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A more detailed outline for the story |
Story Outline 2: NaNoWriMo Oct 8th Description: Vada’s misadventure on Earth Stasis: Prodigy student on a misguided crusade to fix a system that he feels is inadequate. In a constant need to prove himself though it is really not needed. Details: Vada does not see anomalies in the class system, he simply does not understand or approve of it. Trigger: In an attempt to confirm his findings, studying the Canterbury Nebula, he discovers a previously unknown wormhole which pulled him in and through to Earth. Details: The energy of the jump gates creates unstable worm holes within the nebula. This was not known even by seasoned pilots. Though Vada’s attempt to prove himself was reckless, he opened his world’s eye to new dangers within the Nebula. The Quest: His ship was damaged and the wormhole had closed behind him. As his vessel was a short range transport, he could not return home without a wormhole or jump-gate. He needed to repair his vessel and send out an ARCH Assistance Required Communication Hail. Details: Having crashed inside a military bone yard, Vada discovered that the human’s technology is advancing at an alarming rate; far faster than the council had dared to estimate. This discovers gave Vada hope in repairing his vessel. Surprise: Vada is discovered by a small group of humans who surprisingly agree to help him repair his vessel. However, their knowledge of his people’s technology was nonexistent as was his knowledge of their primitive tools. Details: He learns that the humans are very quick learners when it comes to technology. They are also very adaptive and spotted issues with his vessel he had never considered to be anomalies. Critical Choice: Both Vada and the humans teach each other through trial and error with more than enough close calls of further human discovery and/or interference. Details: Vada discovered that humans, having evolved on a death world, were masters at hiding people, materials and the truth from each other. This meant that they would be undetectable to anyone within the galactic council. Climax: The joint effort pays off and the vessel is not only repaired but modified with a powerful enough engine to make its own jump-gate back to Vada’s home world. Details: He learned that humanity had the unique ability to reverse engineer any technology they get their hands on and make it better. This strengthened the warning he had heard from other worlds. ‘Humans- do not approach- Explosively adaptive’. Resolution: Through Vada’s adventure, the humans obtained knowledge of faster than light travel and improved upon it. Discussion: This brought the unanimous decision to make peaceful first contact with humanity. Description: Diron’s Misadventure on Earth. Stasis: Respected member of the youth diplomatic core. Suffers from an ‘overabundance of personality’. Fascinated and obsessed with the diversity and culture of other races. Friendly but feels as if he is isolated from his kind. Details: He is unaware that he is not the only one, just the first. Members of the fold are keeping it quiet to avoid a loss of control and become truly individuals. Trigger: An innocent game of hide and seek goes wrong and he ends up being launched to Earth in an escape pod. Details: The escape pod was malfunctioning and Diron was unfamiliar with the ship’s layout. In his defense, he was left unsupervised. The Quest: Diron needs to heal and send out a mental distress signal when he is strong enough. Forced to put his trust in humans who had found him at the crash site. Details: Diron is found by an Earth medical team who knows nothing of Teranor physiology and unintentionally made his already bad situation worse. This is why Earth medicine is called ‘practice’ Surprise: The humans he put his trust into are part of a special secret government agency who monitors and conceals any knowledge of extra-terrestrials visiting Earth. Details: Humans are aware of extraterrestrial life on the governmental level only they fear a panic or worse, loss of control from the populous of nearly 7 billion people. Climax: Diron works with the agency to identify a possibly hostile vessel that is close to being seen by the human populous. It turns out to be a vessel from Purrearth, Princess Kyteen’s kidnappers. (flying passed Diron’s vessel to pick him up.) Details: A transmission was quickly sent out to Queen Norida of Purrearth who immediately sent out a rescue party. Resolution: Diron flies back home and the government receives technology that will advance them several decades. Details: Due to the incident, the galactic council unanimously decided to make first contact protocols with humanity. Discussion: Diron discovers that humans work as one like the Fold but think as individuals like himself. He also discovers it was ancient humanity who were the powerful psychic race. Description: Princess Kyteen’s misadventure on Earth. Stasis: Born into the royal family, Kyteen is a symbol of the kingdom’s continuing reign. Seen but not heard, pampered but not nurtured. Details: Queen Norida wants her daughter to enjoy childhood while it lasts as her childhood was nothing but training to be the next ruler of Purrearth. Only the pressures of rule often makes her forget how lonely the palace can be. Trigger: Kyteen is lured away and kidnapped by a rival clan hungry for power. Only Kyteen fight back and they end up crashing on Earth after going through the wrong jump-gate. Details: The kidnappers used recorded statements of the queen to lure Kyteen into their clutches. She fought them with all she had until the ship crashed on Earth. The jump gate they went through did not belong to any of the council worlds. It was ancient, cloaked until activated. The Quest: Kyteen must survive on a world where royalty means little and rewards must be earned until rescue. Details: Kyteen is rescued by American Marines who make short work of and force the retreat of her kidnappers after they fired upon them and demanded their surrender. Kyteen learned humans do not take