MISSION: THE DARKEST WILD
● ● ● M I S S I O N 1 0 . 0

It’s the middle of the day when the ping! of a new mission file is broadcast across every crewmember’s communications device. Whether you were in the middle of your meal, or occupied in one of the other rooms, you might want to pause for a moment to check on the file and hear what Viveca has to say.
You’ll have the rest of the afternoon to figure out what to pack with you, and it might not be a bad idea to seek some advice from those more experienced with the great outdoors; and when the morning comes, it is time to head to the teleportation platform once again.
It’ll be up and running when you arrive, its’ hum now a familiar sound — and beside the platform, Viveca awaits the entire team to shuffle in. Once everyone has gathered there, she takes a quick headcount and then smiles.
With that, the machine’s hum grows louder and louder, its lights blinding —
And then all of a sudden the lights shut down, the hum of the engine cutting off as if by a knife’s edge. Perhaps you are part of those who are left standing on the now-quiet platform, Viveca’s quiet curses in the dark the only other sound … until sudden laughter is carried into your comms, a woman’s voice echoing in your ears.
Or it may just be that you are one of those that the machine takes with it, suspended in the middle of nothingness with the multiverse surrounding you, waiting to be pulled towards the right direction — in your ears, there is the whisper of many voices, telling you what you must do in order to receive their help.
And then, just before you can open your mouth to shout for help, you find sand beneath your feet.
Somehow, some way, you’ve arrived on Noth 11X8.

The pale yellow skies of Noth 11X8 are dark and storm-filled when you arrive. Rolling thunder booms in the distance, and fat raindrops fall around you, leaving you drenched in seconds. At your feet are the pale sands of the island’s shoreline, and stretching out beyond that are the wild, torrential waves you’re meant to cross.
You might take a moment to gather your wits about you, but it won’t take long to realize there are fewer of your number than you last remember. If you try to reach out to the missing crew, you’ll only find static through your earpiece… similar to the way it sounds whenever you try to reach Viveca or Degar during a mission.
Wherever the rest of the team are, whatever happened to them — those are answers you won’t find in the wilds that stretch out around you. What you do know is this: there is an orb waiting for you on the next island over, and the faster you get to it, the faster you can hope to find your missing people and finally get the sand out from between your toes. (You know, if you’ve got them.)
1.0 Unfortunately, it doesn’t look as if the storm will let up any time soon. (In fact, it won’t until seven hours later.) Those of you who are perhaps feeling antsier than the others might genuinely consider attempting the trip even with the waters raging as they are. Who knows, maybe you’ve got skills and abilities of your own that would make the journey from island to island mere child’s play.
2.0 Maybe you notice the giant turtle dragon peacefully slumbering along the shoreline, whose entire length, as far as you can see, stretches the distance between the two islands. With its tough, armored skin and the rock-like formations along its shell, the turtle dragon almost appears… hikable. It’s definitely a risk, but is it any riskier than braving the churning waters yourself? It doesn’t even seem to notice the commotion happening all around it, so what are the chances it’ll notice a little ant like you crawling along its body?
Of course, you can always choose to wait the weather out. By the following morning, the skies will have cleared, and you can now see the main island in the distance. There, rising right out of its center, is the volcano that houses the orb. Thanks to the mission file you know it is active, but right now it sits dormant, save for a faint cloud of crackling energy floating over its peak. The more you look at it, the more unsettling it becomes, until eventually you find yourself forced to look away.
You refocus. One quick look around you will make clear that the turtle dragon has disappeared, likely sinking back under the cooler waters to avoid the rising heat from the planet’s trinity of suns. The air is thick and humid now, tasting of the previous night’s rains, but the ocean is calm and welcoming. What better time to venture out than now?
3.0 Daylight reveals the smaller island to be rife with natural resources that can easily make a handy raft, should you have the skill to fashion one. The trees alone would suffice: tough wood, sturdy and flexible leaves, vines for rope, and sap so sticky and waterproof it would give any artificial glue a run for its money. (Careful not to get it on your hands! The only way to remove the sap from any surface is to use the juice of the tree’s fruits ... a fine idea of course, except for the rank smell that lingers for at least two days.)
