Panem Events (
etcircenses) wrote in
thecapitol2015-07-26 11:50 pm
Entry tags:
- aang,
- albert heinrich,
- altair ibn la-ahad,
- bucky barnes (panem),
- chuck hansen (panem),
- clint barton,
- daryl dixon,
- derek souza (panem),
- ellis,
- james sunderland,
- jason compson iv,
- jet link,
- karkat vantas,
- kurloz makara (panem),
- leonidas cora,
- meulin leijon (panem),
- peggy carter (panem),
- phi,
- phillip gray,
- rick grimes,
- roland deschain,
- sam wilson,
- sigma klim,
- terezi pyrope,
- the psiioniic,
- the signless,
- ✘ arya stark,
- ✘ bucky barnes (mcu),
- ✘ feferi peixes,
- ✘ gary epps,
- ✘ joel,
- ✘ nick (twd),
- ✘ tony stark,
- ✘ vivi ornitier
Once Upon A Dream - 4th wall
The Tributes will not be warned for when their injections will occur. For those who are known to be compliant and willing to work with the capitol, they may be taken aside and told they are getting a shot or whatever else may convince them. Others may be injected within their sleep (and have been drugged earlier to keep them that way).
If you are not a tribute, your injection comes on your decision, having cashed in your ticket at Hypnogogia for a good rest and stay.
Everyone is ushered to bed at once and everyone will be quick to discover why.
The first effect is a sort of paralysis - not the terrifying inability to move, but a signal to the brain that says why move? Moving is so much effort. It's quickly followed by drowsiness, and then a chill that radiates from the needle into the body, and finally, unconsciousness.
This shared dreaming carries on whenever you sleep for seven total days, with the Expos running during their waking hours. Those with Vistors will meet them within the dream.
Day 1: It starts as a typical day in the tower. You may very well not realise it to be a dream. The only difference is that there are others here, ones who won't be around when you wake. They've been instructed to wait for you. You can show them the whole of the Capitol in this time, if you wish.
Day 2: On this day, the world is... yours. Some of the world will bleed into the mini worlds of others, so long as you have the wish in mind to visit them. Some details about the worlds may be off but it will initially seem as though you've finally returned home.
Day 3: A paradise. Any paradise. Whatever your characters would personally deem as a paradise. Like with day 2, the dream worlds will bleed into one another.
Day 4: On day four, it starts off somewhere inspired by a District. It's been tailored to suit the Capitol of course but
̨̙̟͒̒̔ͬ̄̌̓̓s̋͒ͩ̈́ͯ́̾ͭ͑͘҉̮͈̪̲̼̜̟͡ó͔͔͖̼̂̓̌̓m̰̹ͩ͑̽̆̽̚͟͞e͙̰̬̻̋ͣ͑ͭ̄̌̀ṭ̡͈͔̺̀͂̈́ͯ̎͛̓́́ḣ̍̉͌҉̮̖͔͉̜͉̘͓į̶̥̼͙͒̏́̈n̼̬̼͖͖̳͊͐̈g̷̱͈̦̀ͣ͒̒̅͛ͯ̐̿ ̵̡̻̳̯ͫ̓̃ͭͨg̵͚͚͖̏̒̏ͨ̐̏ͦ͞͡ȏ͚̳͓̱̩̞͚͙ͮ̊̄̐̂͊e͇͇̦̳̦ͥ̽͌̆͂̇͆ͤͅs͙͙̠̝͍̹͔͓͛̽̾͑͂͆ ̠͖̘̥̤̑ͧ͘w̛̰̰̗͕̻̯̰͕̃͌͘r͖̰͚̋o̵̭̺̺̘͈͕͆̐̇̌ͣ͆͗͟n̷̫ͦ̆ͯ̀g̛̥͖͎̺͙͈ͮ̓͐̄̇.
The dream world seems to distort. From the setting, to those in it, for five seconds everything is warped and wrong, caught in an echo chamber. Then it goes dark and silent. From the dark, the nightmares crawl out. The nightmares may have things taken from memory, but most of it is a new and horrible scene where making sense isn't mandatory.
Capitolites are quickly awoken and refunded. They are given a (poor-tasting) drink that will offer them totally dreamless sleep. But they don't have to drink it if they do not wish...
