Thisavrou Head Mods (
savmods) wrote in
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
[Taken away, where they could never protect them.]
[A hand across their head, arms around their middle. People latching onto them, attempting to get them to stop, to stop! They do not stop. They Continue.]
[FIGHT to try and work their arms free, just to Continue.]
no subject
Cuh...hhhhan't...
[Their strength is waning. They can feel it, faster than the bullet in their gut had been. They cough, trying to hold on but their weight just leans onto Chara more and more, and they struggle]
[to]
[remain]
[They fall.]
no subject
[Chara isn't injured.]
[Frisk is losing it.]
[Look after Frisk, won't you?]
[Shiro turns from Chara. Turns to Frisk, trusting armor made of alien origin against their weapon. He keeps his metal arm out, in warding, to guard, while his real hand scoops Frisk to his chest. They need to get out of here. Back up the stairs. Back to the medical ward.]
[I'm sorry.]
Hang on. Hold on, buddy.
no subject
[If they allow them to escape, if they allow this - then they fail. They fail. Frisk suffers for it. Asriel suffers for it. They'll cry. And it will - and they can't - ]
[A ragged, keening noise rips out from the back of the child's throat as they throw themself bodily forward, attempting to slash at Shiro as he retreats. Hamstring him, injure him, slow him down, anything. Anything that will mean their disloyalty won't be tested. Anything to prove that they're doing what was asked of them.]
[Anything.]
no subject
Chhhara...!
[They're crying. They're hurt. Frisk has to help them, has to SAVE them, they can't leave them behind again, that's their friend, their family, their Partner--!]
[Frisk squirms in Shiro's hold, trying to get loose and reach back for Chara, desperate to do whatever they can, even if it's just to tell them it's okay.]
Chara!
[It's okay if you don't forgive me.]
no subject
[He cuts off, sucking in a breath as something hot cuts across his side. The black of the armor ripped like cloth. One of Chara's wild swings finding a low mark over his hip. For a stride, he stumbles, but holds onto them. Onto Frisk despite their struggle.]
[He'd promised. He'd promised them both--]
I'll come back for them! [It's all he can think to say, in the heat of the moment. But it's as good a promise as he can make, trying desperately to keep Frisk out of harm's way. Shield them with his own frame. He can take it. They might not be able to.]
no subject
[The sound of voices, like klaxons. The high-pitched noise of a child crying out in pain and distress.]
[It rips into something nestled in their chest, in the crimson glow of their SOUL.]
[Burns.]
[Burns.]
[They fall back with a muted cry.]
no subject
[What good are they? What good are they?]
[Their whole body trembles, and hot tears drip down Shiro's armor.]
no subject
[Taking the stars two at a time. There was a medical wing. There were bandages. Maybe it's going to be enough.]
I'll go back, Frisk. I'll get them. It's going to be okay.
[Repeated like a mantra. Breathing harder, but still moving.]
[He promised.]
no subject
[ITEM. They need to heal.]
[Shakily, they try to paw their way into their own pocket. They have two vials. Another chance.]
no subject
[Right?]
[There's something salvageable here. There has to be.]
Almost there, Frisk. Little further...
no subject
Duh...dhhhisk, needa...
no subject
[His steps slow. Looking down at them. For a moment, he pauses. To try and parcel out what they're trying to tell him.]
A disk?
no subject
[Their weak scrambles in their pocket finally turn out their PacDisk, and they hurriedly fuss with the device before it materializes a small vial.]
Heal bot--bottle...
no subject
[Just nod or shake your head, Frisk. He's stopped moving, and keeps a steady hold on them.]