Thisavrou Head Mods (
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thisavrou_log2017-09-24 01:07 pm
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Arc II Final Log A: Therapy
Who: Everyone who goes to the Mediation Center
When: September 24
Where: Underneath Region 5
What: Rescues, bossfights, and decisions
Warnings: Manipulation, mindfuck, brainwashing, violence, and any trauma you might bring. Label your headers!
At the bottom of the complex lies a stair. At the bottom of the stair lies a passage, and it's around here that communications to the world above cut out completely. Shaped stone progresses to an unshaped cave, and while the stairs down were illuminated, this chamber glows only with a dim silver light—produced, it seems, by something on the ground. Water?
A pool.
Its light illuminates robed figures, standing in the space ahead. All wear the silver cloth that marks the intermediaries. All regard you silently, features muted and distorted in the dark. For once, at last, the intermediaries of Thisavrou have no words for you and yours. But as you step forward, as your weapons raise, the light from the pool flares up.
Reality mirrors, and then melts away.
[For more information, and to participate in the vote regarding the intermediaries' fate, check out the OOC post linked above. The setting transition will occur immediately after this log; you're welcome to thread smaller-scale aftermath things, but please avoid dating anything more than an hour or so forward.]
When: September 24
Where: Underneath Region 5
What: Rescues, bossfights, and decisions
Warnings: Manipulation, mindfuck, brainwashing, violence, and any trauma you might bring. Label your headers!
Running. Fighting. However you've spent the last few weeks, it's been a busy time. The overwhelming force brought to bear against the reclamation depot was successful in re-arming most combatants, and those targeting the network hub managed to safeguard your communications, disrupt the Savrii's, and download no small amount of data on the side. Soldiers and noncombatants alike have built defenses and helped each other stay safe against the killers that tried to intrude. A few individuals have even tried to sway the public.
Still, there are those who haven't been successful. And whether in death or in captivity, a select few of your number are no longer by your side.
Both before and after the disappearance of their friends, a subset of those fighting the Savrii have made it their mission to track down a certain lair. Streets were scoured. Mediation centers searched. Some turned their focus to interrogation, others to following traces left by those who disappeared. Analysis of the communication data turned up a secured relay in Region Five, and as the pieces start to come together, those who promised Mother aid will hear from her again. Two minds that she formed bonds with have filtered back to her awareness. Shadowed—changed—but... not so far. Under the ground.
As convenient as the sudden re-emergence is, you have little choice but to pursue it. And with the added vector, a way beneath can be turned up. Past Region Five's sewers, in a transfer point linked to the EN-line, lies a set of tunnels wide enough to hold a single car that end in a plain, unassuming door. A chokepoint? Kill zone? The assumption wouldn't be unreasonable, but no matter how long you prepare outside, no one will come. It's even unlocked.
The path to understanding is one everyone must choose to take.
Still, there are those who haven't been successful. And whether in death or in captivity, a select few of your number are no longer by your side.
Both before and after the disappearance of their friends, a subset of those fighting the Savrii have made it their mission to track down a certain lair. Streets were scoured. Mediation centers searched. Some turned their focus to interrogation, others to following traces left by those who disappeared. Analysis of the communication data turned up a secured relay in Region Five, and as the pieces start to come together, those who promised Mother aid will hear from her again. Two minds that she formed bonds with have filtered back to her awareness. Shadowed—changed—but... not so far. Under the ground.
As convenient as the sudden re-emergence is, you have little choice but to pursue it. And with the added vector, a way beneath can be turned up. Past Region Five's sewers, in a transfer point linked to the EN-line, lies a set of tunnels wide enough to hold a single car that end in a plain, unassuming door. A chokepoint? Kill zone? The assumption wouldn't be unreasonable, but no matter how long you prepare outside, no one will come. It's even unlocked.
The path to understanding is one everyone must choose to take.
explore
One goal of this trip will be met at its beginning. A few adjoining passages off the entrance lead to a control room with a unique console: one capable of shutting down the Artifixx device locking the Ingress Complex off. Once this is done, the team waiting aboveground can embark on their own mission. Those exploring the center will find their own uses for the room; a map of the complex can be turned up, and the console also offers control over the doors. No monitoring devices appear to be included, though. Apparently, those in charge saw no need.
