread carefully — with your impaired vision, it would be all too easy to inadvertently wind up injured. Of course, this isn't solely due to the hazards obscured by the mist, although that is certainly part of it. The fog has a quality to it that serves to amplify the desires and lower the inhibitions of everyone exposed to it. II. SILENT HILL IN NADRIL ![]() The journey north is treacherous, but not without its own rewards. Nadril is marked by a storm that is raging at the territory's edge, as if the forces of nature are attempting to do away with the border itself. Strangely, the storm seems to be stopped by the borders — electricity crackles in midair as snow and ice whip about, disintegrating when they touch what seems to be an invisible dome sheltering the area. Inside, the weather is even stranger. The iced-over lakes have begun to thaw, and it is warmer and brighter than anyone here can recall it ever being — almost as if it is summer near the Olympia-Wyver border, not the dead of winter near the northernmost part of the isles. There is an almost palpable level of unease as those who live here full-time attempt to adapt to their new climate. Everyone is working, however. At the center of Nadril is what they all hope will be a solution to their problems: they claim it is a time machine, and that they have tested it through simulations and believe that it can, and will, work. They are already using it to help combat the storm at the borders — at times it does manage to penetrate the dome, but when it does, engineers turn back the clock an hour at a time to so that they can divert power to the parts of the shield that they know will need reinforcement. Be careful when this happens — it would be very easy to run into your own double in such a circumstance, and that could be… awkward, until enough time passes to bring you back to the "present" and you merge once more, taking on the memories of everything that you and your double (or triple, or quadruple) have experienced. Operating such a machine will take manpower, which the people of Nadril are prepared to provide. However, the undertakings they will require in the past — waking the gods, who they believe can provide protection from the Storm if you can convince them — will require all of you. Relying on a single person to change history is untenable. Only by working together will you be able to make the jump to the past and secure your future. III. INCEPTION The Ark of the Woken ![]() The Ark of the Woken awaits, its chambers an imposing majesty of their own. Compared to the sleek design of Thesa, the Ark is a cobbled together patchwork of technology. But even with its exposed wires and manual input systems, Nurray promises it will get the job done. That is, once the pods have been brought to it from Thesa. The targets are Thesans who have previously awoken, however, no one has time to actually inventory the sleeping ones brought to this hamlet. If you choose to bring someone else, you'll probably get away with it. The procedure is harrowing - severing the pods from Thesa runs the risk of interrupting the life support system inside. To compensate, there is a small device that can be hardwired into a port on the back of the pod. It's fragile, and the function it provides only lasts twenty minutes. You have that time to move the pod to a small ship, and pilot it planetside yourself. Nurray suggests traveling in pairs - the Natha duo pilot ships are faster, and more reliable. However, they rely on a neurolink between pilots. If one is not focused, the ship may begin to malfunction. While navigating through rough turbulence, each pilot will be able to feel the others emotions, and hear whispers of their thoughts. All while the storm clouds around them play glimpses into their memories. Snippets, only seconds long, from the perspective of the pilot, provide easy distraction. Stay on task, and make your landing safely - your lives and others are depending on it. A Simpler Time
Your seven days is up. You have (mostly) achieved all your tasks, and you are now waiting. Those harrowing last hour may stay with you forever — while your peers tirelessly secure the time machine's effectiveness, you watch as Thesa draws closer. It's closer to you than you've ever seen it, more menacing than you realize as it threatens the lives of everyone you ever cared for. Alria, the lesser known moon, is first pulled toward Thesa, crushing a side of it. You may witness debris spilling into space and dissipate into the atmosphere.