4.0 Further investigation will reveal the planet’s fauna to be just as helpful as its flora. Basking along the shoreline are a herd of irkals. While the males are only about 2 meters long, the females average around 3 meters from the tips of their snout to the tips of their tails. They are friendly and playful when approached, to the point where it doesn’t take much cajoling for the irkals to wade into the waters with you. By that point, why not test your luck? This time around, fortune favors the friendly — any who attempt to get a ride off of one of the irkals will find them agreeable. In fact, they might even make a race of it…
5.0 Should you choose a more direct route, you’ll find the waters during the daytime a tepid temperature, just a degree or two shy of feeling uncomfortable. Swimming the distance will clock you in somewhere under three hours, and the trip will be (miraculously) relatively uneventful. Save for the group of irkals, the waters are quiet. As you get closer to the main island, you may happen across a lone gevvin hanging around just outside of the shoreline. Though it will find you curious and swim closer for examination, it won’t prove aggressive unless provoked first.

Regardless of how you get there, the moment you step onto the main island’s sands, you can feel the difference. The air here is thicker, almost tangible and electric. In fact, the closer you get to the island’s center, the denser the atmosphere around you will feel, as if something invisible is physically trying to prevent you from approaching.
But that’s a problem for future-you. Right now, you’ve still got the rest of the island to get through. Those of you with teleporting abilities or enhanced speed will find they no longer work accurately, and the more you try, the more disastrous every outcome gets. Hopefully you’ve packed some water to keep hydrated, because it looks like you’re stuck doing it the old-fashioned way.
At least the view is nice. Like the island you first landed on, the main island is overrun with nature, with plenty of vegetation and fruit to provide sustenance. Flora of various kinds thrive in vivid, brilliant colors, providing a lush backdrop to your otherwise tenuous trek.
6.0 But as the day wears on, the planet’s suns prove to be an obstacle all on their own. In the middle of the day when the suns are at their highest in the sky, the heat will be so unbearable that only a handful of seconds under direct light will result in second degree burns. It may be in your best interest to find shade and shelter with your fellow teammates until the worst of the mid-afternoon sunlight has passed.
7.0 Nevertheless, the majority of your traveling will probably be best done during the daytime. At night, Noth 11X8’s only moon plunges the planet into a bone-piercing chill. Even if you can withstand the freezing cold, what little moonlight that manages to make it through the tree’s canopies makes for overall poor visibility, hindering any productive travel.
8.0 And be careful not to get too distracted by the scenery either. Many dangers await you on a planet deemed ungovernable by its own neighbors. Apart from the creatures of interest listed on the mission file, the island is teeming with wildlife who may not take too kindly over being disturbed. They may be encountered during the day as you're trekking through the island, or at night when you're trying to rest, so make sure to familiarise yourself with them beforehand so you know what to look out for.
• Dregzeok: Nocturnal. They hunt in pairs using their razor-sharp horns/antlers and the glowing orbs along their body, which gathers energy from the planet’s moon to create concussive energy blasts.
• Bladed Iris: Named for their coloring that matches many of the island’s wild flora, these solitary reptiles main weapon are the numerous spikes along their tail and frill. If that doesn’t work, they can also spit out a corrosive acid the same orange color as their markings.
• Thrilqoils: A symbiotic species, each thrilqoil is host to at least a dozen qoils (miniscule, gnat-like insects). While relatively peaceful, they can be very territorial of their nests found along low-hanging branches of trees. Just one sting can cause the flesh to swell up to the size of a small melon.
• Swamp Boars: Found only in swamps, their tough plating make for good armor. Though these herbivores keep mostly to themselves, they have been known to maul and gore any would-be threats.
• Khulgruns: These giants can be easily confused with the trees found scattered near rivers, but the khulgruns themselves are not actually the wood, but rather the glowing bulbs encased within them. Once fully matured, a khulgrun will burrow itself into a tree, uproot it, and use it as a vessel for its body.
• Oltir: While a useful plant during the evening, ingesting the bulbs of an oltir will cause the eater to feel incredibly intoxicated for the next three hours as it digests.

Despite it all, you reach your destination. By now, the orb’s power is downright palpable in the air surrounding the volcano. Gravity feels stronger, making each step heavier than the last. At its peak, pink-purple clouds swirl overhead like a brewing storm. Maybe you feel a sense of unease at the sight of the omen, but you also know how close you are now. There, nestled into the volcano’s caldera, sits your ticket out of this hellscape — the orb.
Then it happens — a daunting rumble.
