Entry tags:
story:quest_01.
STORYQUEST_01 | ||
![]() DAY NINE | ON THE ROAD WE GO. Doing the right thing led to pissed off Caians who took it upon themselves to remind you of your place: by making a mess out of Settlement 409. It doesn't matter if you aren't a Terran yourself — like it or not, you're associated with them now just by breathing the same air as they are — but attacks like that are going to come frequently, and they aren't going to stop. That's why, after the pleasantries and crystal-gathering shenanigans are over, the Head Navigator decides to move everyone up north. There's no point in staying right here when someone will knock over building blocks as soon as they're put down. It doesn't help that the rift is pulsating with energy more often than usual, spitting out unwanted eldritch horrors like it's as natural as rain. Staying put would mean fighting Caians and eldritch horrors left and right, and nobody has time for that — for now. (They'll come back, the Navigator tells everyone; he just doesn't know when.) Where the Head Navigator wants everyone to settle at next will take about three days' worth of travel. The rescue fleet can't carry everyone and everything that needs to be transported, so how is anyone getting there? Enter: the drone-homes. What may look like unassuming, hulking structural features are actually portable homes with legs. Once moving day arrives, the settlers and newcomers alike are ushered into one of these, and the drone-homes will be the ones transporting people from point A to point B. They're slow, and maybe a bit loud if your room is situated near the legs, but at least they're safe. You'd like to hope so anyway. OPTION A | HELLO ROOMIES. It's been a mild, wild ride. You're weary and you just want to take a rest, but there's the matter of figuring out the bed arrangements first. Do you take the top bunk? Do you take the leg bunk? Do you know where the leg bunk even is? There's a bit of fumbling around with your fellow drone-home resident, but you eventually figure it out. How you figure it out is up to you. OPTION B | WHO KNOWS HOW TO DRIVE? Time to hit the road! You've got your keys and... what, wait. You're supposed to drive this thing? The controls are foreign to you, even if the others tell you it's all old-school tech. How are you supposed to get this hulk of a thing to get moving? Luckily, someone from the 409 Settlement helps you out with the basics but they tell you it's up to you to figure out the rest. You're not alone in this predicament at least. You have your new roomies to brainstorm with. Just don't take too long in figuring it out, or you'll get left behind. DAY TEN (A) | LOOK UP AHEAD. Riding north brings the Terran Purge Monument into view. You were able to spot it from miles away last night, but it's only now that you realize the size of this thing. If you prod enough of the older Terrans, you get a quick history lesson on what the monument is for and how it came to pass. It's a concise talk, like they've had practice doing so before; you're informed that you're not the first one they've had to give the lesson to. What are you going to do with that information, now? OPTION A | TAKE A STROLL OUTDOORS AND GET LOST. You make your way out to get some fresh air, but you've somehow gone farther than you've intended. Climbing down the hulking metal buildings already took some effort, and so did navigating around from under them, but you've somehow gotten yourself turned around at some point, and now you're standing in front of a large monolithic memorial. There are millions of names etched onto the surface, and the names continue on upwards, towering over you as a chilling reminder of death. If you touch the monument, you'll feel a spark run up your arms, lighting you up for a moment before dissipating. After a few moments of inspection, an official-looking figure makes their way towards you, telling you to halt, before escorting you back to the moving buildings. OPTION B | STAY CLOSE AND GET IN TROUBLE. You don't see exactly what kicked it off, but a scuffle breaks out in the bonfire you're minding your business in, and all hell seems to break loose. Caian guards come rushing in, yelling at everybody to calm down and get back in their beds - if you listen carefully, you catch transmissions from their comms that similar fights have broken out in the other nearby bonfires at roughly the same time. The scuffle escalates when someone throws a punch, and then it devolves into chaos. You're pulled into the fray, and next thing you know you're being hit with the full force of a Caian officer's shock baton. It's, well, a big shock to the system for you. Choose carefully. The choice you make will have weird (but harmless) consequences later on. ![]() DAY TEN (B) | HOME ON THE RANGE. Thunder. Lightning. Something's very frightening as the sky rolls in dark colors and flashes of light tear through the darkness. You already had a very eventful day, and it doesn't look like you're going to get the peace and quiet you might (desperately) need. A heinous shriek breaks through the thunder, and not long after the sound is another, final, booming sound. What follows is this: hundreds upon hundreds of bones falling from the sky, raining down on the drone-homes in dull thuds. And then, in the horizon, from the rift a looming figure descends and flies close by, howling with the wind like it belongs in Alexandrina. It swipes at the drone-homes, but it doesn't seem to be corporeal - it moves and acts like a giant whispy ghost, in fact. What's going on? Is it harmful? So far it doesn't look like it, but just to be safe, try to avoid it! ![]() DAY ELEVEN | (TEMPORARY) FINAL DESTINATION. The rain finally lets up just in time to give you a view of what the rift looks like now. After spitting out bones the night before, the least it could do is be just a bit less menacing, and there are no signs of the ghostly figure anymore either. Was it all just in your head? Then again, your little road trip has been anything but peaceful — well, it was quiet for the most part, besides the issues at the Terran Purge Monument — so you won't be too surprise if you're tired enough to start hallucinating. You try not to think about it too much. At least up until you get that familiar feeling of being pulled in. You look up, and the rift starts pulsing like clockwork before your very eyes. Nothing beyond that really happens though, but you may encounter random shifts in time and place depending on your luck. It doesn't happen often enough to become a serious issue, and just as well too, because the PA system chirps alive with a message from your friendly Head Navigator. Good evening. We're finally arriving at Settlement 514's old base of operations.... Spoken like he's doing his best to sell you this place. At first glance, the base looks like your drone-home, only it's much larger and doesn't look as welcoming. It's more like a horror movie waiting to happen, so maybe you're a tiny bit thankful you don't have to spend a night (or two) inside. It becomes immediately clear why the Head Navigator chose this area as a temporary base though: there are abandoned supply crates, vehicles, and other miscellaneous stuff everywhere. A scavenger's paradise, really. At least you have something to keep you busy. Might as well see if you can find something useful, right? |
victra au julii | red rising | ota
DAY TEN (A) | LOOK UP AHEAD.