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⌞THE AGOGE⌝ MODS ([personal profile] agogemod) wrote in [community profile] agogelogs2018-02-12 10:55 am

Sometimes they are five. Sometimes they are three.


We do not merely destroy our enemies;
we change them.


WELCOME TO THE END OF TIME.

The Regency has its spies and its cloaks and daggers. You may have even brushed shoulders with one and not have known it. There is a place for such tactics. You are not in that place any longer.




On missions like these, the Regency prefers to keep its base close, in a intradimensional time pocket. You're apart from Gallipoli, no longer technically on Earth or in the 1910s. There are multiple segments to this complex base of Regency operations, but you can only really see two places...

THE BRIG

This is your holding cell, a constantly shifting room of indesctructable grey squares. It folds and bends to hold you and your seven companions as you await... something.

There are no guards in this place. There are no bars to look through, or sounds to listen for. You are simply in the box, left to your own devices.

Occasionally, holes will open in the ceiling, and packaged, processed rations will fall from them before immediately closing. This is the only way to measure time. There are always exactly eight bags, each with the name of one captive written on the side in their native language.

Holes will occasionally open in the walls, and they always bring with them a searingly bright light. Sleeping and sitting is difficult on the ever-shifting floors, and when you try, it always seems like a pinhole of light opens right on your eyes. Even leaning on the walls has mixed results.

DON'T GO TOWARDS THE LIGHT

The windows of light that open always stay very small, making it difficult to look through, and always pour radiantly bright, hot light. If you're feeling particularly self-punishing, you might be able to peek at an odd angle and see something of the world outside without being completely flashblinded. The world outside the Brig looks rather like the interior of a Dyson sphere. In the center, a great, bright, hot energy radiates out like a sun, and it reflects off the exterior globe the pocket dimension functions within, illuminating everything from every angle. The Brig floats around it in a slow orbit, as do many other similar looking box-rooms made of similar material, connected by constantly moving tubes and chutes. Some boxes have more chutes going toward them than others. No chutes connect to the Brig, unless someone is about to disappear into the floor...

Getting this view will be difficult, but not impossible; it will just take characters willing to blind themselves with an overabundance of light multiple times until they get the correct angle, allowing them to see outside for roughly a half second before the room shifts to redirect the light back into their eyes.

not so solitary confinement

Occasionally, the cube will split into smaller segments, throwing characters together with others at random in close confinement. This is unpredictable and fast, splitting you off from the whole for what feels like hours at a time, often with only one companion as the cube shifts and squirms around you.

technical malfunction

The power nullification is still in full effect. No magic or special abilities rule this place. Your only master are the walls, undulating with no discernible pattern, always moving.

The Regency has also attempted to break the BCE's translation capabilities, but due to the fact that COST-jailbroken BCEs work on a different system than Regency ones, this is an intermittent problem that occurs sporadically. (ie, have the translation capabilities blink in and out at your discretion.)

THE OTHER PLACE

And then, suddenly, the floor drops out from underneath you. The shifting walls make a hole perfectly your shape and size, and sucks you through. The hole closes neatly, immediately, and you slide along in a world of boxes pressing close to your skin as you are moved from one holding area to another.

When you emerge, you do so in total darkness. Power nullification is still in effect, but even if you can naturally see in the dark, it doesn't matter. All you can see is an endless blackness, and walking doesn't help. You can keep walking for however long; there is nothing to walk to. The floor is perfectly level, but you'll never reach a wall.

Finally, there's light in the distance. A spotlight from nowhere shines down on a person with the head of a jackal. Looking closer, you'll find it's some kind of highly technical mask. They are wearing armor that obscures their exact shape-- no skin shows, no hint of identity or personality, just the cold eyes of the mask. They turn to you, and speak in a voice clear and soothing, almost gentle.

"I am Kebechet. I have been looking forward to speaking with you."

lonelywar: (11)

im so sorry, i lost this notif, feel free to ignore if this is too intense of a backtag!

[personal profile] lonelywar 2018-03-13 09:05 am (UTC)(link)
To add to the injury of their capture and their questionable situation also the self-inflicted injury of anger at personal failure was a dangerous path. It was one Ashitaka typically sought to avoid, thinking that it would only lead to circuitous wandering rather than keen attention paid to the path leading to a possible solution. He had never wallowed in the reasons for his decisions back home, confronted with a curse that would, with time, claim his life. He found himself tempted to do so here, still not remembering how he had been convinced to join COST, doing countless things he did not understand in wars that were not his, just so they could preserve a vague idea of freedom in a distant future.

But in the end he does feel foolish. They had been fighting for something important, in the diplomatic mission to try to gain them peaceful retreat from this place, and he had allowed himself to be sneaked up upon. Though he knows neither himself nor Noctis can blame themselves fully, he can't help but feel the shard of discontent, knowing if he were a little more aware, such a thing might not have happened.

There is much in what Noctis says that he doesn't understand. Proper words, he picks out. "Turk" -- so it had been in the mission as well, though he hears him say Hei's name as well (though Noctis' miming of the other guy's severe demeanor elicited a small smile from Ashitaka, just for a moment); he knows he had not wanted to be diplomatic, so they were most likely fighting.

The rest of the specifics are difficult, vague. From tone and his expression, he can sense that something had gone wrong, and the way he ends his statement seems unsure. He isn't sure what happened in the end, because of the dart. He gives a solemn nod.

Without the reliable use of words, he decides to take a different avenue after a moment's thought, reaching out to clasp the other young man on the forearm. It was just for a moment, but it was a gesture of solidarity and understanding and what little comfort he could offer in a situation like this, before he retrieves his arm and once more retreats into his own space.

Even though it's a shot in the dark, he can't help but ask, "What do you think happened with the talks with the Turkish leader?" Noctis probably doesn't know much more than he does, but he wanted his opinion nonetheless.