9.0 Like a tidal wave, the rumbling ripples through the volcano, making the ground beneath your feet shudder and groan. Without any further warning, scorching lava spews out from the opening, erupting into the air and running down its craggy sides. Riding the fiery currents are magma crabs, looking for an easy meal by snatching up any scorched creature the lava leaves behind. You’ll probably want to get out of the way.
And yet, you know you have to find a way to brave the lava and the fumes of the active volcano, because leaving the orb there is not an option — so it's in your best interest to put your thinking caps on, plan with others, and figure out a way to get to your goal.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To submit a suggestion for the orb retrieval, please do so HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪

Injury Wildcard | CW: Blood, stab wounds
She only gets so close before the light comes rushing at her and she realizes this must’ve been some kind of trap because the light is attached to something. The light suddenly brightens and Daisy quickly realizes what’s about to happening. Raising her hands she forms a shield with her powers and it sends the creature and her both flying in opposite directions.
Crashing hard on the ground, Daisy lands on her side and quickly scrambles to her feet just in time to get knocked down by something else. It takes her a moment to realize whatever it was has just stabbed her in the stomach.
That probably wasn’t good.
It charges at her again, and this time she’s ready as she presses one hand to her stomach. It was the same one from before(or so she thinks), and the light on its body brightens again. It goes flying again but Daisy manages to only slide back a bit on her feet. The camp they’ve made for themselves isn’t too far from here and she rushes back as quickly as she can, which is pretty fast thanks to adrenaline.
It’s not until she’s back that she finally looks back and finds that nothing seems to be following her. Pulling her hand away, Daisy can make out the darkness of the blood in comparison to her sweater. Pulling up the clothes she had layered on, it definitely could’ve been worse.
Tensing when she hears movement, Daisy lowers her clothing again and looks around into the darkness only to hear the movement from behind her now. Quickly turning around, Daisy visibly relaxes.]
You scared the crap out of me.
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[Should he have woken up someone else to come with, in case those footsteps are bringing trouble? Maybe. Too late and not important now.]
Sorry - just heard somethin' and wanted to check if-- [Around now is when he catches the sight of something dark and wet soaking into Daisy's sweater. That is definitely blood. Clayton's eyes widen and he sucks in a breath.] --Shit, Daisy, you're hurt! We gotta get you back to camp.
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Yeah. That was me and one of the creatures out there.
[She looks down at her sweater to see more blood pooling there, and she’s more annoyed than anything.]
I’ll be fine.
[Pressing her hand back to her stomach, she takes a few careful steps forwards toward the camp,]
Just need to stitch it up.
[She’s not a doctor by any means, but she’s had to patch herself up before. And as if he needs a warning after seeing what that thing did to her…]
Don’t go out there at night, it’s not safe.
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[No warning required, Clayton has seen enough. He hurries to Daisy's side to help give her the support to walk, pulling his coat off along the way, and offers it to her.]
Here - staunch the bleedin'. As much pressure as you can. [This is his only jacket, but jackets are replaceable. Daisy's blood is not (at least, not without the equipment to do a transfusion).] I can take care of the stitchin', you just relax. Got my gear back at camp. How deep is it?
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I don’t know, couple of inches probably.
[She doesn’t hold onto him for support, but she’s walking slower than she normally would have. Slightly hunched over as if that’ll help with the pain.]
Are you a doctor?
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Yeah. [Since she isn't angling to lean on him, Clayton counters by providing his own support, resting a hand on her back and hovering another by her arm to catch her in case she stumbles.] Lucky for you, eh? Though I suppose you ain't feelin' too lucky right now, considerin' the stab wound 'n all.
[Levity - that's always a good distraction when he's nervous.]
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Yeah, uh, this isn’t my first time being stabbed.
[Daisy explains, hand reaching down as she tries to carefully lower herself to the ground. This seemed like the best place to at least get a better look at the wound.]
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Not in the same spot, I hope? [Just kind of giving up on the concept that the other Orbers used to live safe, stabbing-free lives. Clayton returns and kneels down next to Daisy's side.] Alright - takin' this coat away an' pullin' your shirt up so I can get a better look. Sit tight.
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[Daisy admits with a wince, realizing how terrible that probably sounded. Pulling her hand away with his coat, she tries to get a look at it with him. It’s gnarly, but not the worst wound she’s ever gotten. The wound itself is jagged, a few inches wide and deep.]
It was some kind of animal, never seen something like it before.
