
Lightning flashes. Thunder booms and rain patters on the roof. It’s all about ambience here in ViViD, of course. You gotta set the mood!
Welcome to the Pleasurable Super Youthful Caring Hospital Stage, PSYCHward for short. It works, shut up. It’s a stage created for your well-being, health and happiness. Be careful, though. The first step you take in the dilapidated asylum carries you right into a puddle.
Look down, and the puddle is red.
Ah.
Of course it’s blood.
It’s only going to get even more fun from here.
 Good Day. I Am The New Introducer For ViViD Levels. Mosley? Who's That?
Anyway, Please Have Fun And Remember To Be Safe. Safety Is Our First Priority At CERES.
Thank you. Enjoy.
|
PHASE I [ 4 00 ] The first room any people familiar with the ViViD song and dance routine will find is one that is...wonderfully full of body bags. Body bags everywhere -- on the floor, on the shelves, uncomfortably tossed over the back of a chair...and each body bag has a helpful tag.
Handy.
Of course, within each bag is a newcomer; they won’t be able to escape the body bags until someone else unzips them. They’re dressed in little more than hospital gowns, toe tags still attached to bare feet.
Welcome to ViViD! Enjoy your stay.
Of course, there has to be an element of surprise to it. Some body bags contain living, breathing newcomers, yes. But the others?
These contain corpses. The toe tag on them indicates a loved one or someone important to you -- or someone you hate beyond all else. You open the bag, and there is their face, achingly familiar and frozen in death...but blink and suddenly they’re the corpse of a nondescript stranger.
PHASE II [ 6 00 ] Step out of that room and now it’s the asylum proper. Lights flicker. It’s dark, but it’s still more than clear to anyone with ears -- something’s stalking everyone in this place.
The shadow flickers on the wall, the lights go out -- you turn a corner and there it is, jumping out at you with an unearthly cackle --
A puppet.
It hangs there limply, utterly harmless.
All around the facility, these harmless puppets lurk. In lockers, behind doors, in dark halls…
But they’re all literally inanimate and harmless. Whose dumb idea was that?
PHASE III [ 10 00 ] But slowly, the atmosphere changes. Go in deeper, and the sounds around deaden until there’s nothing left but the dark all around and the sound of your own breathing. And yet, irrevocably you know, whether as an aspect of the level or something else entirely --
Something is actually hunting you now.
It makes no noise. It can’t be seen. But it’s stalking, and it’s on the hunt.
To make matters worse, now the asylum seems to have become a proper maze, with dead ends everywhere, and practically no light to see them by.
And the only other souls you’ll see are the other people stuck in the maze -- but there’s something not quite right about them either. You can see...bits of their code, lurking under the surface of their skin, and as you watch, it’s being corrupted, bit by bit, the longer they’re in the dark.
If you look down, it’s happening to you too. Better hurry.
There’s only one way out.
PHASE IV [ 14 00 ] And then you step through a doorway into light.
You escaped the maze, but this is an asylum, and you’re about to see why. There are rows upon rows of cages of aliens. They cry out and reach out through the bars with webbed or clawed hands or tentacles, begging for release.
Let them out, or don’t -- the exit to Cerealia proper is right there at the end of this room, inviting and safe.
But if you do elect to let them out, the entire room suddenly goes silent.
And there, in that cage you opened, there is no longer an alien, but instead a doll. And it’s watching you. Stay any longer, and the doll with start to move, reaching -- and if it touched you, suddenly you’re the one locked away behind bars.
On the plus side, when you take the exit to Cerealia, it’ll deposit you in the Pleasure District, where massagebots will reach for you to try to drag you in for a sensual massage.
Welcome!
PENALTY [ ?? ?? ] You were caught in the maze.
It’s hard to say even now what it was that caught you, but now you’re strapped down to an operating table, and there’s a flat-faced doctor standing above you.
The restraints can’t be broken.
There’s a prick of a needle, and you fall unconscious -- and that’s probably a mercy. When you wake up, you’ll be back in the asylum somewhere, but missing a sense -- the one from your character’s application will be gone. A character who is sight will have been blinded, for instance, and a character who is touch will feel nothing. This will last until they log out of ViViD and get into Cerealia.
[ Remember to apply proper warnings on threads with sensitive or inappropriate material and do let a mod know if your thread careens off into maiming or canoodling so we can lock the log. ] |
Welcome to Cerealia's July intro log! For your convenience, we have compiled the characters' arrival experience here, and should you have any questions, feel free to ask them here! You can also check the FAQ for more general inquiries. Should this event log hit Captcha, there is an all-purpose overflow here. Thank you! |
i.
she's unzipped a couple of bags earlier and now she's found another one. ]
Just a sec, okay? I'll get you out of there.
[ the motion of unzipping isn't rushed, either. she takes it slow, not intending to burn the person under the zip by how fast she's opening the bag. but voila! welcome back to the land of the living, pyrrha. ]
no subject
Land of the living, indeed.
Slowly, she takes in her rescuer. She remembers Athena from the sleepover, the kind young woman who had taught her to play chess. ]
Thank you. [ There's only a bit of Pyrrha's former liveliness in her voice. ]
no subject
Hey! You're— [ it takes her a moment to try and remember her name. it was only for a brief period, but they did have some fun together. softer now, she speaks again: ] Pyrrha, right?
no subject
She nods, ] Hello, again. [ And this girl is - ] Athena?
no subject
Yeah, that's me. You remember? [ now she wants to know if there's anybody here who was brought back from the nexus, too. she'd really love to see her friends again. ]
no subject
[ She doesn't forget kindness, or a friend she could have made if things had fallen out differently. Pyrrha busies herself unzipping the bag the rest of the way so she can wriggle herself out of it. ]
Are we in ViViD? [ She just wants to make sure... ]
no subject
We are. I-- um, welcome back?
[ is that what you're supposed to say? being here is better than being in the nexus, isn't it? ]
no subject
Thank you. It's nice to be back here.
[ No, it's not. ]
no subject
she gets up as well, looking around. the other body bags have been emptied, from the looks of it. that's good, at least. ]
We should probably go. Before some zombie nurse shows up and tries to eat us.
no subject
Yes, you're right.
[ Pyrrha wouldn't be a match for any zombie in her current state. ]
Do you know how to get to the next level?
no subject
I honestly don't know. They just introduced this level... but hey, why don't we try the elevator? [ the exit might be downstairs, or something, for all they know! ]
no subject
... just not in this case. :(
Pyrrha nods. From one dark hall and an elevator to another. ] Let's go.
no subject
...
Okaaaaay. Maybe this wasn't the right way.
no subject
Pyrrha can't help but look a little unsettled at the sight. When the aliens begin to plead for their freedom, appendages beating ineffectually against the curved glass pods, she almost startles, lips going white as she presses them together.
She makes herself look past them and, oh. ]
Look. There's a door at the other end of the hall. Maybe that's our exit?
no subject
What about them?
no subject
They may be one of ViViD's tricks. We should keep going.
no subject
Alright. If they aren't, I'm sure somebody else will help them out, anyway.
[ she still looks at the pods as she walks, but she makes no sign of approaching any of them. ]