[OOC: This is the day that D13 players will finally be able to participate and on every day following. You are allowed to post for this early.]
Day 5: The Capitol tries again to take back control of the dream, starting out with a fun and cute arena with super-soakers, glitter bombs, and weapons made from foam. It's happy and colorful. But it doesn't last long.
Soon enough, the dream warps again into a nightmare. The arena loses its harmlessness, becoming one that's very much a threat. This may be an arena from memory or something totally new.
Day 6: The Capitol hasn't given up fighting District thirteen's interference but they've taken to a new tactic. In attempt to drive them out, or at least pin some of the blame on thirteen, the sixth round of sleep is set in a bad memory. It can be any memory at all; something in the arena, something offworld, even things around the capitol or area around so long as it could've been caught on camera. Essentially, unless it's a blind spot, it's fair game.
Individuals who are free of or manage to fight through this torment are free to help the dreaming characters as they will-- or make things worse.
Day 7: War. Terrible war. This is what will be heard on the final day. It will echo out over the dream world. And that dream world will reflect the very terrible war spoken of. Is that your friend over there, looking shell-shocked? Is that your family laying there motionless? Who is that in the fray crying out? Could it be the one you love most?
This dream will leave very few survivors and will not last long. Those that do, will hear this: "Know the cost of selfish acts. Consider what you stand for."
[OOC: With this you may consider the fourth wall live! All tributes and any guests, Capitolites, and D13ers who are signed up may tag in here. Alternately, you may make your own logs! If you are tagging in here, you MUST warn with headers for any relevant topics that may upset players.]
If you are not a tribute, your injection comes on your decision, having cashed in your ticket at Hypnogogia for a good rest and stay.
Everyone is ushered to bed at once and everyone will be quick to discover why.
The first effect is a sort of paralysis - not the terrifying inability to move, but a signal to the brain that says why move? Moving is so much effort. It's quickly followed by drowsiness, and then a chill that radiates from the needle into the body, and finally, unconsciousness.
This shared dreaming carries on whenever you sleep for seven total days, with the Expos running during their waking hours. Those with Vistors will meet them within the dream.
Day 1: It starts as a typical day in the tower. You may very well not realise it to be a dream. The only difference is that there are others here, ones who won't be around when you wake. They've been instructed to wait for you. You can show them the whole of the Capitol in this time, if you wish.
Day 2: On this day, the world is... yours. Some of the world will bleed into the mini worlds of others, so long as you have the wish in mind to visit them. Some details about the worlds may be off but it will initially seem as though you've finally returned home.
Day 3: A paradise. Any paradise. Whatever your characters would personally deem as a paradise. Like with day 2, the dream worlds will bleed into one another.
Day 4: On day four, it starts off somewhere inspired by a District. It's been tailored to suit the Capitol of course but
̨̙̟͒̒̔ͬ̄̌̓̓s̋͒ͩ̈́ͯ́̾ͭ͑͘҉̮͈̪̲̼̜̟͡ó͔͔͖̼̂̓̌̓m̰̹ͩ͑̽̆̽̚͟͞e͙̰̬̻̋ͣ͑ͭ̄̌̀ṭ̡͈͔̺̀͂̈́ͯ̎͛̓́́ḣ̍̉͌҉̮̖͔͉̜͉̘͓į̶̥̼͙͒̏́̈n̼̬̼͖͖̳͊͐̈g̷̱͈̦̀ͣ͒̒̅͛ͯ̐̿ ̵̡̻̳̯ͫ̓̃ͭͨg̵͚͚͖̏̒̏ͨ̐̏ͦ͞͡ȏ͚̳͓̱̩̞͚͙ͮ̊̄̐̂͊e͇͇̦̳̦ͥ̽͌̆͂̇͆ͤͅs͙͙̠̝͍̹͔͓͛̽̾͑͂͆ ̠͖̘̥̤̑ͧ͘w̛̰̰̗͕̻̯̰͕̃͌͘r͖̰͚̋o̵̭̺̺̘͈͕͆̐̇̌ͣ͆͗͟n̷̫ͦ̆ͯ̀g̛̥͖͎̺͙͈ͮ̓͐̄̇.