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What'd it look like? [As if he'll know anything about what it is, or be able to use that information to help. Primarily he's just trying to keep Daisy occupied while he checks the gash for foreign objects with a small flashlight.]
[Once he's satisfied that there isn't anything that can't be rinsed out with saline later, Clayton grabs a small towel to replace the coat, pressing it against Daisy's abdomen.]
Here--hold this. I'd like my coat back. [He's (mostly) joking.]
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[If it hadn’t tried to gore her to death, she would’ve checked it out further. Taking the towel from him, she smiles tightly as she hands back over the coat to him.]
I have a blanket, if you want it.
[It’s the least she could offer him after bleeding all over his coat.]
How many stitches do I need?
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Maybe later. Let's get you fixed up, first.
[Not shivering yet, so everything's fine. Clayton grabs the aforementioned bottle of saline, antiseptic, and a few sealed bundles of sterile padding.]
Dunno. Wanna make a bet outta it?
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Do you always place bets with your patients?
[She asks, not actually offended. If anything, it’s distracting her.]
At least five.
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[Making bets and flirting with his patients? Not strictly up to code, but Clayton can tell that the conversation is keeping her thoughts busy on things that aren't her gaping stab wound and the fact that he's currently flushing it out with saline, so, he'll pursue that for as long as Daisy lets him get away with it.]
[Unfortunately, he does still have to do his job, which means asking questions.]
Alright - any dizziness? Numbness? Trouble breathin'? [Mostly checking for signs of toxins or venom at this point; Clayton doesn't know if they'll induce the same kinds of symptoms as venomous animals on Earth, but it surely won't hurt to ask.]
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So I guess Grey’s Anatomy wasn’t exaggerating about doctors flirting with patients.
[She says after a minute, gripping the sand tightly in an attempt to keep herself otherwise still. Numbness would be nice right about now.]
Nope. Just pain.
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...I don't know what reprint they gave out in your school, but I wanna see it. [Sorry Daisy, Clayton's network television history is a lot different than yours; all he knows about is the textbook and is very confused now.]
[Clayton resumes his ministrations with a rueful chuckle and a shake of his head, deciding that it's probably not important.] Just hold on for a few shakes - nearly done cleanin', then we'll stitch 'er up and I'll let you go.
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It’s a TV show, about doctors and their ridiculous relationships with their colleagues.
[The bitterly cold air brushing against her exposed skin is almost a good enough distraction from the pain. Almost.]
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Accurate to life, I'm sure. Run enough twelve-hour ER shifts together an' your professional relationships start gettin' real weird.
[Clayton laughs his way through the words, though his follow-up is much gentler.]
Show you enjoyed, back home?
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[It got harder to keep up with in the past few years, saving the world and all of that.]
You have a show you like to put on when you don’t want to think?
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Similar stuff, I figure. Rebel Dressed in Black, Breaking Hearts...show you mentioned sounds a lot like Follower of Sorrow. Main characters all work in hospice.
[None of these are shows Daisy knows, probably. They're also all soap operas.]
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[Daisy admits, wincing when he presses the towel back against her stomach.]
Were these shows you watched before you got into medicine? Or after?
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Grey's Anatomy wasn't? [He shakes his head.] I mean--they had lots of high points, relationships workin' out, folks makin' sudden recoveries, but there's plenty of drama in the middle. You know how it is.
[Typical Soap Shit. From his wistful-looking smile, Clayton seems to enjoy this sort of thing.]
Started really gettin' into it when I was a kid, actually. My aunts used to keep up with 'em-- [He chuckles fondly as the memory hits.] --they'd buy the little guidebooks 'n stuff at the corner store, talk about 'em at dinner. Follower of Sorrow was the only one we could catch on the TV back then. Show's older'n I am.
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[In a lot of parts, actually. But Daisy doesn’t really pay attention to that aspect of it. She’s just there for the hot doctors.]
Guidebooks? Like of the characters?
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Kinda. 'Bout the episodes in general, really. They used to come out the week after airin'. [He twists back around from his bag, suture kit in hand.] Y'know, the ones they'd carry with the magazines? Aunts had a pile of 'em in the bathroom. Had to sneak 'em out to the dump every few years so they didn't take over the whole floor.
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[Obsessive is the word she wants to use, but he might find that offensive.]
They were really big fans.
[She sees the suture kit in his hand and she can’t say she’s a fan of knowing what comes next. Especially if she’s not going to be numbed.]
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