You might think, perhaps, that those were bodies of some you were told not to bring to the Ark. But you're assured many times that that won't matter, that this can be fixed if you simply wait and watch. The time machine will work. It's into the final minute, and time seems to stop — yet, you feel your breath catch as Thesa penetrates the atmosphere. You can no longer breathe, and gravity loses all its bearings on the laws of physics. As you float into the air, you're wondering if the light that engulfs you is an explosion — you might wonder if it could be death. At the very least, you are among people you've known on this planet. It isn't as though you were never meant to survive the first Storm. Simply close your eyes, and the Storm run its course. In the distance, you hear a muted voice. ![]() But an attempt to cleanse the world — Of its anomalies? Open your eyes, Traveler, Where are you now? FINAL OOC NOTES
Welcome to El Nysa, Year XXX. Due to the time warping of the Storm, this event will not strictly follow the 1:1 ratio. Additional information about this world will be revealed early next month! For now, play at your pace. RNG for NPC threads will announced later tonight!
RECOMMENDED LISTENING: Live Forever
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no subject
like she can't handle it. like she can't handle this.
but then, maybe she can't. how does she fight johnny? it isn't johnny, it can't be, but whatever it is, it looks just like johnny and her heart stutters with it. ]
Do it already. [ she bites out, turning so her back's to his, so she can't look at johnny's face anymore. ]
no subject
Show yourself. [ he grunts with the effort as the johnny-lookalike falls to his knees and frank plants his boot on the man's face to get the leverage he needs to pull the knife free from his guts, sending arterial spray up into the mist and ignoring the way it rains back down over him. the creature morphs back into a hideous beast, shambling but whole, and he nudges his elbow into dutch so she gets the memo to turn around. not johnny, and not human. the monster vanishes, surely to come back and terrorize them if they don't keep moving. ]
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it isn't johnny's face. it isn't the face of anyone she knows, so what's it matter? (it may be a face frank knows.) ]
Little busy. [ she tells frank in response to the elbow in her side. ]
no subject
Let me finish him.
[ his voice is tight and thick, hard to push past his lips, but he does it. ]
It thinks it can wear my father's face. He was a goddamn ward hero, you're nothing.
[ the second she moves out of the way, he'll empty his clip into the monster. ]
no subject
[ his father. for a moment, dutch thinks about khylen —but she's already whirling away, moving on to the next creature, the next monster wearing a face it shouldn't, kicking and slashing with her knife, body moving even without her mind's conscious input. years of training have made it instinctive and the memory of khlyen doesn't make her falter now. ]
no subject
[ he wears the blood and debris on his skin and clothes like a badge, though he won't be sure how much of it is his until later. frank follows after her through the mist without a second thought. there has to be an end to this eventually? a way out. he never considers that there isn't and he's sure that dutch is much the same. his actions are just as trained, just as precise. and then there's a beast too considerable for either of them to take on their own. he puts his gun away and glances over at her. teamwork makes the dream work, right? ]
I've got your six.
no subject
no time to linger on that, though. dutch is already moving on, toward the beast, pulling another knife from somewhere while she's moving. the beast has too many arms for her to avoid them all, but she ducks under two and trusts frank to hold off the other two as she goes for the beast's throat. ]
no subject
How're you making out?
no subject
[ she pushes her knife into the beasts throat the first chance she gets, putting her weight behind it until it gurgles and falls to the ground. for a moment, its features morph into something more human —something that looks an awful lot like khlyen. it's only a moment.
dutch is decidedly not good, but any other answer is a thing of impossibility. ]
no subject
Can you see anything? [ it would be nice to know how far they are from the transport, for instance. this doesn't seem to be slowing down and nothing they do really makes a dent. ] I'm all for fighting when there's a cause, but this is madness.
no subject
What's the alternative? [ to continuing to fight, she means. ]
no subject
no subject
[ that's the thing, isn't it? ]
no subject
Or we keep fighting 'til we die.
[ his gaze alights on hers heavily. it's obvious he's looking to her for guidance now. ]
no subject
she'd been ready to die in order to win a war, in order to take aneela out. that feels like a long time ago now. it has been a long time, hasn't it? ]
Next opening we see, we take. [ to leave, not to die. ]
fade out here?
Yes, ma'am.
[ he'll fight at her side for as long as it takes, no matter how tired they both are. no matter how battleworn and bloodied. and the moment they see their chance, they make a run for it together. ]