Saw being the operative phrase. The entry passages give ways to halls and rooms, styled similarly to the temporary residences placed in Region 6. This complex is far more extensive, however—even if now, as then, you seem to be the only persons present.
A small infirmary with soft blankets and warm lights. A set of classrooms and meeting spaces, with circular tables designed to foster unity among a group. The library, full of books and datafiles about the Savrii's history, ready and waiting to educate those in need. There's even a small garden. It's all solid and real. All comforting and kind. A place of learning. Of rest. Just waiting to be filled.
And, perhaps, not recently abandoned. Those who search the rooms in depth will turn up recent indentations on the beds. A hair or two, from restless sleepers, or a residual scent. Your friends were here. They weren't alone. And if you search enough halls and passages, you can find the way down.
Saw being the operative phrase. The entry passages give ways to halls and rooms, styled similarly to the temporary residences placed in Region 6. This complex is far more extensive, however—even if now, as then, you seem to be the only persons present.
A small infirmary with soft blankets and warm lights. A set of classrooms and meeting spaces, with circular tables designed to foster unity among a group. The library, full of books and datafiles about the Savrii's history, ready and waiting to educate those in need. There's even a small garden. It's all solid and real. All comforting and kind. A place of learning. Of rest. Just waiting to be filled.
And, perhaps, not recently abandoned. Those who search the rooms in depth will turn up recent indentations on the beds. A hair or two, from restless sleepers, or a residual scent. Your friends were here. They weren't alone. And if you search enough halls and passages, you can find the way down.
reflect
At the bottom of the complex lies a stair. At the bottom of the stair lies a passage, and it's around here that communications to the world above cut out completely. Shaped stone progresses to an unshaped cave, and while the stairs down were illuminated, this chamber glows only with a dim silver light—produced, it seems, by something on the ground. Water?
A pool.
Its light illuminates robed figures, standing in the space ahead. All wear the silver cloth that marks the intermediaries. All regard you silently, features muted and distorted in the dark. For once, at last, the intermediaries of Thisavrou have no words for you and yours. But as you step forward, as your weapons raise, the light from the pool flares up.
Reality mirrors, and then melts away.
The Protected:For all individuals, in all categories of effect, the light from the pool remains the one fixed focus. Silvery and warm, clear and vibrant: a glimmering center where all reflections coalesce. To break the illusion, its power needs to be blocked—through literal obstruction, or destruction at its source. Contact with the water holds great risk, and can bring you further into the simulations, but once the pool is dealt with, all effect will disappear.
While all parties present will be affected by the pool's reflections, those who took the link with Mother will be shielded to a degree. For you, perceptions blur and shadow, replacing the sight of those around you with a myriad of ghost-forms. Some turn on you. Some move away. Some wear the robes of the intermediaries, while others look more like those you know—as allies in this place, or enemies back home. While characters who fall within this group will have trouble discerning illusion from reality, it is clear to them illusions are in play. It will also be clear, however, that some attacks are very real. Are the attackers your friends, distorted and confused by simulations? Or your enemies, using them as cover to strike out? You're in the best position to sort one from the next, but it still won't be easy.
The Affected:
Those without safeguards will find the simulations much more solid and complete. Is there an enemy you failed to defeat? A friend you wronged, or lost, or were betrayed by? Or perhaps your focus truly is single-minded, your greatest enemy the intermediaries you came to stand against. Whoever you fear most; whatever you failed or want to confront, you'll find it here beside you, by the pool. This vision threatens your life, your friends, and your purpose. Fight, be killed, or run out into the darkness, but your nightmares—and your enemies—won't stand idle.
The Controlled:
There are those you came to rescue. There are others, who lived in this place before you came. The intermediaries do not fight, not with fists or weaponry, but they have followers still ready to risk their lives on their behalf. And they have captives who have been given no choice at all. Mixed in among the ghosts and nightmares are the Savrii loyalists and the player characters they have taken. Each has their own reasons, but they will attack you, and the harm they do is very, very real.
