[ open ] Property of WCKD

welcome to the Glade
hope you enjoyed the one-way trip; maze runner au
➸ rules of the Glade:1. everyone does their part➸ fresh from the box: Once a month, someone new shows up, and today's your lucky day. You have no memory of anything before waking up in darkness to the sound of metal grating against metal, the floor shuddering and lurching beneath your feet. You're going up, you realize, but the trip seems to take forever. Finally, you see a light, and the box comes to a stop, and as your eyes adjust you see people looking down at you curiously, with vague greetings for the new Greenie, and no answers for any of your questions. And all you have to offer in return is your name. It's your first day in the Glade. Enjoy your stay.
2. never hurt another Glader
3. never go outside the Glade
➸ doing your part: You've been here for a while, got yourself a job and everything. What is it? You one of the Builders, Sloppers, Cooks, Med-Jacks? Maybe a Runner? Or are you the Keeper of your respective area of expertise? Whatever the case, you've got a lot of work to do to earn your keep. Best hop to it, shank.
➸ the maze: There's a secret to the Maze, and it's time the Gladers solve the puzzle. But beware - the Walls change every night, and the Grievers are a constant risk. Only the Runners are allowed outside of the Glade, but maybe you're exiled, or maybe you made a run for it anyway. Whatever the case, there has to be a way out somewhere.
➸ the changing: One way or another, a Griever's gotten it's claws into you, and now you've got to suffer the consequences. The Changing is a painful process, and maybe you suffer hallucinations, seizures, or worse. Whatever the case, it gives you flashes of memories from before the Glades, and they're not all pretty - some have been known to go insane being stung. What'll happen to you?
➸ the ending: The Doors won't close, and the Gladers at the mercy of the Grievers. What do you do now? Hide in the Homestead? Try to fight them? A Glader dies every night you try to sort out what to do. Better hurry before you're next.
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Generally, she's surly and pugnacious, more because she's endlessly frustrated with her own mind and the mysterious nature of the Glade, though it sometimes comes off as if she's the only person this has ever happened to here.
She is not, however, unkind to the Med-Jack showing her the ropes. That meanness is even beyond her. ]
I'm okay, [ is all she says, rolling bandage wraps. ]
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I know it's hard, [ she says softly, counting them out before looking back up at Natalie. ] But you get used to it, in time. And before you know it, you won't be the Greenie around here, anymore, and maybe you'll even be teaching them how to do a job, once you find the right one. It really isn't so bad, as long as you stay in here.