Midpoint Mods (
midpointmods) wrote in
midpointsaloon2020-05-08 08:33 pm
Welcome To Your Life (Jailbreak Mingle)
You find yourself in jail. An old-fashioned, dusty jail: three cells wide, six foot to a side and below ground level, judging from the tiny barred window half a foot from the ceiling, that looks out onto a flat expanse. Shimmering heat waves are already starting to form, the sun already burning hot, but your cell is comfortably cool and dry.
And empty. The only things in your cell are a sturdy plank bench, chained to the wall like a hammock, a solid-looking pillow and a hairy blanket sitting thereon. Any items you might have had on your person are sitting on the wall opposite your cell, nearly four feet away from the iron bars holding you: propped up on wooden shelves, hanging from thick metal hooks, or sitting on the floor if the item is particularly large.
Outside the occasional jangle of leather and metal, and the occasional chuffing breigh suggests that there must be horses outside, but otherwise the area is silent. Before too long, though, there's the sound of footsteps and jangling keys echoing from upstairs, getting louder and clearer as someone makes their way down to you...
I. Sooey Jail
The view from the windows drops off quite suddenly, about a mile past the bare scrubland bushes and occasional screeching roadrunner. In the distance, a plume of smoke is the only sign of a freight train rushing along its tracks, until the faint echo of its whistle hits the ear. While Inara Serra will likely be entirely unimpressed by the lacking cell, Daylight vis Lornlit will find it's far too small for him. Bucky Barnes is near silent as he dismounts outside.
II. Southern Point
The walls of the cells here are distinctly discoloured to nearly five feet high, an ugly brown with black mold growing in the cracks around the benches and corners of the room. The air is musty and damp, in sharp contrast to the hot, dry wind that blows in through the windows. Quicksword Irene will find her ever-present claymore on the wrong side of the bars, but Hajime Aikawa has company behind his - Ryo has come along, too. The sound of Fuwa tying his horse up is interrupted by a sharp yelp of annoyance.
III. Mountain Hole
The windows are cast in shade in these morning hours, which makes the cells distinctly cooler than the glimpses of clear blue sky and rolling heat waves suggest. Fully grown trees with needle-like leaves are visible outside, and the keen might just hear the echo of a chugging train. Taako will no doubt find the scene familiar; Yoda as well, if less sandy than some oft complained about; Jiro Azuma is undoubtedly the most confused here. Rocket and Groot can be heard outside, approaching and bickering.
IV. Dead Man's Doorstep
The higher the sun rises, the warmer it gets in the cells; even before midday it's unspeakably stuffy, and the hot breeze carries light waves of sand into the cells. The sound of ropes creaking, gentle and intermittent, under the strain of something heavy echoes through the cells, adding a disconcerting background noise to the already alarming context. Jo Harvelle will find sand in her hair; Sara Lance finds it everywhere else. Outside, Misty Day and Sam Wilson tie their horses together, and brace for their new teammates.
And empty. The only things in your cell are a sturdy plank bench, chained to the wall like a hammock, a solid-looking pillow and a hairy blanket sitting thereon. Any items you might have had on your person are sitting on the wall opposite your cell, nearly four feet away from the iron bars holding you: propped up on wooden shelves, hanging from thick metal hooks, or sitting on the floor if the item is particularly large.
Outside the occasional jangle of leather and metal, and the occasional chuffing breigh suggests that there must be horses outside, but otherwise the area is silent. Before too long, though, there's the sound of footsteps and jangling keys echoing from upstairs, getting louder and clearer as someone makes their way down to you...
I. Sooey Jail
The view from the windows drops off quite suddenly, about a mile past the bare scrubland bushes and occasional screeching roadrunner. In the distance, a plume of smoke is the only sign of a freight train rushing along its tracks, until the faint echo of its whistle hits the ear. While Inara Serra will likely be entirely unimpressed by the lacking cell, Daylight vis Lornlit will find it's far too small for him. Bucky Barnes is near silent as he dismounts outside.
II. Southern Point
The walls of the cells here are distinctly discoloured to nearly five feet high, an ugly brown with black mold growing in the cracks around the benches and corners of the room. The air is musty and damp, in sharp contrast to the hot, dry wind that blows in through the windows. Quicksword Irene will find her ever-present claymore on the wrong side of the bars, but Hajime Aikawa has company behind his - Ryo has come along, too. The sound of Fuwa tying his horse up is interrupted by a sharp yelp of annoyance.
III. Mountain Hole
The windows are cast in shade in these morning hours, which makes the cells distinctly cooler than the glimpses of clear blue sky and rolling heat waves suggest. Fully grown trees with needle-like leaves are visible outside, and the keen might just hear the echo of a chugging train. Taako will no doubt find the scene familiar; Yoda as well, if less sandy than some oft complained about; Jiro Azuma is undoubtedly the most confused here. Rocket and Groot can be heard outside, approaching and bickering.
IV. Dead Man's Doorstep
The higher the sun rises, the warmer it gets in the cells; even before midday it's unspeakably stuffy, and the hot breeze carries light waves of sand into the cells. The sound of ropes creaking, gentle and intermittent, under the strain of something heavy echoes through the cells, adding a disconcerting background noise to the already alarming context. Jo Harvelle will find sand in her hair; Sara Lance finds it everywhere else. Outside, Misty Day and Sam Wilson tie their horses together, and brace for their new teammates.

II
Her sword sits against the opposite wall, almost mocking her. She dislikes having it so far away from her, but for now she sets her unease about that aside, concentrating instead on examining her cell more closely, even testing the strength of the bars with her hand. She gives the occupants of the other inhabited cell a brief assessing once-over - not yoma or Awakened Beings, although the situation is still too unclear for her to consider them as potential allies even if she did have any sense of their actual abilities - before turning her attention to the sounds from outside and the limited view from the window. There doesn't seem to be much for her to work with if she wants to escape this place, not yet anyway; she's going to have to be patient and bide her time. Fortunately, she's gotten quite good at that over the years.
None of this inner turmoil shows, of course; to an onlooker, Irene looks and acts perfectly calm. Potentially infuriatingly so, since she also doesn't seem inclined to be social just yet; she just continues to test various parts of her cell before eventually giving up for now and seating herself on the bench, silent and still in her heavy cloak.
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"You're finally awake, then." He walks up to the cage, and Irene will see a ring of keys dangling from his hand. "You must be Irene."
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Then again, Irene isn't with the Organization anymore.
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He shrugs one shoulder. "They always come back in a few days anyway, so it's not like dying is permanent. It just hurts."
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"Is there a purpose to any of this beyond entertainment?"
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