As is yours.
choices
You stand in a natural cave of unshaped stone. Without the pool, the only lights are what you brought, but all of them at least show you the truth. The companions who came with you, and the ones you came to save. The handful or so of other bodies mixed into the fight—barely a dozen individuals in total. And at the back of the chamber, a group twice that in number, arrayed in robes and silver cloth.
The intermediaries do not repent.
With the focus broken, their powers are too weak to alter your minds here. Still, if you allow it, they will speak. They insist their actions were for the betterment of Thisavrou. They insist they saved it from the harm dealt out by you and yours. Converse as long as you would like to—or as long as your allies will wait.
But in the end, it comes to your decision.
The intermediaries do not repent.
With the focus broken, their powers are too weak to alter your minds here. Still, if you allow it, they will speak. They insist their actions were for the betterment of Thisavrou. They insist they saved it from the harm dealt out by you and yours. Converse as long as you would like to—or as long as your allies will wait.
But in the end, it comes to your decision.
[For more information, and to participate in the vote regarding the intermediaries' fate, check out the OOC post linked above. The setting transition will occur immediately after this log; you're welcome to thread smaller-scale aftermath things, but please avoid dating anything more than an hour or so forward.]
no subject
No.
[Though the sight of it spiraling down into darkness is dizzying enough without it.
There is one major reason he can think of, that she would be so affected by something here that he doesn't recognize.]
Is it where you faced your challenge?
no subject
For a moment, she makes the mistake of closing her eyes — before they blink open again, unfocused, unseeing.]
If you want to call it that.
At the bottom of this is a pool of silver... liquid. All the meditation, mediation, reflection-- whatever you want to call it. All of it is sourced from that.
[She points out, down the stretching white hallway of nightmares' past.]
All the cells [cells, not rooms] are positioned over top of it. That's what causes what we see. It reads you like an open book, then twists your reality into whatever suits the intermediary's goals.
no subject
He hates this.]
And you... you went there.
[Again, it isn't a question. Somehow, he sense that this is a story Shepard can only tell on her own terms.]
no subject
The cells are padded, insulated against the full effect.
[For a moment, it seems as if she might add more, but the statement merely hangs in the air, a cold suggestion of everything left unsaid.]
no subject
He should leave it.
But, unfortunately, this is as much about strategy as it is about support. And if they're going to go down to... whatever it is that Shepard encountered, they're going to need to know what to expect.
He takes a deep breath, and makes a silent apology.]
So what happened?
no subject
Then, she shakes her head.]
Not right now.
[Maybe not ever.]
All you need to know is that everything you dreamed, everything you imagined in your cell? Crank that to eleven, and make it realer than the memory of your first kiss. That's what we're up against.
no subject
Whatever you saw--
[He cuts himself off. He doesn't know if this is the right thing to say, or if he should even be sharing it at all. But he knows that Shepard is struggling in her own way, despite whatever appearance she puts over it. And she deserves to know that someone notices.]
You don't have to bear it alone. You have people.
no subject
It's a moment before he speaks the rest of the sentence, as if waiting to make sure she was absolutely listening, that she absolutely understood what he was trying to convey. Shepard treats him to another look, a her neutral expression marred by a unique exhaustion that seeps out in the spaces between.
On the edge of the first step, she stands, rocks, and re-balances.]
Let's go.
[Along with a small nod, it's the only answer she gives.]
no subject
She shouldn't have to shoulder this by herself, whatever she's dealing with. It doesn't have to be him, but someone. She has so many people who care, there has to be at least one she can trust.
He had been kept here for two weeks. Shepard had been here for over six. This must be affecting her deeply. She has to be struggling.
She has to be, because the alternative is that the problem is with him, yet again. That he's so much weaker to this. He needs to know that he's not the only one feeling short of breath turning every corner, hearing echoes of remembered words as he walks down the halls, spending every moment wondering if he'd ever really left at all.
As much as the sentiment comes from empathy, there's also a selfishness to it: if she shows weakness, then maybe it's okay that he's been so weak. If Shepard is broken, then maybe it's not so terrible that he is, too.]