The dream world seems to distort. From the setting, to those in it, for five seconds everything is warped and wrong, caught in an echo chamber. Then it goes dark and silent. From the dark, the nightmares crawl out. The nightmares may have things taken from memory, but most of it is a new and horrible scene where making sense isn't mandatory.
Capitolites are quickly awoken and refunded. They are given a (poor-tasting) drink that will offer them totally dreamless sleep. But they don't have to drink it if they do not wish...
[OOC: This is the day that D13 players will finally be able to participate and on every day following. You are allowed to post for this early.]
Day 5: The Capitol tries again to take back control of the dream, starting out with a fun and cute arena with super-soakers, glitter bombs, and weapons made from foam. It's happy and colorful. But it doesn't last long.
Soon enough, the dream warps again into a nightmare. The arena loses its harmlessness, becoming one that's very much a threat. This may be an arena from memory or something totally new.
Day 6: The Capitol hasn't given up fighting District thirteen's interference but they've taken to a new tactic. In attempt to drive them out, or at least pin some of the blame on thirteen, the sixth round of sleep is set in a bad memory. It can be any memory at all; something in the arena, something offworld, even things around the capitol or area around so long as it could've been caught on camera. Essentially, unless it's a blind spot, it's fair game.
Individuals who are free of or manage to fight through this torment are free to help the dreaming characters as they will-- or make things worse.
Day 7: War. Terrible war. This is what will be heard on the final day. It will echo out over the dream world. And that dream world will reflect the very terrible war spoken of. Is that your friend over there, looking shell-shocked? Is that your family laying there motionless? Who is that in the fray crying out? Could it be the one you love most?
This dream will leave very few survivors and will not last long. Those that do, will hear this: "Know the cost of selfish acts. Consider what you stand for."
[OOC: With this you may consider the fourth wall live! All tributes and any guests, Capitolites, and D13ers who are signed up may tag in here. Alternately, you may make your own logs! If you are tagging in here, you MUST warn with headers for any relevant topics that may upset players.]

no subject
Gray remembers screaming for help as he tried to stabilize Fitzgerald and having someone call 9-1-1. His fingers remember feeling the puncture wounds, he counted seven. But now Jeremy would see and hear what happened in the panic: Phil begging Jeremy to not die. Stay with me! Help's on the way but please, please don't die on me! The events of the Bite of '87 unfold for Panem to enjoy in its' gruesome glory.
Mike Schmidt may have been the last guard Phone Guy trained before he died but it's Jeremy Fitzgerald who had the most impact. His death, years after the fact, added another body to Phil's conscience and into the seedy grounds of Freddy Fazbear's Family Pizzeria. No matter how hard management washed the floor, Phil could still see the stains.
Gray didn't want to wake up, not this time, he wanted to comfort the guard...even as burning tears slid down his face. The scream Phone Guy let out sounded like a banshee's wail, he didn't want to let go.
"I'm so sorry I got you killed..." he wept, his voice retaining its' telephone quality but real all the same. "I'm so sorry I let that monster murder all those kids. I'm so sorry I didn't do enough."
He carried his guilt and wore it as both his armor in Panem and the weight to crush him...seeing Jeremy again reminded him of this. Phillip could find a new life here but he could never forget what brought him here in the first place.
no subject
But that's not the case here. There's no sirens, no aid, nothing but the static and the screams. And even those are slowly fading, the shadow of the Mangle slowly growing larger beneath the pool of blood surrounding them both. Everything grows quieter and quieter, until all that can be heard is just the two of them - panicked, ragged breathing, choked back sobs and desperate pleas.
Were it any other situation, maybe Jeremy would've been convinced. But as the spasms start to slow, he only has one thing to say, with one final accusing look.
"I know ... it was you."
The last thing Jeremy Fitzgerald ever consciously thought. He goes still in Phil's arms, though his eyes are still wide open and staring up at the man pleading at him.
The shadow grows, and grows, until everything is slowly covered in blackness and silence.
no subject
"I might as well have been," Phillip concluded, knowing that in the darkness, he could hear the faint jingle of the Toreador March, something Jeremy never had to hear. He was dead in his world, and everything he cared for laid in ashes. The least he could do was give Jeremy some closure as well, even if it was all a dream.