kindly to threats. Surprise: Kyteen’s fairytale view of the world is dismantled and destroyed in real time as her kidnappers escape human custody. Details: Although respectful and accommodating, the military officials did not jump to her command as she was used to. She learned that her entitlement ended the moment she landed on Earth. Critical Choice: Kyteen leads a team from the sidelines to capture her kidnappers and rescue hostages they had taken. Details: Kyteen’s kidnappers returned and took children of one of the soldiers hostage. They took refuge in one of the family barracks. Kyteen’s knowledge of their weapons and tactics helped the marines capture the kidnappers and rescue the children alive and unharmed. The kidnappers, however, learned the hard way you do not take the children of a human soldier. Climax: Kyteen proves to the humans and herself that she can be a good leader and strategist. Details: Through her participation in capturing her kidnappers from the sidelines, Kyteen showed her true potential to be a fine leader. The humans gave her the honorary rank of a defense attaché or military diplomat for her world of Purrearth. Resolution: Kyteen is seen as a heroine from another world and is retrieved by a very proud Queen mother. Details: The officials who meet the solders sent to retrieve Kyteen reported that Kyteen was a hero in the rescue of three children and the capture of her kidnappers. This made the queen proud of her daughter and they finally had a long talk. Discussion: This brought the decree from the queen that her husband will rule in her place until her return as diplomats for their world. Description: Era’s misadventure on Earth Stasis: Era is a young student full of curiosity and wonder who hides a powerful gift. She has a love for history and archaeology. The equivalent of a shy but happy little girl. Details: Era has the rare ability to ‘talk’ to and control non-sentient machines. Some speculate she shares her sentience with these machines for a short time allowing her to control them like pets for a short time. Trigger: On an educational outing to an archaeological dig, Era discovers a strange ancient artifact. She accidentally activates it and is teleported to another archaeological site on Earth. Details: It was theorized that is was due to Era’s gift that the artifact activated, thus activating the portal. Still, the lead archaeologist was reprimanded for not securing the site for safety more carefully. The Quest: Upon discovering humans, Era’s body creates a ‘living shell’ around her to appear as a little human girl. The stress of the transport and meeting humans caused her to lose her memory. She is on a quest to remember who she is and find a way back home. Details: Era’s amnesia was due to mental stress, suddenly being jumped across many lightyears, to alien surroundings. She still had her intelligence and problem solving skills. Surprise: People are after her but, with her amnesia, she does not remember who or why so she runs. Details: There was an immediate search for Era on her world and, using their own technology, they were able to trace the teleport back to Earth. A ship was then immediately dispatched to rescue either her or the humans due to her hidden ability. Critical Choice: She trusts a small band of humans who had found her and they help her regain her memory. Details: Those she put her trust in were the same people who had found her and took her to the hospital. It was not until the rescuers arrived at their cabin with the sheriff of their town did the truth behind the chase get revealed. Resolution: Era regains her memory and awakens a technology humans had long ago lost and forgot about, advancing them exponentially. Details: The humans distant ancestors were a highly advanced civilization who gave sentience to their robots. They then sent them off to space to live while their numbers plummeted for reasons lost to time. Discussion: Discovering that the ancient humans were their Great Creators, it was no longer a question of if but when they would be able to start first, no, second contact protocols. Description: Atrace’s misadventure on Earth. Stasis: Atrace is on a misguided crusade to end all illness. She studies as well as maintaining friendships and hobbies leading to her eventual burn out. Details: Atrace was one of the very few survivors of a plague upon one of their floating islands. She had seen too much illness and carries a survivor’s guilt. Trigger: At the verge of exhaustion due to her lifestyle, Atrace punches in the wrong coordinates and ends up discovering a previously unknown jump-gate to Earth. Details: This was an ancient jump gate, one no one of the council worlds even knew existed before they built their first jump gates. Upon landing on Earth, she finds an aviary to hide her one passenger ship and herself. The Quest: Atrace discovers illnesses on Earth she had never encountered and must cure herself before returning to her home-world. Details: The illness she discovered was a variant of influenza which she learned humans now see as little more of an annoyance than a pandemic. Surprise: Atrace meets a veterinarian named Dove in the aviary she had hid herself and ship in. Details: Atrace inadvertently gave the birds an illness that is little more than an annoyance to her people. Critical Choice: Atrace helps Dove with a mysterious illness affecting her birds and she helps Atrace with her Earthly illness. Details: Atrace felt guilty as she had done the opposite of what she had fighting to do for a long while. She chose to concede the fact that she still had a lot to learn. Resolution: The two exchange medical knowledge that would change their view on medicine forever. Details: The idea of vaccinations was completely foreign to Atrace. So was the concept of penicillin. In turn, Atrace offered their knowledge of medicine as a trade. Discussion: Upon returning to Croctna, the medical knowledge from Earth was accepted and the council unanimously agreed to begin official first contact protocols. Every aspect of this outline is subject to change. |